diff --git a/Docs/phaser_blaster.png b/Docs/phaser_blaster.png new file mode 100644 index 00000000..6356e877 Binary files /dev/null and b/Docs/phaser_blaster.png differ diff --git a/Docs/phaser_fruit_particles.png b/Docs/phaser_fruit_particles.png new file mode 100644 index 00000000..2e0b58dc Binary files /dev/null and b/Docs/phaser_fruit_particles.png differ diff --git a/README.md b/README.md index f1bc9902..cac21f39 100644 --- a/README.md +++ b/README.md @@ -13,10 +13,12 @@ Follow us on [twitter](https://twitter.com/photonstorm) and our [blog](http://ww For support post to the Phaser board on the [HTML5 Game Devs forum](http://www.html5gamedevs.com/forum/14-phaser/) -![Phaser Cameras](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_cams.png) +Try out the [Phaser Test Suite](http://gametest.mobi/phaser/) -Change Log ----------- +![Blasteroids](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_blaster.png) + +Latest Update +------------- V0.9.3 @@ -36,60 +38,6 @@ V0.9.3 * Removed the need for DynamicTextures to require a key property and updated test cases. * You can now pass an array or a single value to Input.Keyboard.addKeyCapture(). -V0.9.2 - -* Fixed issue with create not being called if there was an empty init method. -* Added ability to flip a sprite (Sprite.flipped = true) + a test case for it. -* Added ability to restart a sprite animation. -* Sprite animations don't restart if you call play on them when they are already running. -* Added Stage.disablePauseScreen. Set to true to stop your game pausing when the tab loses focus. - -V0.9.1 - -* Added the new align property to GameObjects that controls placement when rendering. -* Added an align example to the Sprites test group (click the mouse to change alignment position) -* Added a new MicroPoint class. Same as Point but much smaller / less functions, updated GameObject to use it. -* Completely rebuilt the Rectangle class to use MicroPoints and store the values of the 9 points around the edges, to be used -for new collision system. -* Game.Input now has 2 signals you can subscribe to for down/up events, see the Sprite align example for use. -* Updated the States examples to bring in-line with 0.9 release. - -V0.9 - -* Large refactoring. Everything now lives inside the Phaser module, so all code and all tests have been updated to reflect this. Makes coding a tiny bit more verbose but stops the framework from globbing up the global namespace. Also should make code-insight work in WebStorm and similar editors. -* Added the new GeomSprite object. This is a sprite that uses a geometry class for display (Circle, Rectangle, Point, Line). It's extremely flexible! -* Added Geometry intersection results objects. -* Added new Collision class and moved some functions there. Contains all the Game Object and Geometry Intersection methods. -* Can now create a sprite animation based on frame names rather than indexes. Useful when you've an animation inside a texture atlas. Added test to show. -* Added addKeyCapture(), removeKeyCapture() and clearCaptures() to Input.Keyboard. Calls event.preventDefault() on any keycode set to capture, allowing you to avoid page scrolling when using the cursor keys in a game for example. -* Added new Motion class which contains lots of handy functions like 'moveTowardsObject', 'velocityFromAngle' and more. -* Tween Manager added. You can now create tweens via Game.createTween (or for more control game.tweens). All the usual suspects are here: Bounce, * Elastic, Quintic, etc and it's hooked into the core game clock, so if your game pauses and resumes your tweens adjust accordingly. - -V0.8 - -* Added ability to set Sprite frame by name (sprite.frameName), useful when you've loaded a Texture Atlas with filename values set rather than using frame indexes. -* Updated texture atlas 4 demo to show this. -* Fixed a bug that would cause a run-time error if you tried to create a sprite using an invalid texture key. -* Added in DynamicTexture support and a test case for it. - -V0.7 - -* Renamed FullScreen to StageScaleMode as it's much more fitting. Tested across Android and iOS with the various scale modes. -* Added in world x/y coordinates to the input class, and the ability to get world x/y input coordinates from any Camera. -* Added the RandomDataGenerator for seeded random number generation. -* Setting the game world size now resizes the default camera (optional bool flag) - -V0.6 - -* Added in Touch support for mobile devices (and desktops that enable it) and populated x/y coords in Input with common values from touch and mouse. -* Added new Circle geometry class (used by Touch) and moved them into a Geom folder. -* Added in Device class for device inspection. -* Added FullScreen class to enable full-screen support on mobile devices (scrolls URL bar out of the way on iOS and Android) - -V0.5 - -* Initial release - Requirements ------------ @@ -128,6 +76,10 @@ Phaser fully or partially supports the following features. This list is growing Sprites can be animated by a sprite sheet or Texture Atlas (JSON Array format supported). Animation playback controls, looping, fps based timer and custom frames. +* Scroll Zones
