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1.0.6 release to fix a few important issues and prepare for the dev branch.
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README.md
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README.md
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@ -5,7 +5,7 @@ Phaser 1.0
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Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) internally for fast 2D Canvas and WebGL rendering.
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Version: 1.0.5 - Released: September 20th 2013
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Version: 1.0.6 - Released: September 24th 2013
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By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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@ -35,7 +35,16 @@ Phaser is everything we ever wanted from an HTML5 game framework. It will power
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Change Log
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----------
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Version 1.0.6 (in progress)
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Version 1.0.7 (in progress in the dev branch)
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* Added World.postUpdate - all sprite position changes, as a result of physics, happen here before the render.
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* Complete overhaul of Physics.Arcade.Body - now significantly more stable and faster too.
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* Updated ArcadePhysics.separateX/Y to use new body system - much better results now.
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* QuadTree bug found in 1.0.5 now fixed. The QuadTree is updated properly now using worldTransform values.
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* TODO: addMarker hh:mm:ss:ms
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* TODO: Direction constants
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Version 1.0.6 (September 24th 2013)
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* Added check into Pointer.move to always consider a Sprite that has pixelPerfect enabled, regardless of render ID.
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* BUG: The pixel perfect click check doesn't work if the sprite is part of a texture atlas yet.
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@ -46,8 +55,10 @@ Version 1.0.6 (in progress)
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* New: When loading a Sprite Sheet you can now pass negative values for the frame sizes which specifies the number of rows/columns to load instead (thanks TheJare)
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* New: BitmapText now supports anchor and has fixed box dimensions (thanks TheJare)
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* Fixed bug where if a State contains an empty Preloader the Update will not be called (thanks TheJare)
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* Several new examples added (cameras, tweens, etc)
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* Added in extra checks to halt collision if it involves an empty Group (thanks cang)
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* Added time smoothing to Animation update to help frames hopefully not get too out of sync during long animations with high frame rates.
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* Added frame skip to Animation.update. If it gets too far behind it will now skip frames to try and catch up.
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Version 1.0.5 (September 20th 2013)
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@ -207,6 +218,7 @@ The following list is not exhaustive and is subject to change:
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* Joypad support.
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* Gestures input class.
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* Flash CC html output support.
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* Game parameters read from Google Docs.
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Right now however our main focus is on documentation and examples, we won't be touching any of the above features until the docs are finished.
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@ -1,7 +1,7 @@
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/**
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* Phaser - http://www.phaser.io
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*
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* v1.0.6 - Built at: Sun, 22 Sep 2013 22:05:45 +0000
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* v1.0.6 - Built at: Tue, 24 Sep 2013 14:51:13 +0000
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*
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* @author Richard Davey http://www.photonstorm.com @photonstorm
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*
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@ -25827,6 +25827,11 @@ Phaser.Physics.Arcade.prototype = {
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collideGroupVsTilemap: function (group, tilemap, collideCallback, processCallback, callbackContext) {
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if (group.length == 0)
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{
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return;
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}
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if (group._container.first._iNext)
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{
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var currentNode = group._container.first._iNext;
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@ -25881,6 +25886,11 @@ Phaser.Physics.Arcade.prototype = {
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collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext) {
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if (group.length == 0)
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{
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return;
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}
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// What is the sprite colliding with in the quadtree?
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this._potentials = this.quadTree.retrieve(sprite);
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@ -25912,6 +25922,11 @@ Phaser.Physics.Arcade.prototype = {
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collideGroupVsGroup: function (group1, group2, collideCallback, processCallback, callbackContext) {
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if (group1.length == 0 || group2.length == 0)
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{
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return;
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}
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if (group1._container.first._iNext)
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{
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var currentNode = group1._container.first._iNext;
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2
build/phaser.min.js
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2
build/phaser.min.js
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