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Prep for 2.0.5 development.
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README.md
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README.md
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![Phaser 2.0](http://www.phaser.io/images/phaser2-github.png)
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![Phaser 2.0](http://www.phaser.io/images/phaser2-github.png)
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# Phaser 2.0.4
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# Phaser 2.0.5-dev
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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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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: 2.0.4 "Mos Shirare" - Released: 29th April 2014
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Version: 2.0.5 "Tanchico" - Released: -in development-
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By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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@ -18,7 +18,7 @@ By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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![div](http://phaser.io/images/div4.png)
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![div](http://phaser.io/images/div4.png)
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## Welcome to Phaser and What's new in 2.0.4?
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## Welcome to Phaser and What's new in 2.0.5?
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We've had the vast majority of this version ready for a few days now, but held off releasing due to Ludum Dare 48. Ludum Dare contests are always peak times for Phaser, we see an influx of new devs downloading for the first time. So it's not the best day to release a new version :) Now that LD48 has finished we present Phaser 2.0.4. This is the latest version in our bi-weekly sprint release schedule, and the change log is (which you can see in full below) is significant to say the least.
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We've had the vast majority of this version ready for a few days now, but held off releasing due to Ludum Dare 48. Ludum Dare contests are always peak times for Phaser, we see an influx of new devs downloading for the first time. So it's not the best day to release a new version :) Now that LD48 has finished we present Phaser 2.0.4. This is the latest version in our bi-weekly sprint release schedule, and the change log is (which you can see in full below) is significant to say the least.
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@ -52,119 +52,14 @@ Finally the list of [community authored Phaser Tutorials](http://www.lessmilk.co
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## Change Log
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## Change Log
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Version 2.0.4 - "Mos Shirare" - 29th April 2014
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Version 2.0.5 - "Tanchico" - in development
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### Updates
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### Updates
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* Updated to [Pixi.js 1.5.3](https://github.com/GoodBoyDigital/pixi.js/releases/tag/v1.5.3)
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* Updated to latest [p2.js](https://github.com/schteppe/p2.js/commits/master) - all commits from 0.5.0 to Apr 27th 2014.
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* TypeScript definitions fixes and updates (thanks @clark-stevenson @metrofun @killalau)
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* Timer has removed all use of local temporary vars in the core update loop.
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* The Input.reset `hard` reset parameter is now passed down to the Keyboard and Key reset methods.
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* AnimationManager.destroy now iterates through child animations calling destroy on all of them, avoiding a memory leak (thanks stauzs)
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* AnimationManager.play will now call Animation.stop on the current animation before switching to the new one (thanks @nihakue, #713)
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* ArcadePhysics.Body.phase is checked in postUpdate to prevent it from being called multiple times in a single frame.
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* Group.setProperty will now check if the property exists before setting it, this applies to Group.setAll and anything else using setProperty internally.
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* QuadTree.retrieve now checks to see if the given Sprite has a body before carrying on.
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* ArcadePhysics.collideSpriteVsGroup checks if Sprite has a body before carrying on, now safely skips sub-groups or other non-Sprite group children.
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* Group.remove now checks the child to see if it's a member of the root Group before removing it, otherwise Pixi throws an Error.
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* The Emitter no longer checks if minParticleScale = maxParticleScale for the scale check, allowing for fixed scale particles again.
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* The PIXI.AbstractFilter is now included in the Phaser Pixi build by default, allowing for easier use of external Pixi Filters.
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* All Game Objects have a new property: destroyPhase (boolean) which is true if the object is in the process of being destroyed, otherwise false.
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* If Tween.yoyo was true but repeat was 0 then it wouldn't yoyo. Now if yoyo is set, but not repeat, the repeat count gets set to 1 (thanks @hilts-vaughan, fix #744)
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* RandomDataGenerator.integerInRange uses a new method of rounding the value to an integer to avoid distribution probability issues (thanks PhaserFan)
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* Updated the Device little / big endianess check.
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* Time has been updated so that physicsElapsed can never be zero (falls back to 1/60), also fixes p2 elapsed time bug (thanks @georgiee, fix #758)
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* Input and Pointer now use the new ArrayList instead of a LinkedList, which resolve list item removable during callback issues.
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* Input.reset no longer resets every interactive item it knows of, because they are removed during the destroy phase and can now persist between States if needed.
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* Blank Tilemaps no longer create `null` tiles, but instead create Tile objects with an index of -1 which can be replaced and updated like any other tile.
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* Tilemap.addTilesetImage will now raise a console.warn if you specify an invalid tileset key and not create the tileset rather than pick the default set.
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* Math.smoothstep and Math.smootherstep have been updated to work regardless if a is > or < b (thanks @gre, fix #772)
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* Text.updateText now sets the lineCap to `round` to avoid occassional font glitching issues in Chrome.
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* Loader now uses XDomainRequest in IE9 to load JSON data to help with CORS issues.
