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Final 1.0.5 release.
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README.md

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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: 1.0.4 - Released: September 18th 2013
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Version: 1.0.5 - Released: September 20th 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 1.0.5 (In progress)
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Version 1.0.5 (September 20th 2013)
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* Fixed issue in FrameData.getFrameIndexes where the input array was being ignored.
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* Added Math.numberArray - Returns an Array containing the numbers from min to max (inclusive), useful for animation frame construction.
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* Added Group.length property.
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* Added explicit x/y attributes to Phaser.Text to make it work with the camera system (thanks cocoademon).
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* Fixed issue stopping multiple animations from playing, only the most recent would play (frames array was being overwritten, thanks Legrandk)
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* Updated Debug.renderSpriteBounds() so it doesn't use the deprecated Sprite.worldView any more (thanks MikeMnD)
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* Added 2 new properties to the Text object: Text.text and Text.style, both are getter/setters and don't flag dirty unless changed, so safe for core loop use.
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* Removed the exists check from Group.callAll, it now runs on all children (as the name implies)
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* Added Group.callAllExists - you can now call a function on all children who have exists = the provided boolean.
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* Finished off the Breakout example game - now fully playable, proper rebound, scoring, lives, etc.
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* Removed Group.sort dummy entry until it's working.
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* Removed ArcadePhysics.postUpdate.
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* Updated Sprite.update to set renderable to false when the object goes out of Camera, not 'visible' false, otherwise it stops the transform being updated by Pixi.
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* BUG: There is a known issue where the wrong rect coordinates are given to the QuadTree if the Sprite is a child of a Group or another Sprite which has an x/y offset.
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Version 1.0.4 (September 18th 2013)
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examples/assets/sprites/breakout.json

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examples/collision/bounding box.php

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function render() {
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game.debug.renderRectangle(sprite1.body);
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game.debug.renderRectangle(sprite2.body);
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game.debug.renderSpriteInfo(sprite1, 32, 32);
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game.debug.renderSpriteCollision(sprite1, 32, 400);
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game.debug.renderSpriteBody(sprite1);
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game.debug.renderSpriteBody(sprite2);
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}
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