Added FullScreen API support and fixed numerous StageScaleMode issues.

This commit is contained in:
Richard Davey
2013-05-14 03:37:38 +01:00
parent 8fc31ed83b
commit ce7bfd1fc2
37 changed files with 11227 additions and 2853 deletions
+24 -2
View File
@@ -20,7 +20,29 @@ Latest Update
V0.9.6
*
* Documentation! Every class now has documentation for nearly every single function - if you spot a typo, please shout! (thanks pixelpicosean)
* Grunt file updated to produce the new Special FX JS file (thanks HackManiac)
* Fixed issue stopping Phaser working on iOS 5 (i.e. iPad 1)
* Created new mobile test folder, updated index.php to use mobile CSS and made some mobile specific tests
* Fixed a few speed issues on Android 2.x stock browser, but it's still tricky to get a fast game out of it
* Moved Camera context save/restore back inside parameter checks (sped-up Samsung S3 stock browser)
* Fixed bug with StageScaleMode.checkOrientation not respecting the NO_SCALE value
* Added MSPointer support (thanks Diego Bezerra)
* Added Camera.clear to perform a clearRect instead of a fillRect if needed (default is false)
* Swapped Camera.opaque default from true to false re: performance
* Updated Stage.visibilityChange to avoid pause screen locking in certain situations
* Added StageScaleMode.enterLandscape and enterPortrait signals for easier device orientation change checks
* Added StageScaleMode.isPortrait
* Updated StageScaleMode to check both window.orientationchange and window.resize events
* Updated RequestAnimationFrame to use performance.now for sub-millisecond precision and to drive the Game.time.update loop
* Updated RequestAnimationFrame setTimeout to use fixed timestep and re-ordered callback sequence. Android 2/iOS5 performance much better now
* Removed Stage.ORIENTATION_LANDSCAPE statics because the values should be taken from Stage.scale.isPortrait / isLandscape
* Removed Stage.maxScaleX/Y and moved them into StageScaleMode.minWidth, minHeight, maxWidth and maxHeight
* Fixed Stage.scale so that it resizes without needing an orientation change
* TODO: Check that tween pausing works with the new performance.now
* TODO: Game.Time should monitor pause duration
* Added StageScaleMode.startFullscreen(), stopFullScreen() and isFullScreen for making use of the FullScreen API on desktop browsers
Requirements
------------
@@ -29,7 +51,7 @@ Games created with Phaser require a modern web browser that supports the canvas
For developing with Phaser you can use either a plain-vanilla JavaScript approach or [TypeScript](https://typescript.codeplex.com/). We made no assumptions about how you like to code your games, and were careful not to impose any form of class/inheritance/structure upon you.
If you are compiling via TypeScript from the command-line please use `--target ES5` and `--nolib`
If you are compiling via TypeScript from the command-line please use `--target ES5`
If you need it the included Grunt file will generate a RequireJS/CommonJS version of Phaser on build.