mirror of
https://github.com/photonstorm/phaser
synced 2024-11-27 07:01:20 +00:00
1.0.6 release to fix a few important issues and prepare for the dev branch.
This commit is contained in:
parent
9d84429960
commit
c29fcfb510
3 changed files with 33 additions and 6 deletions
20
README.md
20
README.md
|
@ -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.
|
||||
|
||||
|
|
|
@ -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
2
build/phaser.min.js
vendored
File diff suppressed because one or more lines are too long
Loading…
Reference in a new issue