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### New Features
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### New Features
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* New Phaser Project Template specifically for requireJS in the `resources/Project Templates` folder (many thanks @ashatch)
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* Loader now has an onFileStart event you can listen for (thanks @codevinsky, #705)
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* Group.classType allows you to change the type of object that Group.create or createMultiple makes from Phaser.Sprite to your own custom class.
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* Timer.clearPendingEvents will purge any events marked for deletion, this is run automatically at the start of the update loop.
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* Device.crosswalk detects if your game is running under Intels Crosswalk XDK.
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* Keyboard.reset has a new `hard` parameter which controls the severity of the reset. A soft reset doesn't remove any callbacks or event listeners.
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* Key.reset has a new `hard` parameter which controls the severity of the reset. A soft reset doesn't remove any callbacks or event listeners.
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* InputManager.resetLocked - If the Input Manager has been reset locked then all calls made to InputManager.reset, such as from a State change, are ignored.
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* Group.resetCursor will reset the Group cursor back to the start of the group, or to the given index value.
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* World.wrap will take a game object and if its x/y coordinates fall outside of the world bounds it will be repositioned on the opposite side, for a wrap-around effect.
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* Device.support32bit is a new boolean that sets if the context supports 32bit pixel manipulation using array buffer views or not.
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* P2.World now has its own pause and resume methods, so you can pause the physics simulation independent of your game (thanks @georgiee)
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* Phaser.ArrayList is a new iterative object, similar in principal to a set data structure, but operating on a single array without modifying the object structure.
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* Add scaleMode params to FilterTexture and RenderTexture (pixi.js update by @giraluna)
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* Your State can now have a pauseUpdate method, which is called constantly when the game is paused.
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* Timer.timeCap is a new setting allowing your Timers to protect against unexpectedly large delta timers (such as raf de-vis or CPU grind).
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* Camera.unfollow allows you to easily unfollow a tracked object (thanks @alvinsight, #755)
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* Animation.setFrame allows you to set the animation to a specific frame (thanks @adamholdenyall, #706)
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* Point.dot - get the dot product of two Point objects.
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* Point.cross - get the cross product of two Point objects.
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* Point.cross - get the cross product of two Point objects.
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* Point.perp - make the Point perpendicular (90 degrees rotation)
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* Point.rperp - make the Point perpendicular (-90 degrees rotation)
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* Point.normalRightHand - Right-hand normalize (make unit length) a Point.
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* Point.angle - Returns the angle between this Point object and another object with public x and y properties.
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* Point.angleSq - Returns the angle squared between this Point object and another object with public x and y properties.
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* Point.getMagnitudeSq - Calculates the length squared of the Point object.
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* Point.project - Project two Points onto another Point.
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* Point.projectUnit - Project two Points onto a Point of unit length.
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* Point.multiplyAdd - Adds two 2D Points together and multiplies the result by the given scalar.
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* Point.negative - Creates a negative Point.
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* Point.interpolate - Interpolates the two given Points, based on the `f` value (between 0 and 1) and returns a new Point.
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* Color.packPixel packs an rgb component into a single integer.
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* Color.unpackPixel unpacks an integer into a color object.
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* Color.fromRGBA converts an integer in 0xRRGGBBAA format to a color object.
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* Color.toRGBA converts rgba components into a 32-bit integer.
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* Color.RGBtoHSL converts an rgb color into hsl (hue, saturation, lightness)
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* Color.HSLtoRGB converts hsl values into an rgb color object.
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* Color.RGBtoHSV converts an rgb color into hsv (hue, saturation, value)
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* Color.HSVtoRGB converts an hsv value into an rgb color object.
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* Color.createColor - creates the new light-weight color object used by most Color conversion methods.
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* Color.updateColor - updates an existing color object to update the rgba property.
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* Color.RGBtoString converts an rgba color into a # or 0x color string.
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* Color.HSVColorWheel will return an array with 360 color objects for each segment of an HSV color wheel, you can optionally set the saturation and value amounts.
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* Color.HSLColorWheel will return an array with 360 color objects for each segment of an HSL color wheel, you can optionally set the saturation and lightness amounts.
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* BitmapData.cls clears the current context.
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* BitmapData.fill fills the context with the given color.
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* BitmapData.processPixelRGB lets you perform a custom callback on every pixel in the BitmapData by passing the pixels color object to your callback.
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* BitmapData.processPixel lets you perform a custom callback on every pixel in the BitmapData by passing the pixels color value to your callback.
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* BitmapData.replaceRGB will scan the bitmap for a specific color and replace it with the new given one.
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* BitmapData.setHSL sets the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified.
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* BitmapData.shiftHSL shifts the hue, saturation and lightness values on every pixel in the given region, or the whole BitmapData if no region was specified.
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* BitmapData.extract scans this BitmapData for all pixels matching the given r,g,b values and then draws them into the given destination BitmapData.
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* BitmapData.circle draws a filled Circle to the BitmapData at the given x, y coordinates and radius in size.