+ + Scroll any image seamlessly in any direction. Or create multiple scrolling regions within an image. + * Collision
A QuadTree based Sprite to Sprite, Sprite to Group or Group to Group collision system. @@ -216,6 +168,65 @@ Please add them to the [Issue Tracker][1] with as much info as possible. ![Phaser Tilemap](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_tilemap.png) +Change Log +---------- + +V0.9.2 + +* Fixed issue with create not being called if there was an empty init method. +* Added ability to flip a sprite (Sprite.flipped = true) + a test case for it. +* Added ability to restart a sprite animation. +* Sprite animations don't restart if you call play on them when they are already running. +* Added Stage.disablePauseScreen. Set to true to stop your game pausing when the tab loses focus. + +V0.9.1 + +* Added the new align property to GameObjects that controls placement when rendering. +* Added an align example to the Sprites test group (click the mouse to change alignment position) +* Added a new MicroPoint class. Same as Point but much smaller / less functions, updated GameObject to use it. +* Completely rebuilt the Rectangle class to use MicroPoints and store the values of the 9 points around the edges, to be used +for new collision system. +* Game.Input now has 2 signals you can subscribe to for down/up events, see the Sprite align example for use. +* Updated the States examples to bring in-line with 0.9 release. + +V0.9 + +* Large refactoring. Everything now lives inside the Phaser module, so all code and all tests have been updated to reflect this. Makes coding a tiny bit more verbose but stops the framework from globbing up the global namespace. Also should make code-insight work in WebStorm and similar editors. +* Added the new GeomSprite object. This is a sprite that uses a geometry class for display (Circle, Rectangle, Point, Line). It's extremely flexible! +* Added Geometry intersection results objects. +* Added new Collision class and moved some functions there. Contains all the Game Object and Geometry Intersection methods. +* Can now create a sprite animation based on frame names rather than indexes. Useful when you've an animation inside a texture atlas. Added test to show. +* Added addKeyCapture(), removeKeyCapture() and clearCaptures() to Input.Keyboard. Calls event.preventDefault() on any keycode set to capture, allowing you to avoid page scrolling when using the cursor keys in a game for example. +* Added new Motion class which contains lots of handy functions like 'moveTowardsObject', 'velocityFromAngle' and more. +* Tween Manager added. You can now create tweens via Game.createTween (or for more control game.tweens). All the usual suspects are here: Bounce, * Elastic, Quintic, etc and it's hooked into the core game clock, so if your game pauses and resumes your tweens adjust accordingly. + +V0.8 + +* Added ability to set Sprite frame by name (sprite.frameName), useful when you've loaded a Texture Atlas with filename values set rather than using frame indexes. +* Updated texture atlas 4 demo to show this. +* Fixed a bug that would cause a run-time error if you tried to create a sprite using an invalid texture key. +* Added in DynamicTexture support and a test case for it. + +V0.7 + +* Renamed FullScreen to StageScaleMode as it's much more fitting. Tested across Android and iOS with the various scale modes. +* Added in world x/y coordinates to the input class, and the ability to get world x/y input coordinates from any Camera. +* Added the RandomDataGenerator for seeded random number generation. +* Setting the game world size now resizes the default camera (optional bool flag) + +V0.6 + +* Added in Touch support for mobile devices (and desktops that enable it) and populated x/y coords in Input with common values from touch and mouse. +* Added new Circle geometry class (used by Touch) and moved them into a Geom folder. +* Added in Device class for device inspection. +* Added FullScreen class to enable full-screen support on mobile devices (scrolls URL bar out of the way on iOS and Android) + +V0.5 + +* Initial release + +![Phaser Cameras](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_cams.png) + License -------