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Copy file name to clipboardexpand all lines: CHANGELOG.md
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See [README: Change Log](README.md#change-log).
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## Version 2.8.2 - 14th July 2017
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### New Features
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* Phaser.Point.set is a static counterpart to [Phaser.Point#set](https://photonstorm.github.io/phaser-ce/Phaser.Point.html#set). It can be used on any point-like object, e.g.,
* Added TypeScript `types` to package.json (#276).
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* New [webpack project template](https://github.com/photonstorm/phaser-ce/tree/master/resources/Project%20Templates/Webpack) (#95).
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*[Phaser.Component.Core.init](https://photonstorm.github.io/phaser-ce/Phaser.Component.Core.html) checks types of the `game`, `x`, and `y` arguments, since these mistakes can be hard to track down (outside of TypeScript). The cost is likely trivial, but you can skip these by setting [Phaser.Component.Core.skipTypeChecks](https://photonstorm.github.io/phaser-ce/Phaser.Component.Core.html#skipTypeChecks) to true.
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*[Phaser.Utils.Debug#renderer](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#renderer) lists [currentBatchedTextures](https://photonstorm.github.io/phaser-ce/PIXI.WebGLRenderer.html#currentBatchedTextures) (added by [PIXI.WebGLRenderer#setTexturePriority](https://photonstorm.github.io/phaser-ce/PIXI.WebGLRenderer.html#setTexturePriority)).
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*[Phaser.TilemapParser.parseTiledJSON](https://photonstorm.github.io/phaser-ce/Phaser.TilemapParser.html#parseTiledJSON) warns if a tilemap contains an external tileset, which Phaser doesn't read (#273).
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*[Phaser.Tilemap#createFromObjects](https://photonstorm.github.io/phaser-ce/Phaser.Tilemap.html#createFromObjects) assigns the width and height of [Object Tiles](http://doc.mapeditor.org/manual/objects/#insert-tile) to the newly created Sprite (previously these were ignored).
*[Arcade.Body#render](https://photonstorm.github.io/phaser-ce/Phaser.Physics.Arcade.Body.html#render), [Debug#geom](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#geom) (circles, ellipses), [Debug#rectangle](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#rectangle), and [Debug#spriteBounds](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#setBounds) use [Debug#lineWidth](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#lineWidth).
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* Fixed [PIXI.CanvasRenderer#renderSession.roundPixels](https://photonstorm.github.io/phaser-ce/PIXI.CanvasRenderer.html#renderSession) misspelled as `roundPx` in [Debug#renderer](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#renderer). ([roundPx](https://photonstorm.github.io/phaser-ce/Phaser.Camera.html#roundPx) is a Camera property.)
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* Fixed some TypeScript definitions (#174, #270, #274, #277).
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* The debug canvas is returned to the canvas pool when the game is destroyed (#269).
Copy file name to clipboardexpand all lines: 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 2.8.1](https://github.com/photonstorm/phaser-ce/releases/tag/v2.8.1).
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The [current Phaser CE release is 2.8.2](https://github.com/photonstorm/phaser-ce/releases/tag/v2.8.2).
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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:
*[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) 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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