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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: 2.0.7 "Amadicia" - Released: 18th July 2014
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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## Welcome to Phaser and What's new in 2.0.7?
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## Welcome to Phaser and What's new in 2.1?
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We're pleased to announce the release of Phaser 2.0.7. This release comes just a week after 2.0.6 but includes some important fixes. Internally we've updated to Pixi 1.6.1 as lots of the fixes come directly from that upgrade, which in turns restores functionality of things like RenderTextures and Retro Fonts.
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There's also a vastly improved SpriteBatch included, which has seen batching speed increases of up to 400% in some cases, which is extremely fun to play with (note: batching is a WebGL feature). Plus we've continued to roll in pull requests from the community and fix issues as quickly as we can. You'll notice a number of input related updates in this release, tidying up the handling of Priority IDs and optimising when pixel perfect checks are run. So if you now use a combination of IDs and pixel perfect checks you can easily speed-up the input loop dramatically.
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Again thanks to everyone who helped work on this release. The community for reporting issues and pull requests, the team at Goodboy for responding to major Pixi issues quickly and the team here for rolling out another important upgrade.
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Hopefully we can now focus on the 2.1 release and enjoying some of this warm weather outside :) But until then happy coding everyone! And we hope to see you on the forums.
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Until then happy coding everyone! And we hope to see you on the forums.
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## Change Log
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Version 2.0.7 - "Amadicia" - 18th July 2014
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Version 2.1 - "Cairhien" - -in development-
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### Updates
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* Updated to Pixi.js 1.6.1 which fixes various issues such as IE9 Float32 defs and RenderTexture resizing and rendering.
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* TypeScript definitions fixes and updates (thanks @clark-stevenson and @alvinsight)
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* GameObjectFactory.spriteBatch now lets you specify `null` as a parameter for the parent and automatically adds the batch to `game.world` as a result. Also fixed jsdocs issues (@petarov#1000)
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* Rebuilt the way items are polled for Pointer events (drag, click, move). Now faster and more efficient, especially when some items in the stack require pixel perfect checks.
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* InputHandler.checkPointerOver now has a new `fastTest` parameter that forces a skips a pixel perfect check even if enabled.
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* InputHandler.checkPointerDown now has a new `fastTest` parameter that forces a skips a pixel perfect check even if enabled.
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* The key is now reported when failing to parse a Sprite Sheet (thanks @lucbloom#1026)
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* An editorconfig has been added to the core repo. See http://editorconfig.org (thanks @codevinksy#1027)
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* Keyboard.processKeyPress now checks if the Keyboard Input handler is disabled or not before processing the key callbacks.
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* Physics.bounds now correctly matches World.bounds on system start (thanks @Dumtard#1028)
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* Game._codePaused is now set if the Game is manually paused. See discussion: http://www.html5gamedevs.com/topic/6719-codepaused-property/ (thanks @devinb83#1017)
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### New Features
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* ArrayList.setAll - sets the property to the given value on all members of the list.
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* Sprite.loadTexture has a new optional `stopAnimation` boolean parameter which will halt the currently running animation (if any) after changing the texture (based on #1029).
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* Animation.updateFrameData allows you to load a new FrameData object into an existing animation, even if currently running (based on #1029)
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* AnimationManager.loadFrameData will now update all existing Animations to use the newly loaded FrameData (based on #1029)
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* Sprite.loadTexture will store the `smoothed` property of the Sprite and re-apply it once the new texture is loaded.
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* Group.checkAll allows you to check if the same property exists across all children of the Group and is set to the given value (thanks @codevinsky#1013)
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* Group.checkProperty allows you to check if the property exists on the given child of the Group and is set to the value specified (thanks @codevinsky#1013)
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* Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky#1013)
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* Phaser.Utils.setProperty will set an Objects property regardless of depth (thanks @codevinsky#1013)
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* Phaser.Utils.getProperty will get an Objects property regardless of depth (thanks @codevinsky#1013)
* Debug.preUpdate was still being called in the Game Loop even if enableDebug was set to false (thanks @qdrj#995)
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* Phaser.Physics.P2.Body.addPolygon didn't work with a flat array of numbers for the coordinates (thanks @petarov, fix #883)
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* Added missing Loader.onPackComplete Signal (thanks @mjeffery#1007)
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* QuadTree leveling - Rather than level++ which changes the current nodes level, the subnodes should get the current nodes level+1 (thanks @devinb83#1018)
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* Prevented objects with pixel perfect checks from over-riding other higher priority ID items (#983)
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* Group.create was not creating with p2 debug flag (thanks @Dumtard#1014)
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* World.wrap when using the bounds of the object wouldn't adjust the bounds correctly, meaning wrapping outside the camera failed (thanks @jackrugile#1020)
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* Pixi updated worldTransform from an Array to an Object and Phaser Image, BitmapText, Text and Graphics were still using array access to populate the world property, giving it incorrect results (thanks @alvinsight)
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* If you add a Tween to the TweenManager and then immediately stop it, it will still exist in the TweenManager (thanks @gilangcp#1032)
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* AnimationManager does not update currentFrame on play until second frame (thanks @Dumtard#1041)
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* Animation now guards against _frameData being null (thanks @lucbloom#1033)
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* Tilemap.swap now accurately swaps from A to B and from B to A (thanks @noidexe#1034)
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* BitmapData.resize fixed to update the crop property too, resolves issues with images getting cut off with BitmapData.load.
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* OrientationSprite fix as it's not using PIXI.TextureCache anymore (thanks @DarkDev-#1036)
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