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Copy file name to clipboardExpand all lines: .github/CONTRIBUTING.md
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@@ -14,7 +14,7 @@ Before contributing, please read the [code of conduct](https://github.com/photon
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**3. Create an isolated and reproducible test case.** If you are reporting a bug, make sure you also have a minimal, runnable, code example that reproduces the problem you have.
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**4. Include a live example.** After narrowing your code down to only the problem areas, make use of [jsFiddle][1], [jsBin][2], or a link to your live site so that we can view a live example of the problem.
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**4. Include a live example.** After narrowing your code down to only the problem areas, make use of [jsFiddle][1], [jsBin][2], [CodePen][5], or a link to your live site so that we can view a live example of the problem.
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**5. Share as much information as possible.** Include browser version affected, your OS, version of the library, steps to reproduce, etc. "X isn't working!!!1!" will probably just be closed.
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@@ -74,3 +74,4 @@ Thanks to Chad for creating the original Pixi.js Contributing file which we adap
Copy file name to clipboardExpand all lines: .github/ISSUE_TEMPLATE.md
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@@ -10,7 +10,7 @@ This Issue is about (delete as applicable)
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* An error on the web site
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* A problem with my own code
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API errors must include example code showing what happens, and why you don't believe this is the expected behavior. Issues posted without code take _far_ longer to get resolved, _if ever_. Feel free to use a site such as jsbin to demo the problem. If we can run it, and see the error, we can usually fix it.
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API errors must include example code showing what happens, and why you don't believe this is the expected behavior. Issues posted without code take _far_ longer to get resolved, _if ever_. Feel free to use a site such as jsBin or [CodePen](https://codepen.io/pen?template=YeEWom) to demo the problem. If we can run it, and see the error, we can usually fix it.
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If your Issue contains _any_ form of hostility it will be instantly closed.
* Tween.updateTweenData will now check to see if the Tween target still exists before trying to update its properties.
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* If you try to use a local data URI in the Loader it now console warns instead of logs (thanks @samme)
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### Bug Fixes
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* The KeyCode `FORWAD_SLASH` had a typo and has been changed to `FORWARD_SLASH`. Fix #3271 (thanks @josedarioxyz)
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* Fixed issue with vertex buffer creation on Static Tilemap Layer, causing tilemap layers to appear black. Fix #3266 (thanks @akleemans)
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* Implemented Static Tilemap Layer scaling and Tile alpha support.
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* Fixed issue with null texture on Particle Emitter batch generation. This would manifest if you had particles with blend modes on-top of other images not appearing.
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* Added missing data parameter to ScenePlugin. Fixes #3810 (thanks @AleBles)
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## Version 3.1.1 - 20th February 2018
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### Updates
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* The entire codebase now passes our eslint config (which helped highlight a few errors), if you're submitting a PR, please ensure your PR passes the config too.
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* The Web Audio Context is now suspended instead of closed to allow for prevention of 'Failed to construct AudioContext: maximum number of hardware contexts reached' errors from Chrome in a hot reload environment. We still strongly recommend reusing the same context in a production environment. See [this example](http://labs.phaser.io/view.html?src=src%5Caudio%5CWeb%20Audio%5CReuse%20AudioContext.js) for details. Fixes #3238 (thanks @z0y1@Ziao)
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* The Webpack shell plugin now fires on `onBuildExit`, meaning it'll update the examples if you use `webpack watch` (thanks @rblopes)
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* Added `root: true` flag to the eslint config to stop it scanning further-up the filesystem.
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### Bug Fixes
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* Math.Fuzzy.Floor had an incorrect method signature.
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* Arcade Physics World didn't import GetOverlapX or GetOverlapY, causing `separateCircle` to break.
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* TileSprite was missing a gl reference, causing it to fail during a context loss and restore.
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* The Mesh Game Object Factory entry had incorrect arguments passed to Mesh constructor.
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* Removed unused `_queue` property from `ScenePlugin` class (thanks @rblopes)
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* The variable `static` is no longer used in Arcade Physics, fixing the 'static is a reserved word' in strict mode error (thanks @samme)
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* Fixed `Set.union`, `Set.intersect` and `Set.difference` (thanks @yupaul)
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* The corner tints were being applied in the wrong order. Fixes #3252 (thanks @Rybar)
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* BitmapText objects would ignore calls to setOrigin. Fixes #3249 (thanks @amkazan)
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* Fixed a 1px camera jitter and bleeding issue in the renderer. Fixes #3245 (thanks @bradharms)
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* Fixed the error `WebGL: INVALID_ENUM: blendEquation: invalid mode.` that would arise on iOS. Fixes #3244 (thanks @Ziao)
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* The `drawBlitter` function would crash if `roundPixels` was true. Fixes #3243 (thanks @Jerenaux and @vulcanoidlogic)
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## Version 3.1.0 - Onishi - 16th February 2018
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### Updates
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* Vertex resource handling code updated, further optimizing the WebGL batching. You should now see less gl ops per frame across all batches.
