mirror of
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3.9.0 Release
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@ -1,9 +1,10 @@
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# Change Log
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## Version 3.next - Yui - in development
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## Version 3.9.0 - Yui - 24th May 2018
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### New Features
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* The command `npm run help` will display a friendly list of all the scripts available (run `npm install` first)
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* Game has a new property `hasFocus` which is a read-only boolean that lets you know if the window the game is embedded in (including in an iframe) currently has focus or not.
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* Game.Config has a new property `autoFocus`, which is `true` by default, and will automatically call `window.focus()` when the game starts.
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* Clicking on the canvas will automatically call `window.focus`. This means in games that use keyboard controls if you tab or click away from the game, then click back on it again, the keys will carry on working (where-as before they would remain unfocused)
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@ -55,10 +56,11 @@
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### Examples, Documentation and TypeScript
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Thanks to the work of @hexus we have now documented nearly all of the Math namespace. This is hundreds of functions now covered by full docs and is work we'll continue in the coming weeks.
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My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:
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@hexus @mikez @wtravO @thomastanck
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@mikez @wtravO @thomastanck
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## Version 3.8.0 - Klein - 16th May 2018
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125
README.md
125
README.md
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@ -13,7 +13,7 @@ Thousands of developers from indie and multi-national digital agencies, and univ
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**Visit:** The [Phaser website](https://phaser.io) and follow on [Twitter](https://twitter.com/phaser_) (#phaserjs)<br />
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**Learn:** [API Docs](https://github.com/photonstorm/phaser3-docs), [Support Forum][forum] and [StackOverflow](https://stackoverflow.com/questions/tagged/phaser-framework)<br />
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**Code:** 700+ [Examples](https://labs.phaser.io) (source available in this [repo][examples])<br />
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**Read:** Weekly [Phaser World](#newsletter) Newsletter<br />
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**Read:** The [Phaser World](#newsletter) Newsletter<br />
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||||
**Chat:** [Slack](https://phaser.io/community/slack) and [Discord](https://phaser.io/community/discord)<br />
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**Extend:** With [Phaser Plugins](https://phaser.io/shop/plugins)<br />
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**Be awesome:** [Support](#support) the future of Phaser<br />
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@ -24,9 +24,13 @@ Grab the source and join the fun!
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<div align="center"><img src="https://phaser.io/images/github/news.jpg"></div>
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> 16th May 2018
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> 24th May 2018
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I'm pleased to announce the immediate availability of Phaser 3.8.0. This release continues our mission of enhancing Phaser 3 as best and as quickly as we can. New in this version is a completely overhauled Plugin system, allowing you to add game and Scene level plugins into Phaser with ease, as well as custom Game Objects and File Types too. This continues the work carried out in 3.7.0, in which we made significant improvements to the Loader, allowing for far more flexible file loading, new loader packs, new file formats, normal map support and more. We've also improved our build process, making Phaser 3 much easier to package outside of Webpack. You'll also find hundreds and hundreds of items now have full documentation too. As always, please check out the [Change Log](#changelog) for comprehensive details about what recent versions contain.
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Our aim has always been to continue our mission of enhancing Phaser 3 as best and as quickly as we can. This means we're releasing often quite significant updates in relatively short periods of time. It also means we're jumping on bug reports as quickly as we can, keeping the issues list total nice and low (the vast majority of the items in there are feature requests now!)
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It's been a steady few weeks of development and we're ready with 3.9.0. There are no significant new features, but it contains a lot of important changes and fixes all the same. Highlights include better keyboard focus loss handling, new Camera lerp and follow offset features, new Plugin Manager features for registering custom file types and plenty more. We're also working hard on documentation and hundreds more functions have been completed in this release.
