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Updated readme.
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README.md

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Phaser
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======
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Version 0.5
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Version 0.6
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12th April 2013
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13th April 2013
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By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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![Phaser Cameras](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_cams.png)
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Change Log
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----------
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V0.6
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Added in Touch support for mobile devices (and desktops that enable it) and populated x/y coords in Input with common values from touch and mouse.
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Added new Circle geometry class (used by Touch) and moved them into a Geom folder.
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Added in Device class for device inspection.
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Added FullScreen class to enable full-screen support on mobile devices (scrolls URL bar out of the way on iOS and Android)
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V0.5
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Initial release
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Requirements
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------------
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Phaser fully or partially supports the following features. This list is growing constantly and we are aware there are still a number of essential features missing:
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* Asset Loading
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* Asset Loading<br />
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Images, Sprite Sheets, Texture Packer Data, JSON, Text Files, Audio File.
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* Cameras
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* Cameras<br />
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Multiple world cameras, camera scale, zoom, rotation, deadzones and Sprite following.
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* Sprites
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* Sprites<br />
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All sprites have physics properties including velocity, acceleration, bounce and drag.
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ScrollFactor allows them to re-act to cameras at different rates.
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* Groups
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* Groups<br />
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Group sprites together for collision checks, visibility toggling and function iteration.
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* Animation
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* Animation<br />
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Sprites can be animated by a sprite sheet or Texture Atlas (JSON Array format supported).
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Animation playback controls, looping, fps based timer and custom frames.
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* Collision
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* Collision<br />
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A QuadTree based Sprite to Sprite, Sprite to Group or Group to Group collision system.
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* Particles
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* Particles<br />
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An Emitter can emit Sprites in a burst or at a constant rate, setting physics properties.
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* Input
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* Input<br />
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Keyboard and Mouse handling supported (Touch coming asap)
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Keyboard, Mouse and Touch handling supported (MSPointer events coming soon)
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* Stage
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* Stage<br />
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Easily change properties about your game via the stage, such as background color, position and size.
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* World
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* World<br />
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The game world can be any size and Sprites and collision happens within it.
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* Sound
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* Sound<br />
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Currently uses WebAudio for playback. A lot more work needs to be done in this area.
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* State Management
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* State Management<br />
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For larger games it's useful to break your game down into States, i.e. MainMenu, Level1, GameOver, etc.
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The state manager makes swapping states easy, but the use of a state is completely optional.
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* Cache
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* Cache<br />
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All loaded resources are stored in an easy to access cache, which can be cleared between State changes
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or persist through-out the whole game.
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* Tilemaps
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* Tilemaps<br />
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Support for CSV and Tiled JSON format tile maps is implemented but currently limited.
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![Phaser Particles](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_particles.png)

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