Phaser
======
Version: 1.0.0 - Released: September 13th 2013
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It supports Canvas and WebGL rendering.
The [Official Website](http://phaser.io)
Follow on [Twitter](https://twitter.com/photonstorm)
Read the [Development Blog](http://www.photonstorm.com)
Join the [Support Forum](http://www.html5gamedevs.com/forum/14-phaser/)
Try out the [Phaser Test Suite](http://gametest.mobi/phaser/)
"Being negative is not how we make progress" - Larry Page, Google
Latest Update
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September 13th 2013
We're very pleased to have finally shipped the 1.0 release of Phaser. This version represents many months of hard work, feedback and refactoring based on the previous 0.5 through to 0.97 releases. You can see the full gory details in our change log.
Sorry but the jsdocs aren't yet finished, but it is now our priority (along with bug fixing). If you run into problems, or just want to chat about how to best use Phaser then please do join our forums. It's an active and inspiring community.
Now 1.0 is released we'll focus on getting the docs and more examples completed. Both of these will be pushed to the master repo on a regular basis. We will tag new releases of Phaser, but changes to the examples or docs won't be release tagged.
Thank you to everyone who has encouraged us along the way. To those of you who worked with Phaser during its various incarnations, and who released full games with it despite there being zero API documentation available: you are our heroes. It's your kind words and enthusiasm, as well as our commercial need for Phaser that has kept us going. Now we're at 1.0 we will continue releasing rapidly and jumping on patches and bug reports quickly.
Phaser is everything we ever wanted from an HTML5 game framework. It will power all our client work going forward and we look forward to you joining us on this journey.

Requirements
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Games created with Phaser require a modern web browser that supports the canvas tag. This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera. It also works on mobile web browsers including stock Android 2.x browser and above and iOS5 Mobile Safari and above.
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.
Phaser is 275 KB minified and 62 KB gzipped.
Features
--------
Phaser was born from a cross-pollination of the AS3 Flixel game library and our own internal HTML5 game framework. The objective was to allow you to make games _really_ quickly and remove some of the speed barriers HTML5 puts in your way.
Phaser fully supports the following features:
* Easy asset Loading
Images, Sprite Sheets, Texture Packer Data, JSON, Text Files, Audio File.
* Cameras
Multiple world cameras, camera scale, zoom, rotation, deadzones and Sprite following.
* Sprites
All sprites have physics properties including velocity, acceleration, bounce and drag.
ScrollFactor allows them to re-act to cameras at different rates.
* Groups
Group sprites together for collision checks, visibility toggling and function iteration.
* Animation
Sprites can be animated by a sprite sheet or Texture Atlas (JSON Array format supported).
Animation playback controls, looping, fps based timer and custom frames.
* Scroll Zones
Scroll any image seamlessly in any direction. Or create multiple scrolling regions within an image.
* Collision
A QuadTree based Sprite to Sprite, Sprite to Group or Group to Group collision system.
* Particles
An Emitter can emit Sprites in a burst or at a constant rate, setting physics properties.
* Input
Keyboard, Mouse and Touch handling supported (MSPointer events coming soon)
* Stage
Easily change properties about your game via the stage, such as background color, position, size and scale.
* World
The game world can be any size and Sprites and collision happens within it.
* Sound
Currently uses WebAudio for playback. A lot more work needs to be done in this area.
* State Management
For larger games it's useful to break your game down into States, i.e. MainMenu, Level1, GameOver, etc.
The state manager makes swapping states easy, but the use of a state is completely optional.
* Cache
All loaded resources are stored in an easy to access cache, which can be cleared between State changes
or persist through-out the whole game.
* Tilemaps
Support for CSV and Tiled JSON format tile maps. Supports Layered Tiled maps and layer based collision.
* Game Scaling
Game scaling under your control. Removes URL/status bar on mobile (iOS and Android) and allows proportional scaling, fixed size and orientation checks.

Known Issues
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* The TypeScript definition file isn't yet complete.
* The JSDOCS are not yet complete.
Future Plans
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* Ability to layer another DOM object and have it controlled by the game somehow. Can then do stacked canvas effects.
* Add ability to create extra