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In 3.8.0 we released a completely overhauled Plugin system, allowing you to add game and Scene level plugins into Phaser with ease, as well as custom Game Objects and File Types too. This continues the work carried out in 3.7.0, in which we made significant improvements to the Loader, allowing for far more flexible file loading, new loader packs, new file formats, normal map support and more. We've also improved our build process, making Phaser 3 much easier to package outside of Webpack. You'll also find hundreds and hundreds of items now have full documentation too. As always, please check out the [Change Log](#changelog) for comprehensive details about what recent versions contain.
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**About Phaser 3**
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@ -36,7 +40,7 @@ Please understand this is a bleeding-edge and brand new release. There are featu
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For us this is just the start of a new chapter in Phaser's life. We will be jumping on bug reports as quickly as we can and releasing new versions rapidly. We've structured v3 in such a way that we can push out point releases as fast as needed.
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We publish our [Developer Logs](https://phaser.io/phaser3/devlog) in the weekly [Phaser World](https://phaser.io/community/newsletter) newsletter. Subscribe to stay in touch and get all the latest news from us and the wider Phaser community.
|
||||
We publish our [Developer Logs](https://phaser.io/phaser3/devlog) in the [Phaser World](https://phaser.io/community/newsletter) newsletter. Subscribe to stay in touch and get all the latest news from us and the wider Phaser community.
|
||||
|
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You can also follow Phaser on [Twitter](https://twitter.com/phaser_) and chat with fellow Phaser devs in our [Slack](https://phaser.io/community/slack) and [Discord](https://phaser.io/community/discord) channels.
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@ -66,11 +70,11 @@ Extra special thanks to our top-tier sponsors: [Orange Games](http://orangegames
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![Sponsors](https://phaser.io/images/github/patreon-sponsors-2018-1.png "Top Patreon Sponsors")
|
||||
|
||||
![Weekly Newsletter](https://phaser.io/images/github/div-newsletter.png "Weekly Newsletter")
|
||||
![Phaser Newsletter](https://phaser.io/images/github/div-newsletter.png "Phaser Newsletter")
|
||||
|
||||
<div align="center"><img src="https://phaser.io/images/github/phaser-world.png"></div>
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||||
|
||||
Every week we publish the [Phaser World](https://phaser.io/community/newsletter) newsletter. It's packed full of the latest Phaser games, tutorials, videos, meet-ups, talks, and more. The newsletter also contains our weekly Development Progress updates which let you know about the new features we're working on.
|
||||
We publish the [Phaser World](https://phaser.io/community/newsletter) newsletter. It's packed full of the latest Phaser games, tutorials, videos, meet-ups, talks, and more. The newsletter also contains our weekly Development Progress updates which let you know about the new features we're working on.
|
||||
|
||||
Over 120 previous editions can be found on our [Back Issues](https://phaser.io/community/backissues) page.
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@ -98,18 +102,18 @@ npm install phaser
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[Phaser is on jsDelivr](https://www.jsdelivr.com/projects/phaser) which is a "super-fast CDN for developers". Include the following in your html:
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```html
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<script src="//cdn.jsdelivr.net/npm/phaser@3.8.0/dist/phaser.js"></script>
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<script src="//cdn.jsdelivr.net/npm/phaser@3.9.0/dist/phaser.js"></script>
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```
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or the minified version:
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```html
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<script src="//cdn.jsdelivr.net/npm/phaser@3.8.0/dist/phaser.min.js"></script>
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<script src="//cdn.jsdelivr.net/npm/phaser@3.9.0/dist/phaser.min.js"></script>
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```
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### API Documentation
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1. Go to https://photonstorm.github.io/phaser3-docs/index.html to read the docs online.
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1. Go to https://photonstorm.github.io/phaser3-docs/index.html to read the docs online, or ...
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2. Checkout the [phaser3-docs](https://github.com/photonstorm/phaser3-docs) repository and then read the documentation by pointing your browser to the local `docs/` folder.
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The documentation for Phaser 3 is an on-going project. Please help us by searching the Phaser code for any instance of the string `[description]` and then replacing it with some documentation.
