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Merge pull request #264 from photonstorm/release-v2.8.1
Phaser CE Version 2.8.1
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CHANGELOG.md

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See [README: Change Log](README.md#change-log).
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## Version 2.8.1 - 20th June 2017
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### New Features
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* [Debug#camera](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#camera) shows the camera [follow target](https://photonstorm.github.io/phaser-ce/Phaser.Camera.html#target) and [deadzone](https://photonstorm.github.io/phaser-ce/Phaser.Camera.html#deadzone).
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* [Debug#renderer](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#renderer) prints some useful properties of the [game renderer](https://photonstorm.github.io/phaser-ce/Phaser.Game.html#renderer). In WebGL mode, this includes draw counts, texture space limit, and texture batch size.
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* [Point#setToPolar](https://photonstorm.github.io/phaser-ce/Phaser.Point.html#setToPolar) places a Point from polar coordinates (angle and distance). You can use it to set velocity or acceleration (as `velocity.setToPolar(angle, speed)`), as many of the Arcade Physics helpers now do.
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* [Arcade.Body#blocked.none](https://photonstorm.github.io/phaser-ce/Phaser.Physics.Arcade.Body.html#blocked) describes whether a Body is blocked on any edge. `blocked` and [touching](https://photonstorm.github.io/phaser-ce/Phaser.Physics.Arcade.Body.html#touching) now have identical keys.
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* [Arcade.Body#stop](https://photonstorm.github.io/phaser-ce/Phaser.Physics.Arcade.Body.html#stop) halts all motion.
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* [Emitter#count](https://photonstorm.github.io/phaser-ce/Phaser.Particles.Arcade.Emitter.html#count) records some diagnostic quantities: `count.emitted`, `count.failed`, `count.totalEmitted`, `count.totalFailed`.
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* [Group#shuffle](https://photonstorm.github.io/phaser-ce/Phaser.Group.html#shuffle) orders children randomly.
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* [PIXI.Sprite.defaultAnchor](https://photonstorm.github.io/phaser-ce/PIXI.Sprite.html#defaultAnchor) holds the initial anchor values for new Sprites (default: [x=0, y=0]).
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* Phaser.Math.HALF_PI is π / 2.
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### Updates
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* Added PIXI.canUseNewCanvasBlendModes to support [Particle Storm Plugin](https://phaser.io/shop/plugins/particlestorm) (photonstorm/phaser#2909). It's equivalent to [Phaser.Device.canUseMultiply](https://photonstorm.github.io/phaser-ce/Phaser.Device.html#canUseMultiply).
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* [Debug#cameraInfo](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#cameraInfo) now displays the follow target (`target`), `roundPx`, `atLimit`, and `deadzone`.
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* [Debug#isDisabled](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#isDisabled) is now defined in two additional cases: `true` when a new game is created with `enableDebug: false`; and `false` otherwise. As before, it is `true` when Phaser is built without the Debug class.
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* [ScaleManager#forceOrientation](https://photonstorm.github.io/phaser-ce/Phaser.ScaleManager.html#forceOrientation) warns if you try to force both orientations.
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* [WebGLRenderer#setTexturePriority](https://photonstorm.github.io/phaser-ce/PIXI.WebGLRenderer.html#setTexturePriority) warns if `maxTextureAvailableSpace` is exhausted.
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* Documented an undocumented feature of [Phaser.Signal](https://photonstorm.github.io/phaser-ce/Phaser.Signal.html): returning `false` from a callback stops Signal propagation, just as [Signal#halt](https://photonstorm.github.io/phaser-ce/Phaser.Signal.html#halt) does (#243).
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### Bug Fixes
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* Fixed [WebGLRenderer#setTexturePriority](https://photonstorm.github.io/phaser-ce/PIXI.WebGLRenderer.html#setTexturePriority) not clearing the current batch.
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* Fixed incorrect `worldRotation` for some objects (#259).
