1.0.6 release to fix a few important issues and prepare for the dev branch.

This commit is contained in:
Richard Davey 2013-09-24 15:53:20 +01:00
parent 9d84429960
commit c29fcfb510
3 changed files with 33 additions and 6 deletions

View file

@ -5,7 +5,7 @@ Phaser 1.0
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.
Version: 1.0.5 - Released: September 20th 2013
Version: 1.0.6 - Released: September 24th 2013
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
@ -35,7 +35,16 @@ Phaser is everything we ever wanted from an HTML5 game framework. It will power
Change Log
----------
Version 1.0.6 (in progress)
Version 1.0.7 (in progress in the dev branch)
* Added World.postUpdate - all sprite position changes, as a result of physics, happen here before the render.
* Complete overhaul of Physics.Arcade.Body - now significantly more stable and faster too.
* Updated ArcadePhysics.separateX/Y to use new body system - much better results now.
* QuadTree bug found in 1.0.5 now fixed. The QuadTree is updated properly now using worldTransform values.
* TODO: addMarker hh:mm:ss:ms
* TODO: Direction constants
Version 1.0.6 (September 24th 2013)
* Added check into Pointer.move to always consider a Sprite that has pixelPerfect enabled, regardless of render ID.
* BUG: The pixel perfect click check doesn't work if the sprite is part of a texture atlas yet.
@ -46,8 +55,10 @@ Version 1.0.6 (in progress)
* 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)
* New: BitmapText now supports anchor and has fixed box dimensions (thanks TheJare)
* Fixed bug where if a State contains an empty Preloader the Update will not be called (thanks TheJare)
* Several new examples added (cameras, tweens, etc)
* Added in extra checks to halt collision if it involves an empty Group (thanks cang)
* Added time smoothing to Animation update to help frames hopefully not get too out of sync during long animations with high frame rates.
* Added frame skip to Animation.update. If it gets too far behind it will now skip frames to try and catch up.
Version 1.0.5 (September 20th 2013)
@ -207,6 +218,7 @@ The following list is not exhaustive and is subject to change:
* Joypad support.
* Gestures input class.
* Flash CC html output support.
* Game parameters read from Google Docs.
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.

View file

@ -1,7 +1,7 @@
/**
* Phaser - http://www.phaser.io
*
* v1.0.6 - Built at: Sun, 22 Sep 2013 22:05:45 +0000
* v1.0.6 - Built at: Tue, 24 Sep 2013 14:51:13 +0000
*
* @author Richard Davey http://www.photonstorm.com @photonstorm
*
@ -25827,6 +25827,11 @@ Phaser.Physics.Arcade.prototype = {
collideGroupVsTilemap: function (group, tilemap, collideCallback, processCallback, callbackContext) {
if (group.length == 0)
{
return;
}
if (group._container.first._iNext)
{
var currentNode = group._container.first._iNext;
@ -25881,6 +25886,11 @@ Phaser.Physics.Arcade.prototype = {
collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext) {
if (group.length == 0)
{
return;
}
// What is the sprite colliding with in the quadtree?
this._potentials = this.quadTree.retrieve(sprite);
@ -25912,6 +25922,11 @@ Phaser.Physics.Arcade.prototype = {
collideGroupVsGroup: function (group1, group2, collideCallback, processCallback, callbackContext) {
if (group1.length == 0 || group2.length == 0)
{
return;
}
if (group1._container.first._iNext)
{
var currentNode = group1._container.first._iNext;

2
build/phaser.min.js vendored

File diff suppressed because one or more lines are too long