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@@ -5,7 +5,7 @@ Phaser 1.0
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Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) internally for fast 2D Canvas and WebGL rendering.
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Version: 1.0.5 - Released: September 20th 2013
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Version: 1.0.6 - Released: September 24th 2013
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By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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Change Log
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----------
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Version 1.0.6 (in progress)
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Version 1.0.7 (in progress in the dev branch)
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* Added World.postUpdate - all sprite position changes, as a result of physics, happen here before the render.
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* Complete overhaul of Physics.Arcade.Body - now significantly more stable and faster too.
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* Updated ArcadePhysics.separateX/Y to use new body system - much better results now.
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* QuadTree bug found in 1.0.5 now fixed. The QuadTree is updated properly now using worldTransform values.
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* TODO: addMarker hh:mm:ss:ms
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* TODO: Direction constants
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Version 1.0.6 (September 24th 2013)
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* Added check into Pointer.move to always consider a Sprite that has pixelPerfect enabled, regardless of render ID.
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* BUG: The pixel perfect click check doesn't work if the sprite is part of a texture atlas yet.
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* New: When loading a Sprite Sheet you can now pass negative values for the frame sizes which specifies the number of rows/columns to load instead (thanks TheJare)
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* New: BitmapText now supports anchor and has fixed box dimensions (thanks TheJare)
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* Fixed bug where if a State contains an empty Preloader the Update will not be called (thanks TheJare)
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* Added World.postUpdate - all sprite position changes, as a result of physics, happen here before the render.
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* Complete overhaul of Physics.Arcade.Body - now significantly more stable and faster too.
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* Updated ArcadePhysics.separateX/Y to use new body system - much better results now.
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* QuadTree bug found in 1.0.5 now fixed. The QuadTree is updated properly now using worldTransform values.
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* Several new examples added (cameras, tweens, etc)
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*TODO: addMarker hh:mm:ss:ms
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*TODO: Direction constants
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*Added in extra checks to halt collision if it involves an empty Group (thanks cang)
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*Added time smoothing to Animation update to help frames hopefully not get too out of sync during long animations with high frame rates.
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* Added frame skip to Animation.update. If it gets too far behind it will now skip frames to try and catch up.
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Version 1.0.5 (September 20th 2013)
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@@ -213,6 +218,7 @@ The following list is not exhaustive and is subject to change:
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* Joypad support.
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* Gestures input class.
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* Flash CC html output support.
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* Game parameters read from Google Docs.
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Right now however our main focus is on documentation and examples, we won't be touching any of the above features until the docs are finished.
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