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* Fixed `NaN` value for some objects' `worldRotation` and `worldScale` properties. `worldTransform` was still correct.
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* Fixed [Phaser.Input#hitTest](https://photonstorm.github.io/phaser-ce/Phaser.Input.html#hitTest) when texture resolution ≠ 1.
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* Fixed an incorrect area in [Phaser.Input#hitTest](https://photonstorm.github.io/phaser-ce/Phaser.Input.html#hitTest) when a Creature is reversed on either axis.
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* Fixed camera shake failing to be reset to 0 when camera is reset.
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* Added some missing TypeScript return values (#255).
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* Fixed typo for TypeScript definition of `IGameConfig.multiTexture` property.
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### Thanks
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@andrewjb123, @dhashvir, @Formic, @jbpuryear, @noidexe, @pavle-goloskokovic, @photonstorm, @rgk, @samme, stupot
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## Version 2.8.0 - 30th May 2017
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We've bumped the minor version (2.8) for changes in how circular Arcade Physics bodies behave with scaled sprites. We consider this a bug fix (#235), but since the prior behavior wasn't documented and existing code might be relying on it, we wanted to give you a heads-up.

README.md

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Phaser v2 was originally built and maintained by the company [Photon Storm](http://www.photonstorm.com), but was turned over to the community in November 2016. [Phaser v3](https://github.com/photonstorm/phaser/tree/master/v3) is in active development.
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The [current Phaser CE release is 2.8.0](https://github.com/photonstorm/phaser-ce/releases/tag/v2.8.0).
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The [current Phaser CE release is 2.8.1](https://github.com/photonstorm/phaser-ce/releases/tag/v2.8.1).
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- **Visit:** The [Phaser website](http://phaser.io) and follow on [Twitter](https://twitter.com/photonstorm) (#[phaserjs](https://twitter.com/hashtag/phaserjs))
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- **Learn:** [API Docs](https://photonstorm.github.io/phaser-ce/), [Support Forum][forum] and [StackOverflow](http://stackoverflow.com/questions/tagged/phaser-framework)
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[Phaser CE is on jsDelivr](http://www.jsdelivr.com/projects/phaser-ce), a "super-fast CDN for developers". Include the following in your html:
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<script src="//cdn.jsdelivr.net/npm/phaser-ce@2.8.0/build/phaser.js"></script>
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<script src="//cdn.jsdelivr.net/npm/phaser-ce@2.8.1/build/phaser.js"></script>
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or the minified version:
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<script src="//cdn.jsdelivr.net/npm/phaser-ce@2.8.0"></script>
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<script src="//cdn.jsdelivr.net/npm/phaser-ce@2.8.1"></script>
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[Custom builds](https://cdn.jsdelivr.net/npm/phaser-ce@2.8.0/build/custom/) are included too.
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[Custom builds](https://cdn.jsdelivr.net/npm/phaser-ce@2.8.1/build/custom/) are available too.
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### Web Templates
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# Change Log
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## Unreleased
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## Version 2.8.1 - 20th June 2017
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### New Features
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* [Debug#camera](https://photonstorm.github.io/phaser-ce/Phaser.Camera.html) shows the camera [follow target](https://photonstorm.github.io/phaser-ce/Phaser.Camera.html#target) and [deadzone](https://photonstorm.github.io/phaser-ce/Phaser.Camera.html#deadzone).
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* [Debug#renderer](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html) prints some useful properties of the [game renderer](https://photonstorm.github.io/phaser-ce/Phaser.Game.html#renderer). In WebGL mode, this includes draw counts, texture space limit, and texture batch size.
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* [Debug#camera](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#camera) shows the camera [follow target](https://photonstorm.github.io/phaser-ce/Phaser.Camera.html#target) and [deadzone](https://photonstorm.github.io/phaser-ce/Phaser.Camera.html#deadzone).