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* The `Blitter` game object has been updated to use the `List` structure instead of `DisplayList`.
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* Arcade Physics World `disableBody` has been renamed `disableGameObjectBody` to more accurately reflect what it does.
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* Lots of un-used properties were removed from the Arcade Physics Static Body object.
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* Arcade Physics Static Body can now refresh itself from its parent via `refreshBody`.
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### Bug Fixes
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* A couple of accidental uses of `let` existed, which broke Image loading in Safari # (thanks Yat Hin Wong)
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* Added the static property `Graphics.TargetCamera` was added back in which fixed `Graphics.generateTexture`.
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* The SetHitArea Action now calls `setInteractive`, fixing `Group.createMultiple` when a hitArea has been set.
Copy file name to clipboardExpand all lines: README.md
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Thousands of developers worldwide use Phaser. From indies and multi-national digital agencies, to schools and Universities. Each creating their own incredible [games](https://phaser.io/games/).
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**Visit:** The [Phaser website](https://phaser.io) and follow on [Twitter](https://twitter.com/phaser_) (#phaserjs)<br />
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**Learn:**[API Docs](https://phaser.io/docs), [Support Forum][forum] and [StackOverflow](https://stackoverflow.com/questions/tagged/phaser-framework)<br />
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**Learn:**[API Docs](https://github.com/photonstorm/phaser3-docs), [Support Forum][forum] and [StackOverflow](https://stackoverflow.com/questions/tagged/phaser-framework)<br />
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**Code:** 700+ [Examples](https://labs.phaser.io) (source available in this [repo][examples])<br />
**Updated:** Thank you for the continued amazing response to the 3.0.0 release! We've carried on working hard and now prepared 3.1.2 for you, which is available today. Check out the [Change Log](#changelog) for more details.
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After 1.5 years in the making, tens of thousands of lines of code, hundreds of examples and countless hours of relentless work: Phaser 3 is finally out. It has been a real labor of love and then some!
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[Phaser is on jsDelivr](http://www.jsdelivr.com/projects/phaser), a "super-fast CDN for developers". Include the following in your html:
Phaser 3 is so brand new the paint is still wet. As such we don't yet have any guides or tutorials! This will change in the coming weeks and we'll update this area as they emerge. For now, please subscribe to the [Phaser World](https://phaser.io/community/newsletter) newsletter as we'll publish them in there first.
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Phaser 3 is so brand new the paint is still wet, but tutorials and guides are starting to come out!
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*[Getting Started with Phaser 3](https://phaser.io/tutorials/getting-started-phaser3) (useful if you are completely new to Phaser)
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*[Making your first Phaser 3 Game](https://phaser.io/tutorials/making-your-first-phaser-3-game)
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*[Phaser 3 Bootstrap and Platformer Example](https://phaser.io/news/2018/02/phaser-3-bootstrap-platformer)
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Also, please subscribe to the [Phaser World](https://phaser.io/community/newsletter) newsletter for details about new tutorials as they are published.
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### Source Code Examples
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You can then run `webpack` to perform a dev build to the `build` folder, including source maps for local testing, or run `npm run dist` to create a minified packaged build into the `dist` folder.
* Tween.updateTweenData will now check to see if the Tween target still exists before trying to update its properties.
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* If you try to use a local data URI in the Loader it now console warns instead of logs (thanks @samme)
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### Bug Fixes
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* The KeyCode `FORWAD_SLASH` had a typo and has been changed to `FORWAD_SLASH`. Fix #3271 (thanks @josedarioxyz)
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* Fixed issue with vertex buffer creation on Static Tilemap Layer, causing tilemap layers to appear black. Fix #3266 (thanks @akleemans)
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* Implemented Static Tilemap Layer scaling and Tile alpha support.
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* Fixed issue with null texture on Particle Emitter batch generation. This would manifest if you had particles with blend modes on-top of other images not appearing.
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* Added missing data parameter to ScenePlugin. Fixes #3810 (thanks @AleBles)
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We have always been meticulous in recording changes to the Phaser code base, and where relevant, giving attribution to those in the community who helped. This is something we'll continue with Phaser 3 and you'll see this section expand as we push through the 3.0.0 releases.
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Please see the complete [Change Log]((https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md)) for previous releases.
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Looking for a v2 change? Check out the [Phaser CE Change Log](https://github.com/photonstorm/phaser-ce/blob/master/CHANGELOG.md)
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"Above all, video games are meant to be just one thing: fun. Fun for everyone." - Satoru Iwata
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