diff --git a/README.md b/README.md index 074802b4..6661da9d 100644 --- a/README.md +++ b/README.md @@ -169,6 +169,12 @@ We also provide a Grunt script that will build Phaser from source along with all Run `grunt` in the phaser folder for a list of command-line options. +Koding +------ + +You can [][koding] and then start editing and previewing code right away using their web based VM development system. + + Bower ----- @@ -295,33 +301,37 @@ Although Phaser 1.0 is a brand new release it is born from years of experience b Road Map -------- -The 1.1 release was a massive under-taking, but we're really happy with how Phaser is progressing. It's becoming more solid and versatile with each iteration. Here is what's on our road map for future versions: +The 1.1 release was a massive under-taking, but we're really happy with how Phaser is progressing. It's becoming more solid and versatile with each iteration. Here is what's on our road map: Version 1.2 ("Saldaea") -* Update to Pixi 1.5 - currently still in dev branch only, but lots of nice internal changes and new features we want to take advantage of. -* Start integration with the p2.js physics system. +* Update to Pixi 1.4 - this newly released build has lots of internal changes and new features we want to take advantage of. -Beyond version 1.2 +Version 1.3 ("Shienar") * Enhance the State Management, so you can perform non-destructive State swaps and persistence. * Dedicated CocoonJS packaging features (screencanvas, etc) * A more advanced Particle system, one that can render to a single canvas (rather than spawn hundreds of Sprites), more advanced effects, etc. -* Massively enhance the audio side of Phaser. Although it does what it does well, it could do with taking more advantage of Web Audio - echo effects, positional sound, etc. -* Comprehensive testing across Firefox OS devices, CocoonJS and Ejecta. -* Integration with third party services like Google Play Game Services and Amazon JS SDK. * Ability to control DOM elements from the core game and layer them into the game. * Touch Gestures. -* Virtual d-pad support and also support for the Joypad API. -* Test out packaging with Node-webkit. -* Flash CC HTML5 export integration. -* Game parameters stored in Google Docs. -* Add a d-pad example (http://www.html5gamedevs.com/topic/1574-gameinputondown-question/) -* Create more touch input examples (http://www.html5gamedevs.com/topic/1556-mobile-touch-event/) -* Look at HiDPI Canvas settings. * Support for parallel asset loading. * Fixed width bitmap font support, plus enhanced Bitmap font rendering. +Version 2.0 ("Aes Sedai") + +* Integrate p2.js physics system completely. +* Comprehensive testing across Firefox OS devices, CocoonJS and Ejecta. +* Integration with third party services like Google Play Game Services and Amazon JS SDK. +* Flash CC HTML5 export integration. +* Massively enhance the audio side of Phaser. Although it does what it does well, it could do with taking more advantage of Web Audio - echo effects, positional sound, etc. + +Beyond version 2.0 + +* Test out packaging with Node-webkit. +* Game parameters stored in Google Docs. +* Look at HiDPI Canvas settings. +* Multiple Camera support. + Contributing ------------ @@ -354,5 +364,6 @@ Phaser is released under the [MIT License](http://opensource.org/licenses/MIT). [1]: https://github.com/photonstorm/phaser/issues [phaser]: https://github.com/photonstorm/phaser +[koding]: https://koding.com/Teamwork?import=https://github.com/photonstorm/phaser/archive/master.zip&c=git1 [](https://github.com/igrigorik/ga-beacon) diff --git a/examples/wip/circlebox.js b/examples/wip/circlebox.js new file mode 100644 index 00000000..ef87624e --- /dev/null +++ b/examples/wip/circlebox.js @@ -0,0 +1,75 @@ + +var game = new Phaser.Game(800, 600, Phaser.CANVAS, 'phaser-example', { preload: preload, create: create, update: update, render: render }); + +function preload() { + + game.load.image('wizball', 'assets/sprites/wizball.png'); + game.load.image('platform', 'assets/sprites/interference_tunnel.png'); + +} + +var ball; +var circle; +var platform; + +function create() { + + // Our ball sprite + ball = game.add.sprite(420, 100, 'wizball'); + ball.anchor.setTo(0.5, 0.5); + + ball.body.customSeparateX = true; + ball.body.customSeparateY = true; + + ball.body.velocity.y = 150; + ball.body.bounce.y = 0.9; + + // Our collision circle + circle = new Phaser.Circle(200, 100, 188); + + // Our platform + platform = game.add.sprite(200, 450, 'platform'); + platform.body.immovable = true; + +} + +function update() { + + // ball.x = game.input.x; + // ball.y = game.input.y; + + circle.x = ball.x; + circle.y = ball.y; + + // This is a rect vs. rect collision. The callback will check the circle. + game.physics.overlap(ball, platform, null, processCallback, this); + +} + +function processCallback(a, b) { + + // console.log('p', a.y, b.y); + + if (Phaser.Circle.intersectsRectangle(circle, platform.body)) + { + console.log('boom', ball.body.overlapX, ball.body.overlapY); + // ball.body.x = ball.body.x - ball.body.overlapX; + // ball.body.velocity.x = platform.body.velocity.x - ball.body.velocity.x * ball.body.bounce.x; + + ball.body.y -= 10; + ball.body.velocity.y *= -1 * ball.body.bounce.y; + } + + return true; + +} + +function render() { + + game.debug.renderText(Phaser.Circle.intersectsRectangle(circle, platform.body), 32, 32); + game.debug.renderText(ball.body.velocity.y, 32, 64); + // game.debug.renderText(ball.body.overlapY, 64, 64); + game.debug.renderCircle(circle); + game.debug.renderRectangle(platform.body); + +} diff --git a/resources/Project Templates/Full Screen Mobile/apple-touch-icon.png b/resources/Project Templates/Full Screen Mobile/apple-touch-icon.png new file mode 100644 index 00000000..515a3f39 Binary files /dev/null and b/resources/Project Templates/Full Screen Mobile/apple-touch-icon.png differ diff --git a/resources/Project Templates/Full Screen Mobile/css/stylesheet.css b/resources/Project Templates/Full Screen Mobile/css/stylesheet.css new file mode 100644 index 00000000..8f2bba97 --- /dev/null +++ b/resources/Project Templates/Full Screen Mobile/css/stylesheet.css @@ -0,0 +1,19 @@ +body { + margin: 0px 0px 1px 0px; 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