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* [Debug#renderer](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#renderer) prints some useful properties of the [game renderer](https://photonstorm.github.io/phaser-ce/Phaser.Game.html#renderer). In WebGL mode, this includes draw counts, texture space limit, and texture batch size.
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* [Point#setToPolar](https://photonstorm.github.io/phaser-ce/Phaser.Point.html#setToPolar) places a Point from polar coordinates (angle and distance). You can use it to set velocity or acceleration (as `velocity.setToPolar(angle, speed)`), as many of the Arcade Physics helpers now do.
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* [Arcade.Body#blocked.none](https://photonstorm.github.io/phaser-ce/Phaser.Physics.Arcade.Body.html#blocked) describes whether a Body is blocked on any edge. `blocked` and [touching](https://photonstorm.github.io/phaser-ce/Phaser.Physics.Arcade.Body.html#touching) now have identical keys.
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* [Arcade.Body#stop](https://photonstorm.github.io/phaser-ce/Phaser.Physics.Arcade.Body.html#stop) halts all motion.
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* [Emitter#count](https://photonstorm.github.io/phaser-ce/Phaser.Particles.Arcade.Emitter.html#count) records some diagnostic quantities: `count.emitted`, `count.failed`, `count.totalEmitted`, `count.totalFailed`.
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* [Group#shuffle](https://photonstorm.github.io/phaser-ce/Phaser.Group.html#shuffle) orders children randomly.
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* PIXI.Sprite.defaultAnchor holds the initial anchor values for new Sprites (default: [x=0, y=0]).
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* [PIXI.Sprite.defaultAnchor](https://photonstorm.github.io/phaser-ce/PIXI.Sprite.html) holds the initial anchor values for new Sprites (default: [x=0, y=0]).
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* Phaser.Math.HALF_PI is π / 2.
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### Updates
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* [Debug#isDisabled](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#isDisabled) is now defined in two additional cases: `true` when a new game is created with `enableDebug: false`; and `false` otherwise. As before, it is `true` when Phaser is built without the Debug class.
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* [ScaleManager#forceOrientation](https://photonstorm.github.io/phaser-ce/Phaser.ScaleManager.html#forceOrientation) warns if you try to force both orientations.
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* [WebGLRenderer#setTexturePriority](https://photonstorm.github.io/phaser-ce/PIXI.WebGLRenderer.html#setTexturePriority) warns if `maxTextureAvailableSpace` is exhausted.
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* Documented an undocumented feature of [Phaser.Signal](https://photonstorm.github.io/phaser-ce/Phaser.Signal.html): returning `false` from a callback stops Signal propagation, just as Signal#halt does (#243).
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* Documented an undocumented feature of [Phaser.Signal](https://photonstorm.github.io/phaser-ce/Phaser.Signal.html): returning `false` from a callback stops Signal propagation, just as [Signal#halt](https://photonstorm.github.io/phaser-ce/Phaser.Signal.html#halt) does (#243).
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### Bug Fixes
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@andrewjb123, @dhashvir, @Formic, @jbpuryear, @noidexe, @pavle-goloskokovic, @photonstorm, @rgk, @samme, stupot
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## Version 2.8.0 - 30th May 2017
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We've bumped the minor version (2.8) for changes in how circular Arcade Physics bodies behave with scaled sprites. We consider this a bug fix (#235), but since the prior behavior wasn't documented and existing code might be relying on it, we wanted to give you a heads-up.
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### New Features
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* You can emit particles in a radial pattern with [Emitter#setAngle](https://photonstorm.github.io/phaser-ce/Phaser.Particles.Arcade.Emitter.html#setAngle).
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* [Emitter#output](https://photonstorm.github.io/phaser-ce/Phaser.Particles.Arcade.Emitter.html#output), [Emitter#lifespanOutput](https://photonstorm.github.io/phaser-ce/Phaser.Particles.Arcade.Emitter.html#lifespanOutput), and [Emitter#remainder](https://photonstorm.github.io/phaser-ce/Phaser.Particles.Arcade.Emitter.html#remainder) describe particle flow rate.
