Skip to content

Commit 33882ae

Browse files
committed
Small readme update.
1 parent 3898faf commit 33882ae

3 files changed

Lines changed: 68 additions & 57 deletions

File tree

Docs/phaser_blaster.png

612 KB
Loading

Docs/phaser_fruit_particles.png

62.1 KB
Loading

README.md

Lines changed: 68 additions & 57 deletions
Original file line numberDiff line numberDiff line change
@@ -13,10 +13,12 @@ Follow us on [twitter](https://twitter.com/photonstorm) and our [blog](http://ww
1313

1414
For support post to the Phaser board on the [HTML5 Game Devs forum](http://www.html5gamedevs.com/forum/14-phaser/)
1515

16-
![Phaser Cameras](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_cams.png)
16+
Try out the [Phaser Test Suite](http://gametest.mobi/phaser/)
1717

18-
Change Log
19-
----------
18+
![Blasteroids](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_blaster.png)
19+
20+
Latest Update
21+
-------------
2022

2123
V0.9.3
2224

@@ -36,60 +38,6 @@ V0.9.3
3638
* Removed the need for DynamicTextures to require a key property and updated test cases.
3739
* You can now pass an array or a single value to Input.Keyboard.addKeyCapture().
3840

39-
V0.9.2
40-
41-
* Fixed issue with create not being called if there was an empty init method.
42-
* Added ability to flip a sprite (Sprite.flipped = true) + a test case for it.
43-
* Added ability to restart a sprite animation.
44-
* Sprite animations don't restart if you call play on them when they are already running.
45-
* Added Stage.disablePauseScreen. Set to true to stop your game pausing when the tab loses focus.
46-
47-
V0.9.1
48-
49-
* Added the new align property to GameObjects that controls placement when rendering.
50-
* Added an align example to the Sprites test group (click the mouse to change alignment position)
51-
* Added a new MicroPoint class. Same as Point but much smaller / less functions, updated GameObject to use it.
52-
* Completely rebuilt the Rectangle class to use MicroPoints and store the values of the 9 points around the edges, to be used
53-
for new collision system.
54-
* Game.Input now has 2 signals you can subscribe to for down/up events, see the Sprite align example for use.
55-
* Updated the States examples to bring in-line with 0.9 release.
56-
57-
V0.9
58-
59-
* Large refactoring. Everything now lives inside the Phaser module, so all code and all tests have been updated to reflect this. Makes coding a tiny bit more verbose but stops the framework from globbing up the global namespace. Also should make code-insight work in WebStorm and similar editors.
60-
* Added the new GeomSprite object. This is a sprite that uses a geometry class for display (Circle, Rectangle, Point, Line). It's extremely flexible!
61-
* Added Geometry intersection results objects.
62-
* Added new Collision class and moved some functions there. Contains all the Game Object and Geometry Intersection methods.
63-
* Can now create a sprite animation based on frame names rather than indexes. Useful when you've an animation inside a texture atlas. Added test to show.
64-
* Added addKeyCapture(), removeKeyCapture() and clearCaptures() to Input.Keyboard. Calls event.preventDefault() on any keycode set to capture, allowing you to avoid page scrolling when using the cursor keys in a game for example.
65-
* Added new Motion class which contains lots of handy functions like 'moveTowardsObject', 'velocityFromAngle' and more.
66-
* Tween Manager added. You can now create tweens via Game.createTween (or for more control game.tweens). All the usual suspects are here: Bounce, * Elastic, Quintic, etc and it's hooked into the core game clock, so if your game pauses and resumes your tweens adjust accordingly.
67-
68-
V0.8
69-
70-
* Added ability to set Sprite frame by name (sprite.frameName), useful when you've loaded a Texture Atlas with filename values set rather than using frame indexes.
71-
* Updated texture atlas 4 demo to show this.
72-
* Fixed a bug that would cause a run-time error if you tried to create a sprite using an invalid texture key.
73-
* Added in DynamicTexture support and a test case for it.
74-
75-
V0.7
76-
77-
* Renamed FullScreen to StageScaleMode as it's much more fitting. Tested across Android and iOS with the various scale modes.
78-
* Added in world x/y coordinates to the input class, and the ability to get world x/y input coordinates from any Camera.
79-
* Added the RandomDataGenerator for seeded random number generation.
80-
* Setting the game world size now resizes the default camera (optional bool flag)
81-
82-
V0.6
83-
84-
* 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.
85-
* Added new Circle geometry class (used by Touch) and moved them into a Geom folder.
86-
* Added in Device class for device inspection.
87-
* Added FullScreen class to enable full-screen support on mobile devices (scrolls URL bar out of the way on iOS and Android)
88-
89-
V0.5
90-
91-
* Initial release
92-
9341
Requirements
9442
------------
9543