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@ -120,13 +124,11 @@ The documentation for Phaser 3 is an on-going project. Please help us by searchi
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|
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They are automatically generated from the jsdoc comments in the Phaser source code. If you wish to help refine them then you must edit the Phaser jsdoc blocks directly. You can find more details, including the source to the conversion tool we wrote in the Docs repo.
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As soon as we're happy with the accuracy of the TS defs we'll merge them into the main repo, for now, please download them from the docs repo, linked above, and add them to your project.
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As soon as we're happy with the accuracy of the TS defs we'll merge them into the main repo, for now, please download them from the docs repo, linked above, and add them to your project. When we release new versions of Phaser we publish new TS defs too.
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### Webpack
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|
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We use Webpack to build Phaser and we take advantage of several features specific to Webpack to do this, including `raw-loader` to handle our shader files and build-time flags for renderer swapping.
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If you wish to use Webpack with Phaser then please use our [Phaser 3 Project Template](https://github.com/photonstorm/phaser3-project-template) as it's already set-up to handle the build conditions Phaser needs.
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We use Webpack to build Phaser and we take advantage of its conditional build flag feature to handle renderer swapping. If you wish to use Webpack with Phaser then please use our [Phaser 3 Project Template](https://github.com/photonstorm/phaser3-project-template) as it's already set-up to handle the build conditions Phaser needs. Recent changes to our build steps mean you should now be able to us any other packager, like Parcel, without any config changes.
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|
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### License
|
||||
|
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|
@ -245,7 +247,7 @@ Run it in your browser and you'll see the following:
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This is a tiny example, and there are hundreds more for you to explore, but hopefully it shows how expressive and quick Phaser is to use. With just a few easily readable lines of code, we've got something pretty impressive up on screen!
|
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|
||||
Subscribe to our weekly newsletter for further tutorials and examples.
|
||||
Subscribe to our newsletter for further tutorials and examples.
|
||||
|
||||
![Building Phaser](https://phaser.io/images/github/div-building-phaser.png "Building Phaser")
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@ -259,67 +261,74 @@ Phaser 3 is built using Webpack and we take advantage of the Webpack definePlugi
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If you wish to build Phaser 3 from source, ensure you have the required packages by cloning the repository and then running `npm install`.
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|
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You can then run `webpack` to create a development build in the `build` folder which includes source maps for local testing. You can also run `npm run dist` to create a minified packaged build in the `dist` folder.
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You can then run `webpack` to create a development build in the `build` folder which includes source maps for local testing. You can also `npm run dist` to create a minified packaged build in the `dist` folder. For a list of all commands available use `npm run help`.
|
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|
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![Change Log](https://phaser.io/images/github/div-change-log.png "Change Log")
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<a name="changelog"></a>
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## Version 3.8.0 - Klein - 16th May 2018
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# Change Log
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### New Plugin Manager
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New in this release is a revamped Plugin Manager. Phaser has always used plugins extensively internally but this release opens them up and builds in a lot of new features making them easy for you to both create and digest.
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There is a new `Phaser.Plugins` namespace in which the classes live. The functions of the old PluginManager have moved to the new PluginCache and the PluginManager, which is available under `this.plugins` from all Scenes by default, now allows you to install and access any plugin.
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Plugins are split into two different types: A Global Plugin and a Scene Plugin.
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A **Global Plugin** is a plugin that lives within the Plugin Manager rather than a Scene. You can get access to it by calling `PluginManager.get` and providing a key. Any Scenes that request a plugin in this way all get access to the same plugin instance, allowing you to use a single plugin across multiple Scenes.
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A **Scene Plugin** is a plugin dedicated to running within a Scene. These are different to Global Plugins in that their instances do not live within the Plugin Manager, but within the Scene Systems class instead. And that every Scene created is given its own unique instance of a Scene Plugin. Examples of core Scene Plugins include the Input Plugin, the Tween Plugin and the physics Plugins.
