You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: README.md
+14-9Lines changed: 14 additions & 9 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -162,6 +162,7 @@ Phaser.DOM now also special-cases desktops to align the layout bounds
162
162
correctly (this may disagree with CSS breakpoints but it aligns the with
163
163
actual CSS width), without applying a window height/width expansion as
164
164
required on mobile browsers.
165
+
* Signals have been heavily restructured to cut down on the number that are generated in-game. New signal proxies manage the setting and creation as required, cutting down on the volume of run-time object creation significantly. No user code needs to change, however if you did override Phaser.Signal or Sprite.Events then please be aware of the changes by inspecting the source (and commit #1389 by @pnstickne).
165
166
166
167
### Updates
167
168
@@ -472,32 +473,36 @@ Here are some of the features planned for future releases. Not all features are
472
473
473
474
### Version 2.3 ("Tarabon")
474
475
476
+
* New parallel asset loader (already started in dev branch)
477
+
* Enhance the State Management, so you can perform non-destructive State swaps and persistence.
478
+
* Updated Text handling
475
479
* Look carefully at the internal structure of Phaser to avoid method repetition (such as Sprite.crop and Image.crop), investigate using mixins to help reduce overall codebase size.
476
-
* Support for parallel asset loading.
477
480
* Restore Math.interpolateAngles and Math.nearestAngleBetween
478
-
* Enhance the State Management, so you can perform non-destructive State swaps and persistence.
479
481
* Scene Manager - json scene parser.
480
482
* Touch Gestures.
481
-
* Optimised global Animation manager to cut down on object creation.
482
-
* Flash CC HTML5 export integration.
483
-
* Massively enhance the audio side of Phaser. Take more advantage of Web Audio: echo effects, positional sound, etc.
484
-
* DragonBones support.
485
-
* Game parameters stored in Google Docs.
486
483
* Adjust how Pointers and Interactive Objects work. Allow an IO to be flagged as "on click only", so it doesn't ever get processed during normal Pointer move events (unless being dragged)
487
484
* Allow multiple drag items - no longer bind just 1 to a Pointer
488
485
* Allow Groups to have Priority IDs too and input disable entire Groups and all children (let it flow down the chain)
489
486
* Allow Groups to be InputEnabled? Dragging a Group would be really useful.
490
-
* Ability to control DOM elements from the core game and layer them into the game.
491
487
* Cache to localStorage using If-Modified-Since. [See github request](https://github.com/photonstorm/phaser/issues/495)
492
488
* Allow for complex assets like Bitmap Fonts to be stored within a texture atlas.
493
489
490
+
### Version 2.4
491
+
492
+
* Ability to control DOM elements from the core game and layer them into the game.
493
+
* Game parameters stored in Google Docs.
494
+
* Optimised global Animation manager to cut down on object creation.
495
+
* Flash CC HTML5 export integration.
496
+
* Massively enhance the audio side of Phaser. Take more advantage of Web Audio: echo effects, positional sound, etc.
497
+
* DragonBones support.
498
+
494
499
### Phaser 3
495
500
496
501
Development has now begun on Phaser 3. At the moment it's still in the very early stages. We are asking for suggestions and feedback in [this forum thread](http://www.html5gamedevs.com/topic/7949-the-phaser-3-wishlist-thread/) so be sure to add your voice.
497
502
498
503
We are currently experimenting with an ES6 based module system and we're keen for Phaser 3 to use as many native ES6 features as possible. It will be a significant refactoring of the code base, but never at the expense of features or ease-of-use. Development will be made public when the time is right.
499
504
500
-
We don't anticipate a release until Summer 2015. Phaser 2 still has roadmap features left that we'd like to implement, but after 2.3 it will be in pure maintenance mode as we work on Phaser 3.
505
+
We don't anticipate a release until Summer 2015. Phaser 2 still has roadmap features left that we'd like to implement, but after 2.3 it will be in maintenance mode as we work on Phaser 3.
501
506
502
507
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.
0 commit comments