@@ -128,6 +76,10 @@ Phaser fully or partially supports the following features. This list is growing
12876
Sprites can be animated by a sprite sheet or Texture Atlas (JSON Array format supported).
12977
Animation playback controls, looping, fps based timer and custom frames.
13078

79+
* Scroll Zones<br />
80+
81+
Scroll any image seamlessly in any direction. Or create multiple scrolling regions within an image.
82+
13183
* Collision<br />
13284

13385
A QuadTree based Sprite to Sprite, Sprite to Group or Group to Group collision system.
@@ -216,6 +168,65 @@ Please add them to the [Issue Tracker][1] with as much info as possible.
216168

217169
![Phaser Tilemap](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_tilemap.png)
218170

171+
Change Log
172+
----------
173+
174+
V0.9.2
175+
176+
* Fixed issue with create not being called if there was an empty init method.
177+
* Added ability to flip a sprite (Sprite.flipped = true) + a test case for it.
178+
* Added ability to restart a sprite animation.
179+
* Sprite animations don't restart if you call play on them when they are already running.
180+
* Added Stage.disablePauseScreen. Set to true to stop your game pausing when the tab loses focus.
181+
182+
V0.9.1
183+
184+
* Added the new align property to GameObjects that controls placement when rendering.
185+
* Added an align example to the Sprites test group (click the mouse to change alignment position)
186+
* Added a new MicroPoint class. Same as Point but much smaller / less functions, updated GameObject to use it.
187+
* Completely rebuilt the Rectangle class to use MicroPoints and store the values of the 9 points around the edges, to be used
188+
for new collision system.
189+
* Game.Input now has 2 signals you can subscribe to for down/up events, see the Sprite align example for use.
190+
* Updated the States examples to bring in-line with 0.9 release.
191+
192+
V0.9
193+
194+
* Large refactoring. Everything now lives inside the Phaser module, so all code and all tests have been updated to reflect this. Makes coding a tiny bit more verbose but stops the framework from globbing up the global namespace. Also should make code-insight work in WebStorm and similar editors.
195+
* Added the new GeomSprite object. This is a sprite that uses a geometry class for display (Circle, Rectangle, Point, Line). It's extremely flexible!
196+
* Added Geometry intersection results objects.
197+
* Added new Collision class and moved some functions there. Contains all the Game Object and Geometry Intersection methods.
198+
* Can now create a sprite animation based on frame names rather than indexes. Useful when you've an animation inside a texture atlas. Added test to show.
199+
* Added addKeyCapture(), removeKeyCapture() and clearCaptures() to Input.Keyboard. Calls event.preventDefault() on any keycode set to capture, allowing you to avoid page scrolling when using the cursor keys in a game for example.
200+
* Added new Motion class which contains lots of handy functions like 'moveTowardsObject', 'velocityFromAngle' and more.
201+
* Tween Manager added. You can now create tweens via Game.createTween (or for more control game.tweens). All the usual suspects are here: Bounce, * Elastic, Quintic, etc and it's hooked into the core game clock, so if your game pauses and resumes your tweens adjust accordingly.
202+
203+
V0.8
204+
205+
* Added ability to set Sprite frame by name (sprite.frameName), useful when you've loaded a Texture Atlas with filename values set rather than using frame indexes.
206+
* Updated texture atlas 4 demo to show this.
207+
* Fixed a bug that would cause a run-time error if you tried to create a sprite using an invalid texture key.
208+
* Added in DynamicTexture support and a test case for it.
209+
210+
V0.7
211+
212+
* Renamed FullScreen to StageScaleMode as it's much more fitting. Tested across Android and iOS with the various scale modes.
213+
* Added in world x/y coordinates to the input class, and the ability to get world x/y input coordinates from any Camera.
214+
* Added the RandomDataGenerator for seeded random number generation.
215+
* Setting the game world size now resizes the default camera (optional bool flag)
216+
217+
V0.6
218+
219+
* 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.
220+
* Added new Circle geometry class (used by Touch) and moved them into a Geom folder.
221+
* Added in Device class for device inspection.
222+
* Added FullScreen class to enable full-screen support on mobile devices (scrolls URL bar out of the way on iOS and Android)
223+
224+
V0.5
225+
226+
* Initial release
227+
228+
![Phaser Cameras](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_cams.png)
229+
219230
License
220231
-------
221232

0 commit comments

Comments
 (0)