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Plugins can now be installed in 3 different ways: 1) You can preload them, using the `load.plugin` and the new `load.scenePlugin` methods. This will allow you to load externally hosted plugins into your game, or pull down a plugin dynamically at run-time. 2) You can install global and scene plugins in your Game Configuration. The plugin code can be bundled with your game code into a single bundle. By specifying plugins in the game config they're instantly available as soon as your game boots. Finally, you can install plugins at run-time directly from within a Scene.
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Plugins can also create brand new Game Objects and File Types, which install themselves into the respective factories. This means you can now write a plugin that adds a new file type and Game Object in a single package.
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The new Plugin Manager and associated classes are 100% covered by JSDocs and there are stacks of new examples in the `plugins` folder in the Phaser 3 Labs too, so please dig in and have a play with these powerful new things!
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## Version 3.9.0 - Yui - 24th May 2018
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### New Features
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* You can pass in your own `canvas` and `context` elements in your Game Config and Phaser will use those to render with instead of creating its own. This also allows you to pass in a WebGL 2 context. Fix #3653 (thanks @tgrajewski)
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* WebGLRenderer.config has a new property `maxTextures` which is derived from `gl.MAX_TEXTURE_IMAGE_UNITS`, you can get it via the new method `getMaxTextures()`.
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* WebGLRenderer.config has a new property `maxTextureSize` which is derived from `gl.MAX_TEXTURE_SIZE`, you can get it via the new method `getMaxTextureSize()`
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* WebGLRenderer has a new property `compression` which holds the browser / devices compressed texture support gl extensions, which is populated during `init`.
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* When calling `generateFrameNames` to define an animation from a texture atlas you can now leave out all of the config properties and it will create an animation using every frame found in the atlas. Please understand you've no control over the sequence of these frames if you do this and it's entirely dictated by the json data (thanks @Aram19)
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* The keycodes for 0 to 9 on the numeric keypad have been added. You can now use them in events, i.e. `this.input.keyboard.on('keydown_NUMPAD_ZERO')` (thanks @Gaushao)
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* All Game Objects have a new method `setRandomPosition` which will randomly position them anywhere within the defined area, or if no area is given, anywhere within the game size.
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* The command `npm run help` will display a friendly list of all the scripts available (run `npm install` first)
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* Game has a new property `hasFocus` which is a read-only boolean that lets you know if the window the game is embedded in (including in an iframe) currently has focus or not.
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* Game.Config has a new property `autoFocus`, which is `true` by default, and will automatically call `window.focus()` when the game starts.
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* Clicking on the canvas will automatically call `window.focus`. This means in games that use keyboard controls if you tab or click away from the game, then click back on it again, the keys will carry on working (where-as before they would remain unfocused)
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* Arcade Physics Body has a new method `setAllowDrag` which toggles the `allowDrag` property (thanks @samme)
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* Arcade Physics Body has a new method `setAllowGravity` which toggles the `allowGravity` property (thanks @samme)
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* Arcade Physics Body has a new method `setAllowRotation` which toggles the `allowRotation` property (thanks @samme)
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* Arcade Physics Group Config has 3 new properties you can use: `allowDrag`, `allowGravity` and `allowRotation` (thanks @samme)
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* PluginManager.registerFileType has a new property `addToScene` which allows you to inject the new file type into the LoaderPlugin of the given Scene. You could use this to add the file type into the Scene in which it was loaded.
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* PluginManager.install has a new property `mapping`. This allows you to give a Global Plugin a property key, so that it is automatically injected into any Scenes as a Scene level instance. This allows you to have a single global plugin running in the PluginManager, that is injected into every Scene automatically.
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* Camera.lerp has been implemented and allows you to specify the linear interpolation value used when following a target, to provide for smoothed camera tracking.
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* Camera.setLerp is a chainable method to set the Camera.lerp property.
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* Camera.followOffset is a new property that allows you to specify an offset from the target position that the camera is following (thanks @hermbit)
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* Camera.setFollowOffset is a chainable method to set the Camera.followOffset property.
