Preparing for new release

This commit is contained in:
Richard Davey
2013-04-18 14:16:18 +01:00
parent 72a4809dd8
commit 6bb4c5e3fc
165 changed files with 37278 additions and 29038 deletions
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@@ -1,9 +1,9 @@
Phaser
======
Version 0.8
Version 0.9
15th April 2013
18th April 2013
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
@@ -18,6 +18,17 @@ For support post to the Phaser board on the [HTML5 Game Devs forum](http://www.h
Change Log
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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.<br />
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 />
Added Geometry intersection results objects.<br />
Added new Collision class and moved some functions there. Contains all the Game Object and Geometry Intersection methods.<br />
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 />
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 />
Added new Motion class which contains lots of handy functions like 'moveTowardsObject', 'velocityFromAngle' and more.<br />
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.<br />