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README.md

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@@ -13,7 +13,7 @@ Thousands of developers worldwide use it. From indies and multi-national digital
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* **Visit:** The [Phaser website](http://phaser.io) and follow on [Twitter](https://twitter.com/photonstorm) (#phaserjs)
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* **Learn:** [API Documentation](http://phaser.io/docs), [Support Forum][forum] and [StackOverflow](http://stackoverflow.com/questions/tagged/phaser-framework)
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* **Code:** 700+ [Source Examples](http://phaser.io/examples) (also available in this [git repo][examples])
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* **Read:** Subscribe to the [Newsletter](https://confirmsubscription.com/h/r/369DE48E3E86AF1E) and grab our [Phaser Books](http://phaser.io/shop)
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* **Read:** Subscribe to the weekly [Phaser World Newsletter](http://phaser.io/community/newsletter)
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* **Chat:** [#phaserio IRC channel](http://www.html5gamedevs.com/topic/4470-official-phaserio-irc-channel-phaserio-on-freenode/) or our [Slack Channel](http://phaser.io/news/2015/08/phaser-slack-channel)
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* **Extend:** With [Phaser Plugins](http://phaser.io/shop/plugins)
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* **Be awesome:** Support the future of Phaser on [Patreon](https://www.patreon.com/photonstorm) or by buying our [books](http://phaser.io/shop/books)
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<div align="center"><img src="http://phaser.io/images/github/news.jpg"></div>
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> 15th October 2015
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> February 2016
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The release of Phaser 2.4.4 continues our work with bug fixes, new features and optimizations. As with the previous version it's a point-release, making it a safe upgrade for anyone using an earlier 2.4 build.
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Phaser 2.4.5 is our first release in 2016 and represents several months of fixes and optimizations. As a point release it's a safe upgrade from a previous 2.4 build.
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Internally here at Phaser HQ we have been busy with several new projects.
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First we released [Interphase](http://phaser.io/interphase/), a new 400-page publication for Phaser developers. Packed full of exclusive content including 8 complete games, tutorials and a deep dive into the Phaser State Manager. It's been a blast to write and we have been really encouraged by the response from readers. We're planning on releasing Interphase 2 before the end of the year.
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We've also released [Particle Storm](http://phaser.io/shop/plugins/particlestorm). An advanced particle system allowing you to easily create stunning special effects in your games with just a few lines of code. Our primary design goal was to create a particle system that was extremely flexible. It was important that you should be able to easily integrate the effects into your games. Particles are constructed through easy-to-understand JavaScript objects with multiple properties and options to let you quickly put together complex visuals with minimum effort.
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As we close in towards the end of 2015 there are still a couple of new releases on the horizon, as well as Phaser 2.4.5. We're also getting very close to a fully working build of Phaser 2 using our new renderer. As always, keep you eyes on the Phaser web site or [Twitter](https://twitter.com/photonstorm) for the latest news.
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As always, keep you eyes on the Phaser web site or [Twitter](https://twitter.com/photonstorm) for the latest news.
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Finally we'd be extremely grateful if you could get involved with our [Phaser Patreon campaign](https://www.patreon.com/photonstorm). The uptake so far has been fantastic. Thank you to everyone who now supports Phaser development and shares our belief in the future of HTML5 gaming and Phasers role in that.
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[Read More](http://phaser.io/interphase)
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### Phaser World
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[Phaser World](http://phaser.io/community/newsletter) is our free weekly newsletter, published every Friday. It's a summary of all the new content added to the Phaser site over the previous 7 days. From new game releases to tutorials, videos, conferences, special offers and more.
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### Game Mechanic Explorer
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The [Game Mechanic Explorer](http://gamemechanicexplorer.com) is a great interactive way to learn how to develop specific game mechanics in Phaser. Well worth exploring once you've got your dev environment set-up.
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<a name="road-map"></a>
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## Road Map
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The majority of Phaser development is now taking place on the Phaser 3 project. The Phaser 2 branch will still be supported and issues fixed, but roadmap features have been migrated over to Phaser 3.
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The majority of Phaser development is now taking place on the Lazer (Phaser 3) project. The Phaser 2 branch will still be supported and issues fixed, but roadmap features have been migrated over.
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<a name="phaser3"></a>
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## Phaser 3
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We're now a good way in to development of Phaser 3. We've been working hard on creating a brand new and extremely powerful renderer. Progress reports are posted to the [web site](http://phaser.io/labs) and [Phaser 3 repo](https://github.com/photonstorm/phaser3).
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There is still plenty of time to add your suggestions and feedback in [this forum thread](http://www.html5gamedevs.com/topic/7949-the-phaser-3-wishlist-thread/).
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## Lazer (Phaser 3)
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If you are an exceptional JavaScript developer and would like to join the Phaser 3 development team then let us know. We have a limited budget available to pay towards your time.
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Lazer is the new name for Phaser 3.
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## Phaser Nano
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Lazer is the next generation of the Phaser game framework. Using a completely ES6 base it is renderer agnostic, allowing for DOM, SVG, Canvas and WebGL rendering, across desktop and mobile web browsers.
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[Phaser Nano](https://github.com/photonstorm/phaser-nano) is a cut-down and optimized build of Phaser designed specifically for super low file-size environments such as banner ads and interstitials. It still uses the same friendly API as Phaser but in a much smaller footprint. The current release being just 8.3KB.
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You can read all about the philosophy behind Lazer [here](http://phaser.io/news/2016/01/phaser-in-2015-and-beyond) or join the Google Groups [mailing list](https://groups.google.com/d/forum/phaser3-dev) where progress on a regular basis.
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![div](http://www.phaser.io/images/github/div.png)
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Created by [Richard Davey](mailto:rich@photonstorm.com). Powered by coffee, anime, pixels and love.
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The Phaser logo and characters are &copy; 2015 Photon Storm Limited.
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The Phaser logo and characters are &copy; 2016 Photon Storm Limited.
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All rights reserved.
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src/physics/arcade/World.js

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return Math.atan2(dy, dx);
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}
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},
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/**
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* Find the angle in radians between a display object (like a Sprite) and a Pointer,
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worldAngleToPointer: function (displayObject, pointer) {
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pointer = pointer || game.input.activePointer;
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pointer = pointer || this.game.input.activePointer;
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var dx = pointer.worldX - displayObject.world.x;
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var dy = pointer.worldY - displayObject.world.y;

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