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@@ -169,6 +169,12 @@ We also provide a Grunt script that will build Phaser from source along with all
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Run `grunt` in the phaser folder for a list of command-line options.
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Koding
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You can [][koding] and then start editing and previewing code right away using their web based VM development system.
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Bower
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@@ -295,32 +301,36 @@ Although Phaser 1.0 is a brand new release it is born from years of experience b
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Road Map
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The 1.1 release was a massive under-taking, but we're really happy with how Phaser is progressing. It's becoming more solid and versatile with each iteration. Here is what's on our road map for future versions:
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The 1.1 release was a massive under-taking, but we're really happy with how Phaser is progressing. It's becoming more solid and versatile with each iteration. Here is what's on our road map:
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Version 1.2 ("Saldaea")
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* Update to Pixi 1.5 - currently still in dev branch only, but lots of nice internal changes and new features we want to take advantage of.
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* Start integration with the p2.js physics system.
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* Update to Pixi 1.4 - this newly released build has lots of internal changes and new features we want to take advantage of.
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Beyond version 1.2
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Version 1.3 ("Shienar")
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* Enhance the State Management, so you can perform non-destructive State swaps and persistence.
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* Dedicated CocoonJS packaging features (screencanvas, etc)
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* A more advanced Particle system, one that can render to a single canvas (rather than spawn hundreds of Sprites), more advanced effects, etc.
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* Massively enhance the audio side of Phaser. Although it does what it does well, it could do with taking more advantage of Web Audio - echo effects, positional sound, etc.
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* Comprehensive testing across Firefox OS devices, CocoonJS and Ejecta.
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* Integration with third party services like Google Play Game Services and Amazon JS SDK.
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* Ability to control DOM elements from the core game and layer them into the game.
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* Touch Gestures.
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* Virtual d-pad support and also support for the Joypad API.
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* Test out packaging with Node-webkit.
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* Support for parallel asset loading.
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* Fixed width bitmap font support, plus enhanced Bitmap font rendering.
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Version 2.0 ("Aes Sedai")
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* Integrate p2.js physics system completely.
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* Comprehensive testing across Firefox OS devices, CocoonJS and Ejecta.
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* Integration with third party services like Google Play Game Services and Amazon JS SDK.
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* Flash CC HTML5 export integration.
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* Massively enhance the audio side of Phaser. Although it does what it does well, it could do with taking more advantage of Web Audio - echo effects, positional sound, etc.
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Beyond version 2.0
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* Test out packaging with Node-webkit.
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* Game parameters stored in Google Docs.
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* Add a d-pad example (http://www.html5gamedevs.com/topic/1574-gameinputondown-question/)
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* Create more touch input examples (http://www.html5gamedevs.com/topic/1556-mobile-touch-event/)
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* Look at HiDPI Canvas settings.
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* Support for parallel asset loading.
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* Fixed width bitmap font support, plus enhanced Bitmap font rendering.
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* Multiple Camera support.
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Contributing
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