Skip to content

Commit c29fcfb

Browse files
committed
1.0.6 release to fix a few important issues and prepare for the dev branch.
1 parent 9d84429 commit c29fcfb

3 files changed

Lines changed: 33 additions & 6 deletions

File tree

README.md

Lines changed: 16 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -5,7 +5,7 @@ Phaser 1.0
55

66
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.
77

8-
Version: 1.0.5 - Released: September 20th 2013
8+
Version: 1.0.6 - Released: September 24th 2013
99

1010
By Richard Davey, [Photon Storm](http://www.photonstorm.com)
1111

@@ -35,7 +35,16 @@ Phaser is everything we ever wanted from an HTML5 game framework. It will power
3535
Change Log
3636
----------
3737

38-
Version 1.0.6 (in progress)
38+
Version 1.0.7 (in progress in the dev branch)
39+
40+
* Added World.postUpdate - all sprite position changes, as a result of physics, happen here before the render.
41+
* Complete overhaul of Physics.Arcade.Body - now significantly more stable and faster too.
42+
* Updated ArcadePhysics.separateX/Y to use new body system - much better results now.
43+
* QuadTree bug found in 1.0.5 now fixed. The QuadTree is updated properly now using worldTransform values.
44+
* TODO: addMarker hh:mm:ss:ms
45+
* TODO: Direction constants
46+
47+
Version 1.0.6 (September 24th 2013)
3948

4049
* Added check into Pointer.move to always consider a Sprite that has pixelPerfect enabled, regardless of render ID.
4150
* BUG: The pixel perfect click check doesn't work if the sprite is part of a texture atlas yet.
@@ -46,8 +55,10 @@ Version 1.0.6 (in progress)
4655
* 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)
4756
* New: BitmapText now supports anchor and has fixed box dimensions (thanks TheJare)
4857
* Fixed bug where if a State contains an empty Preloader the Update will not be called (thanks TheJare)
49-
50-
58+
* Several new examples added (cameras, tweens, etc)
59+
* Added in extra checks to halt collision if it involves an empty Group (thanks cang)
60+
* Added time smoothing to Animation update to help frames hopefully not get too out of sync during long animations with high frame rates.
61+
* Added frame skip to Animation.update. If it gets too far behind it will now skip frames to try and catch up.
5162

5263
Version 1.0.5 (September 20th 2013)
5364

@@ -207,6 +218,7 @@ The following list is not exhaustive and is subject to change:
207218
* Joypad support.
208219
* Gestures input class.
209220
* Flash CC html output support.
221+
* Game parameters read from Google Docs.
210222

211223
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.
212224

build/phaser.js

Lines changed: 16 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1,7 +1,7 @@
11
/**
22
* Phaser - http://www.phaser.io
33
*
4-
* v1.0.6 - Built at: Sun, 22 Sep 2013 22:05:45 +0000
4+
* v1.0.6 - Built at: Tue, 24 Sep 2013 14:51:13 +0000
55
*
66
* @author Richard Davey http://www.photonstorm.com @photonstorm
77
*
@@ -25827,6 +25827,11 @@ Phaser.Physics.Arcade.prototype = {
2582725827

2582825828
collideGroupVsTilemap: function (group, tilemap, collideCallback, processCallback, callbackContext) {
2582925829

25830+
if (group.length == 0)
25831+
{
25832+
return;
25833+
}
25834+
2583025835
if (group._container.first._iNext)
2583125836
{
2583225837
var currentNode = group._container.first._iNext;
@@ -25881,6 +25886,11 @@ Phaser.Physics.Arcade.prototype = {
2588125886

2588225887
collideSpriteVsGroup: function (sprite, group, collideCallback, processCallback, callbackContext) {
2588325888

25889+
if (group.length == 0)
25890+
{
25891+
return;
25892+
}
25893+
2588425894
// What is the sprite colliding with in the quadtree?
2588525895
this._potentials = this.quadTree.retrieve(sprite);
2588625896

@@ -25912,6 +25922,11 @@ Phaser.Physics.Arcade.prototype = {
2591225922

2591325923
collideGroupVsGroup: function (group1, group2, collideCallback, processCallback, callbackContext) {
2591425924

25925+
if (group1.length == 0 || group2.length == 0)
25926+
{
25927+
return;
25928+
}
25929+
2591525930
if (group1._container.first._iNext)
2591625931
{
2591725932
var currentNode = group1._container.first._iNext;

build/phaser.min.js

Lines changed: 1 addition & 1 deletion
Some generated files are not rendered by default. Learn more about customizing how changed files appear on GitHub.

0 commit comments

Comments
 (0)