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Preparing for new release
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Phaser
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======
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Version 0.8
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Version 0.9
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15th April 2013
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18th April 2013
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By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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@@ -18,6 +18,17 @@ For support post to the Phaser board on the [HTML5 Game Devs forum](http://www.h
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Change Log
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----------
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V0.9
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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
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more verbose but stops the framework from globbing up the global namespace. Also should make code-insight work in WebStorm and similar editors.<br />
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Added the new GeomSprite object. This is a sprite that uses a geometry class for display (Circle, Rectangle, Point, Line). It's extremely flexible!<br />
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Added Geometry intersection results objects.<br />
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Added new Collision class and moved some functions there. Contains all the Game Object and Geometry Intersection methods.<br />
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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.<br />
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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.<br />
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Added new Motion class which contains lots of handy functions like 'moveTowardsObject', 'velocityFromAngle' and more.<br />
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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.
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V0.8
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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.<br />
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