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Updated readme and new minified build
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README.md

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@@ -7,9 +7,9 @@ By Richard Davey, [Photon Storm](http://www.photonstorm.com)
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Phaser is a 2D JavaScript/TypeScript HTML5 Game Framework based heavily on [Flixel](http://www.flixel.org).
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[Twitter](https://twitter.com/photonstorm)<br />
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[Development Blog](http://www.photonstorm.com)<br />
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[Support Forum](http://www.html5gamedevs.com/forum/14-phaser/)
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Follow on [Twitter](https://twitter.com/photonstorm)<br />
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Read the [Development Blog](http://www.photonstorm.com)<br />
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Join the [Support Forum](http://www.html5gamedevs.com/forum/14-phaser/)
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Try out the [Phaser Test Suite](http://gametest.mobi/phaser/)
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@@ -35,7 +35,7 @@ V0.9.5
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* Added new Scanlines Camera FX.
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* Fixed offset values being ignored in GeomSprite.renderPoint (thanks bapuna).
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* Added new Mirror Camera FX. Can mirror the camera image horizontally, vertically or both with an optional fill color overlay.
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* Added Camera.disableClipping for when you don't care about things being drawn outside the edge (usful for some FX).
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* Added Camera.disableClipping for when you don't care about things being drawn outside the edge (useful for some FX).
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* Updated TilemapLayer so that collision data is now stored in _tempTileBlock to avoid constant array creation during game loop.
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* TilemapLayer.getTileOverlaps() now returns all tiles the object overlapped with rather than just a boolean.
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* Tilemap.collide now optionally takes callback and context parameters which are used if collision occurs.
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* Added TilemapLayer.replaceTile - scans the given region of the map and replaces all instances of tileA with tileB. tileB is left unaffected.
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* Added TilemapLayer.fillTiles - fills the given region of the map with the tile specified.
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* Added TilemapLayer.randomiseTiles - fills the given region of the map with a random tile from the list specified.
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* Added fun new "map draw" test - reflect those carrots! :)
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* Changed SoundManager class to respect volume on first place (thanks initials and hackmaniac)
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* Added fun new "map draw" test - rebound those carrots! :)
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* Changed SoundManager class to respect volume on first play (thanks initials and hackmaniac)
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Requirements
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