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* Camera.startFollow has 4 new arguments: `lerpX` and `lerpY` which allow you to set the interpolation value used when following the target. The default is 1 (no interpolation) and `offsetX` and `offsetY` which allow you to set the follow offset values.
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* Camera.startFollow will now immediately set the camera `scrollX` and `scrollY` values to be that of the target position to avoid a large initial lerps during the first few preUpdates.
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* Math.Interpolation.SmoothStep is a new method that will return the smooth step interpolated value based on the given percentage and left and right edges.
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* Math.Interpolation.SmootherStep is a new method that will return the smoother step interpolated value based on the given percentage and left and right edges.
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### Updates
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* Game.step now emits a `prestep` event, which some of the global systems hook in to, like Sound and Input. You can use it to perform pre-step tasks, ideally from plugins.
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* Game.step now emits a `step` event. This is emitted once per frame. You can hook into it from plugins or code that exists outside of a Scene.
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* Game.step now emits a `poststep` event. This is the last chance you get to do things before the render process begins.
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* Optimized TextureTintPipeline.drawBlitter so it skips bobs that have alpha of zero and only calls `setTexture2D` if the bob sourceIndex has changed, previously it called it for every single bob.
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* Game.context used to be undefined if running in WebGL. It is now set to be the `WebGLRenderingContext` during WebGLRenderer.init. If you provided your own custom context, it is set to this instead.
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* The Game `onStepCallback` has been removed. You can now listen for the new step events instead.
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* Phaser.EventEmitter was incorrectly namespaced, it's now only available under Phaser.Events.EventEmitter (thanks Tigran)
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* Container.setInteractive can now be called without any arguments as long as you have called Container.setSize first (thanks rex)
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* Bob.reset will now reset the position, frame, flip, visible and alpha values of the Bob.
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* VisibilityHandler now takes a game instance as its sole argument, instead of an event emitter.
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* PluginManager.createEntry is a new private method to create a plugin entry and return it. This avoids code duplication in several other methods, which now use this instead.
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* The Plugin File Type has a new optional argument `mapping`, which allows a global plugin to be injected into a Scene as a reference.
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* TileSprite.destroy has been renamed to `preDestroy` to take advantage of the preDestroy callback system.
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* RenderTexture.destroy has been renamed to `preDestroy` to take advantage of the preDestroy callback system.
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* Group.destroy now respects the `ignoreDestroy` property.
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* Graphics.preDestroy now clears the command buffer array.
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* Container addHandler will now remove a child's Scene shutdown listener and only listens to `destroy` once.
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* Container removeHandler will re-instate a child's Scene shutdown listener.
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* Container preDestroy now handles the pre-destroy calls, such as clearing the container.
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* Blitter preDestroy will now clear the children List and renderList.
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* The AudioContextMonkeyPatch has been updated to use an iife. Fix #3437 (thanks @NebSehemvi)
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### Bug Fixes
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* The Script File type in the Loader didn't create itself correctly as it was missing an argument (thanks @TadejZupancic)
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* The Plugin File type in the Loader didn't create itself correctly as it was missing an argument.
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* WebAudioSoundManager.unlock will now check if `document.body` is available before setting the listeners on it. Fixes old versions of Firefox, apparently. #3649 (thanks @squilibob)
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* Utils.Array.BringToTop failed to move the penultimate item in an array due to an index error. Fix #3658 (thanks @agar3s)
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* The Headless renderer was broken due to an invalid access during TextureSource.init.
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* Animation.yoyo was ignored when calculating the next frame to advance to, breaking the yoyo effect. It now yoyos properly (thanks Tomas)
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* Corrected an error in Container.getBoundsTransformMatrix that called a missing method, causing a `getBounds` on a nested container to fail. Fix #3624 (thanks @poasher)
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* Calling a creator, such as GraphicsCreator, without passing in a config object, would cause an error to be thrown. All Game Object creators now catch against this.
