Final 1.0.5 release.

This commit is contained in:
Richard Davey
2013-09-20 13:55:33 +01:00
parent 9e88da5c66
commit a415e779d1
12 changed files with 494 additions and 379 deletions
+11 -2
View File
@@ -5,7 +5,7 @@ Phaser 1.0
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.
Version: 1.0.4 - Released: September 18th 2013
Version: 1.0.5 - Released: September 20th 2013
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
@@ -35,7 +35,7 @@ Phaser is everything we ever wanted from an HTML5 game framework. It will power
Change Log
----------
Version 1.0.5 (In progress)
Version 1.0.5 (September 20th 2013)
* Fixed issue in FrameData.getFrameIndexes where the input array was being ignored.
* Added Math.numberArray - Returns an Array containing the numbers from min to max (inclusive), useful for animation frame construction.
@@ -44,6 +44,15 @@ Version 1.0.5 (In progress)
* Added Group.length property.
* Added explicit x/y attributes to Phaser.Text to make it work with the camera system (thanks cocoademon).
* Fixed issue stopping multiple animations from playing, only the most recent would play (frames array was being overwritten, thanks Legrandk)
* Updated Debug.renderSpriteBounds() so it doesn't use the deprecated Sprite.worldView any more (thanks MikeMnD)
* Added 2 new properties to the Text object: Text.text and Text.style, both are getter/setters and don't flag dirty unless changed, so safe for core loop use.
* Removed the exists check from Group.callAll, it now runs on all children (as the name implies)
* Added Group.callAllExists - you can now call a function on all children who have exists = the provided boolean.
* Finished off the Breakout example game - now fully playable, proper rebound, scoring, lives, etc.
* Removed Group.sort dummy entry until it's working.
* Removed ArcadePhysics.postUpdate.
* Updated Sprite.update to set renderable to false when the object goes out of Camera, not 'visible' false, otherwise it stops the transform being updated by Pixi.
* BUG: There is a known issue where the wrong rect coordinates are given to the QuadTree if the Sprite is a child of a Group or another Sprite which has an x/y offset.
Version 1.0.4 (September 18th 2013)