readme updates.

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photonstorm 2014-04-29 03:28:11 +01:00
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## CDNJS
Thanks to a community member Phaser is now available on [CDNJS](http://cdnjs.com). You can include the following in your html:
Phaser is now available on [CDNJS](http://cdnjs.com). You can include the following in your html:
`http://cdnjs.cloudflare.com/ajax/libs/phaser/2.0.4/phaser.min.js`
@ -218,14 +218,22 @@ Or if you prefer you can leave the protocol off, so it works via http and https:
## Requirements
Games created with Phaser require a modern web browser that supports the canvas tag. This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera. It also works on mobile web browsers including stock Android 2.x browser and above and iOS5 Mobile Safari and above.
Games created with Phaser require a modern web browser that supports the canvas tag. This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera. It also works on mobile web browsers including stock Android 2.x browser and above and iOS5 Mobile Safari and above. But as always be aware of browser limitations. Not all features of Phaser work on all browsers.
If you need to support IE9 or Android 2.x and want to use P2 physics then you must use the polyfill found in the `resources/IE9 Polyfill` folder. If you don't require P2 Physics then you don't need this polyfill.
### IE9
For developing with Phaser you can use either a plain-vanilla JavaScript approach or [TypeScript](https://typescript.codeplex.com/) using the provided TypeScript definitions file. We made no assumptions about how you like to code your games, and were careful not to impose any form of class/inheritance/structure upon you.
If you need to support IE9 or Android 2.x and want to use P2 physics then you must use the polyfill found in the `resources/IE9 Polyfill` folder. If you don't require P2 Physics (or don't care about IE9!) then you don't need this polyfill.
### JavaScript and TypeScript
Phaser is developed in JavaScript. We've made no assumptions about how you like to code your games, and were careful not to impose any form of class / inheritance / structure upon you. So you won't find it split into require modules or pull in 3rd party npm packages for example. That doesn't mean you can't, it just means we don't force you to do so. If you're a requireJS user you'll find a new template in the `resources\Project Templates` folder just for you.
If you code with [TypeScript](https://typescript.codeplex.com/) you'll find a comprehensive definitions file inside the `build` folder and tutorials on getting started.
Phaser is 128 KB gzipped (576 KB minified) when including all 3 physics engines. Without the physics engines its 67 KB gzipped (311 KB minified)
Note: The `phaser.min.js` file in the build folder contains all 3 physics systems bundled in. If you only need Arcade Physics then you can use `build\custom\phaser-arcade-physics.min.js` instead. This will save you 180 KB from the minified file size.
## Learn By Example
@ -245,7 +253,7 @@ Using a locally installed web server browse to the examples folder:
Alternatively in order to start the included web server, after you've cloned the repo, run `npm install` to install all dependencies, then `grunt connect` to start a local server. After running this command you should be able to access your local webserver at `http://127.0.0.1:8000`. Then browse to the examples folder: `http://127.0.0.1:8000/examples/index.html`
There is a new 'Side View' example viewer as well. This loads all the examples into a left-hand frame for faster navigation. And if you've got php installed into your web server you may want to try `debug.php`, which provides a minimal examples list and debug interface.
There is a 'Side View' example viewer as well. This loads all the examples into a left-hand frame for faster navigation. And if you've got php installed into your web server you may want to try `debug.php`, which provides a minimal examples list and debug interface.
You can also browse all [Phaser Examples](http://examples.phaser.io) online.