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* PluginManager.destroy didn't reference the plugin correctly, throwing an Uncaught TypeError if you tried to destroy a game instance. Fix #3668 (thanks @Telokis)
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* If a Container and its child were both input enabled they will now be sorted correctly in the InputPlugin (thanks rex)
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* Fix TypeError when colliding a Group as the only argument in Arcade Physics. Fix #3665 (thanks @samme)
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* The Particle tint value was incorrectly calculated, causing the color channels to be inversed. Fix #3643 (thanks @rgk)
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* All Game Objects that were in Containers were being destroyed twice when a Scene was shutdown. Although not required it still worked in most cases, except with TileSprites. TileSprites specifically have been hardened against this now but all Game Objects inside Containers now have a different event flow, stopping them from being destroyed twice (thanks @laptou @PaNaVTEC)
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* Camera.cull will now accurately return only the Game Objects in the camera view, instead of them all. Fix #3646 (thanks @KingCosmic @Yora)
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* The `dragend` event would be broadcast even if the drag distance or drag time thresholds were not met. Fix #3686 (thanks @RollinSafary)
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* Restarting a Tween immediately after creating it, without it having first started, would cause it to get stuck permanently in the Tween Managers add queue (thanks @Antriel @zacharysarette)
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* Setting an existing Game Object as a static Arcade Physics body would sometimes incorrectly pick-up the dimensions of the object, such as with TileSprites. Fix #3690 (thanks @fariazz)
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* Interactive Objects were not fully removed from the Input Plugin when cleared, causing the internal list array to grow. Fix #3645 (thanks @tjb295 for the fix and @rexrainbow for the issue)
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* Camera.shake would not effect dynamic tilemap layers. Fix #3669 (thanks @kainage)
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### Examples, Documentation and TypeScript
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||||
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Thanks to the work of @hexus we have now documented nearly all of the Math namespace. This is hundreds of functions now covered by full docs and is work we'll continue in the coming weeks.
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||||
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My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:
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@samme @mzguimaraes @NaNdreas @Matthew-Herman @melissaelopez @TheColorRed
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@mikez @wtravO @thomastanck
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||||
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Please see the complete [Change Log](https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md) for previous releases.
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@ -352,8 +361,8 @@ All rights reserved.
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||||
"Above all, video games are meant to be just one thing: fun. Fun for everyone." - Satoru Iwata
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||||
[get-js]: https://github.com/photonstorm/phaser/releases/download/v3.8.0/phaser.js
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[get-minjs]: https://github.com/photonstorm/phaser/releases/download/v3.8.0/phaser.min.js
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[get-js]: https://github.com/photonstorm/phaser/releases/download/v3.9.0/phaser.js
|
||||
[get-minjs]: https://github.com/photonstorm/phaser/releases/download/v3.9.0/phaser.min.js
|
||||
[clone-http]: https://github.com/photonstorm/phaser.git
|
||||
[clone-ssh]: git@github.com:photonstorm/phaser.git
|
||||
[clone-ghwin]: github-windows://openRepo/https://github.com/photonstorm/phaser
|
||||
|
|
7240
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vendored
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vendored
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vendored
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vendored
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vendored
3175
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vendored
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vendored
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vendored
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7696
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vendored
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vendored
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vendored
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vendored
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|
@ -1,6 +1,6 @@
|
|||
{
|
||||
"name": "phaser",
|
||||
"version": "3.9.0-beta1",
|
||||
"version": "3.9.0",
|
||||
"release": "Yui",
|
||||
"description": "A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.",
|
||||
"author": "Richard Davey <rich@photonstorm.com> (http://www.photonstorm.com)",
|
||||
|
|
|
@ -20,7 +20,7 @@ var CONST = {
|
|||
* @type {string}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
VERSION: '3.9.0-beta1',
|
||||
VERSION: '3.9.0',
|
||||
|
||||
BlendModes: require('./renderer/BlendModes'),
|
||||
|
||||
|
|
Loading…
Reference in a new issue