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### Bug Fixes
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### Bug Fixes
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* The main Timer loop could incorrectly remove a TimerEvent if a new one was added specifically during an event callback (thanks @garyyeap, fix #710)
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* Fixed the use of the destroy parameter in Group.removeAll and related functions (thanks @AnderbergE, fix #717)
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* P2.World.convertTilemap now correctly checks the collides parameter of the tiles as it converts them.
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* Animation.destroy didn't correctly clear the onStart, onLoop and onComplete signals.
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* StateManager.restart incorrectly skipped the first additional parameter after clearCache (thanks @mariusbrn, fix #722)
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* Line.angle and Math.angleBetween used Math.atan2 arguments in the wrong order (thanks @jotson, fix #724)
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* Group.destroy checks parent before removing (thanks @clark-stevenson, fix #733)
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* Fixed typo in P2.World.setMaterial (thanks @OpherV, fix #739)
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* InputHandler._setHandCursor private var wasn't properly set, meaning the hand cursor could sometimes remain (during destroy sequence for example)
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* Destroying an object with an input handler during its onDown event would throw Signals dispatch errors (thanks @jflowers45, fix #746)
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* Circle.distance used an incorrect Math call if you wanted a rounded distance value (thanks @OpherV, fix #745)
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* Point.distance used an incorrect Math call if you wanted a rounded distance value (thanks @OpherV, fix #745)
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* P2.Body.loadPolygon has been updated to correct center of mass issues (thanks @georgiee, fix #749)
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* Game checks if window.console exists before using it (should fix IE9 issues when dev tools are closed), however it is still used deeper in Pixi.
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* Masks now work when used in RenderTextures / CacheAsBitmap and Filters (pixi.js update)
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* Stroked text sometimes got clipped (pixi.js update)
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* Polygon.contains now works for coordinates to the left of the polygon (thanks @vilcans, fix #766)
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* Game pause/resume could incorrectly increment paused Timers (thanks @georgiee, fix #759)
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* Animations resuming from a pause no longer skip frames (thanks @merixstudio, fix #730)
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* Tilemap.fill would throw an error if called on a blank tilemap full of null values (thanks @DrHackenstein, fix #761)
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* LoaderParser.bitmapFont updated so xml parsing works properly on IE9 (thanks @georgiee)
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* Sounds that had been paused via game code would un-mute if the game paused and resumed.
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* CSV Tilemap tiles would incorrectly set the Tile layer reference, causing collision to fail (thanks @Chapelin, fix #692)
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There is an extensive [Migration Guide](https://github.com/photonstorm/phaser/blob/master/resources/Migration%20Guide.md) available for those converting from Phaser 1.x to 2.x. In the guide we detail the API breaking changes and approach to our new physics system.
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There is an extensive [Migration Guide](https://github.com/photonstorm/phaser/blob/master/resources/Migration%20Guide.md) available for those converting from Phaser 1.x to 2.x. In the guide we detail the API breaking changes and approach to our new physics system.
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Phaser is now available on [CDNJS](http://cdnjs.com). You can include the following in your html:
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Phaser is now available on [CDNJS](http://cdnjs.com). You can include the following in your html:
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`http://cdnjs.cloudflare.com/ajax/libs/phaser/2.0.4/phaser.min.js`
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`http://cdnjs.cloudflare.com/ajax/libs/phaser/2.0.5/phaser.min.js`
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Or if you prefer you can leave the protocol off, so it works via http and https:
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Or if you prefer you can leave the protocol off, so it works via http and https:
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`//cdnjs.cloudflare.com/ajax/libs/phaser/2.0.4/phaser.min.js`
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`//cdnjs.cloudflare.com/ajax/libs/phaser/2.0.5/phaser.min.js`
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![div](http://phaser.io/images/div1.png)
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![div](http://phaser.io/images/div1.png)
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{
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{
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"name": "phaser",
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"name": "phaser",
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"version": "2.0.4",
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"version": "2.0.5",
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"homepage": "http://phaser.io",
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"homepage": "http://phaser.io",
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"authors": [
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"authors": [
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"photonstorm <rich@photonstorm.com>"
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"photonstorm <rich@photonstorm.com>"
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{
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{
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"name": "Phaser",
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"name": "Phaser",
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"version": "2.0.4",
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"version": "2.0.5",
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"release": "Mos Shirare",
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"release": "Tanchico",
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"description": "A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.",
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"description": "A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.",
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"author": "Richard Davey",
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"author": "Richard Davey",
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"logo": "https://raw.github.com/photonstorm/phaser/master/phaser-logo-small.png",
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"logo": "https://raw.github.com/photonstorm/phaser/master/phaser-logo-small.png",
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*/
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*/
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var Phaser = Phaser || {
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var Phaser = Phaser || {
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VERSION: '2.0.4',
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VERSION: '2.0.5',
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GAMES: [],
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GAMES: [],
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AUTO: 0,
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AUTO: 0,
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