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* You can toggle drag (resistance) on or off with [Arcade.Body#allowDrag](https://photonstorm.github.io/phaser-ce/Phaser.Physics.Arcade.Body.html#allowDrag). You might apply drag only when a character is touching the ground, for example.
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* [Group#checkAny](https://photonstorm.github.io/phaser-ce/Phaser.Group.html#checkAny) tests if at least one child matches a given property value.
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* [Group#killAll](https://photonstorm.github.io/phaser-ce/Phaser.Group.html#killAll) kills all existing children. (Also useful for shutting off particle emitters.)
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* [Group#reviveAll](https://photonstorm.github.io/phaser-ce/Phaser.Group.html#reviveAll) revives all non-existing children.
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* [Group#resetAll](https://photonstorm.github.io/phaser-ce/Phaser.Group.html#resetAll) calls resetChild on all children (changing position, texture, and frame, if specified).
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* [Group#scatter](https://photonstorm.github.io/phaser-ce/Phaser.Group.html#scatter) places each child at a random position within a Rectangle or the World bounds.
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* [Point.isPoint](https://photonstorm.github.io/phaser-ce/Phaser.Point.html#isPoint) identifies objects that can be safely used in Point operations.
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### Updates
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* [Arcade.Body#radius](https://photonstorm.github.io/phaser-ce/Phaser.Physics.Arcade.Body.html#radius) represents a length relative to the sprite's texture dimensions. The effective radius of the body scales automatically when the sprite scale changes, as with rectangular bodies, and the body is sized correctly when the sprite's scale is different from (1, 1) (#235).
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* [Create#grid](https://photonstorm.github.io/phaser-ce/Phaser.Create.html#grid) and [Create#texture](https://photonstorm.github.io/phaser-ce/Phaser.Create.html#texture) accept callbacks (#241, #136) and can return a BitmapData object when passed `generateTexture=false`.
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### Bug Fixes
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* Fixed incorrect Phaser.Text dimensions when assigning a numeric string to [strokeThickness](https://photonstorm.github.io/phaser-ce/Phaser.Text.html#strokeThickness) (#239). (You should still use a number instead, though.)
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* Fixed Sounds ignoring changes to global volume when using audio tags.
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* Fixed looping timers not getting removed completely when destroyed.
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### Thanks
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@ColaColin, @GameDevFox, @goldfire, @netgfx, @photonstorm, @rblopes, @samme, @shunsei, @Xesenix
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For changes in previous releases please see the extensive [Version History](https://github.com/photonstorm/phaser-ce/blob/master/CHANGELOG.md).
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<a name="contributing"></a>
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[![Analytics](https://ga-beacon.appspot.com/UA-44006568-2/phaser/index)](https://github.com/igrigorik/ga-beacon)
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[get-js]: https://github.com/photonstorm/phaser-ce/releases/download/v2.8.0/phaser.js
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[get-minjs]: https://github.com/photonstorm/phaser-ce/releases/download/v2.8.0/phaser.min.js
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[get-zip]: https://github.com/photonstorm/phaser-ce/archive/v2.8.0.zip
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[get-tgz]: https://github.com/photonstorm/phaser-ce/archive/v2.8.0.tar.gz
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[get-js]: https://github.com/photonstorm/phaser-ce/releases/download/v2.8.1/phaser.js
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[get-minjs]: https://github.com/photonstorm/phaser-ce/releases/download/v2.8.1/phaser.min.js
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[get-zip]: https://github.com/photonstorm/phaser-ce/archive/v2.8.1.zip
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[get-tgz]: https://github.com/photonstorm/phaser-ce/archive/v2.8.1.tar.gz
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[clone-http]: https://github.com/photonstorm/phaser.git
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[clone-ssh]: ssh://git@github.com:photonstorm/phaser.git
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[clone-svn]: https://github.com/photonstorm/phaser

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