diff --git a/README.md b/README.md index e6384b4b..1983bccd 100644 --- a/README.md +++ b/README.md @@ -1,7 +1,7 @@ Phaser ====== -Version: 0.9.5 - Released: 2nd May 2013 +Version: 0.9.6 - Released: In Progress By Richard Davey, [Photon Storm](http://www.photonstorm.com) @@ -18,39 +18,9 @@ Try out the [Phaser Test Suite](http://gametest.mobi/phaser/) Latest Update ------------- -V0.9.5 +V0.9.6 -* Moved the BootScreen and PauseScreen out of Stage into their own classes (system/screens/BootScreen and PauseScreen). -* Updated the PauseScreen to show a subtle animation effect, making it easier to create your own interesting pause screens. -* Modified Game so it splits into 3 loops - bootLoop, pauseLoop and loop (the core loop). -* Updated the BootScreen with the new logo and new color cycle effect. -* Added Game.isRunning - set to true once the Game.boot process is over IF you gave some functions to the constructor or a state. -* Fixed small bug in Signal.removeAll where it could try to shorten the _bindings even if undefined. -* Added the new FXManager which is used for handling all special effects on Cameras (and soon other game objects). -* Removed Flash, Fade and Shake from the Camera class and moved to the new SpecialFX project. -* SpecialFX compiles to phaser-fx.js in the build folder, which is copied over to Tests. If you don't need the FX, don't include the .js file. -* The project is now generating TypeScript declaration files and all Tests were updated to use them in their references. -* Fixed a bug in Flash, Fade and Shake where the duration would fail on anything above 3 seconds. -* Fixed a bug in Camera Shake that made it go a bit haywire, now shakes correctly. -* Added new Scanlines Camera FX. -* Fixed offset values being ignored in GeomSprite.renderPoint (thanks bapuna). -* Added new Mirror Camera FX. Can mirror the camera image horizontally, vertically or both with an optional fill color overlay. -* Added Camera.disableClipping for when you don't care about things being drawn outside the edge (useful for some FX). -* Updated TilemapLayer so that collision data is now stored in _tempTileBlock to avoid constant array creation during game loop. -* TilemapLayer.getTileOverlaps() now returns all tiles the object overlapped with rather than just a boolean. -* Tilemap.collide now optionally takes callback and context parameters which are used if collision occurs. -* Added Tilemap.collisionCallback and Tilemap.collisionCallbackContext so you can set them once and not re-set them on every call to collide. -* Collision.separateTile now has 2 extra parameters: separateX and separateY. If true the object will be separated on overlap, otherwise just the overlap boolean result is returned. -* Added Tile.separateX and Tile.separateY (both true by default). Set to false if you don't want a tile to stop an object from moving, you just want it to return collision data to your callback. -* Added Tilemap.getTileByIndex(value) to access a specific type of tile, rather than by its map index. -* Added TilemapLayer.putTile(x,y,index) - allows you to insert new tile data into the map layer (create your own tile editor!). -* TilemapLayer.getTileBlock now returns a unique Array of map data, not just a reference to the temporary block array -* Added TilemapLayer.swapTile - scans the given region of the map for all instances of tileA and swaps them for tileB, and vice versa. -* Added TilemapLayer.replaceTile - scans the given region of the map and replaces all instances of tileA with tileB. tileB is left unaffected. -* Added TilemapLayer.fillTiles - fills the given region of the map with the tile specified. -* Added TilemapLayer.randomiseTiles - fills the given region of the map with a random tile from the list specified. -* Added fun new "map draw" test - rebound those carrots! :) -* Changed SoundManager class to respect volume on first play (thanks initials and hackmaniac) +* Requirements ------------ @@ -190,6 +160,40 @@ Please add them to the [Issue Tracker][1] with as much info as possible. Change Log ---------- +V0.9.5 + +* Moved the BootScreen and PauseScreen out of Stage into their own classes (system/screens/BootScreen and PauseScreen). +* Updated the PauseScreen to show a subtle animation effect, making it easier to create your own interesting pause screens. +* Modified Game so it splits into 3 loops - bootLoop, pauseLoop and loop (the core loop). +* Updated the BootScreen with the new logo and new color cycle effect. +* Added Game.isRunning - set to true once the Game.boot process is over IF you gave some functions to the constructor or a state. +* Fixed small bug in Signal.removeAll where it could try to shorten the _bindings even if undefined. +* Added the new FXManager which is used for handling all special effects on Cameras (and soon other game objects). +* Removed Flash, Fade and Shake from the Camera class and moved to the new SpecialFX project. +* SpecialFX compiles to phaser-fx.js in the build folder, which is copied over to Tests. If you don't need the FX, don't include the .js file. +* The project is now generating TypeScript declaration files and all Tests were updated to use them in their references. +* Fixed a bug in Flash, Fade and Shake where the duration would fail on anything above 3 seconds. +* Fixed a bug in Camera Shake that made it go a bit haywire, now shakes correctly. +* Added new Scanlines Camera FX. +* Fixed offset values being ignored in GeomSprite.renderPoint (thanks bapuna). +* Added new Mirror Camera FX. Can mirror the camera image horizontally, vertically or both with an optional fill color overlay. +* Added Camera.disableClipping for when you don't care about things being drawn outside the edge (useful for some FX). +* Updated TilemapLayer so that collision data is now stored in _tempTileBlock to avoid constant array creation during game loop. +* TilemapLayer.getTileOverlaps() now returns all tiles the object overlapped with rather than just a boolean. +* Tilemap.collide now optionally takes callback and context parameters which are used if collision occurs. +* Added Tilemap.collisionCallback and Tilemap.collisionCallbackContext so you can set them once and not re-set them on every call to collide. +* Collision.separateTile now has 2 extra parameters: separateX and separateY. If true the object will be separated on overlap, otherwise just the overlap boolean result is returned. +* Added Tile.separateX and Tile.separateY (both true by default). Set to false if you don't want a tile to stop an object from moving, you just want it to return collision data to your callback. +* Added Tilemap.getTileByIndex(value) to access a specific type of tile, rather than by its map index. +* Added TilemapLayer.putTile(x,y,index) - allows you to insert new tile data into the map layer (create your own tile editor!). +* TilemapLayer.getTileBlock now returns a unique Array of map data, not just a reference to the temporary block array +* Added TilemapLayer.swapTile - scans the given region of the map for all instances of tileA and swaps them for tileB, and vice versa. +* Added TilemapLayer.replaceTile - scans the given region of the map and replaces all instances of tileA with tileB. tileB is left unaffected. +* Added TilemapLayer.fillTiles - fills the given region of the map with the tile specified. +* Added TilemapLayer.randomiseTiles - fills the given region of the map with a random tile from the list specified. +* Added fun new "map draw" test - rebound those carrots! :) +* Changed SoundManager class to respect volume on first play (thanks initials and hackmaniac) + V0.9.4 * Added Tilemap.getTile, getTileFromWorldXY, getTileFromInputXY