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Copy file name to clipboardexpand all lines: CHANGELOG.md
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See [README: Change Log: Unreleased](README.md#unreleased).
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## Version 2.10.0 - 18 January 2018
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## Version 2.10.1 - 18th February 2018
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### New Features
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*[Phaser.Sound#playOnce](https://photonstorm.github.io/phaser-ce/Phaser.Sound.html#playOnce) flags a sound for deletion after it is played once. This is a simple method for avoiding [adding](https://photonstorm.github.io/phaser-ce/Phaser.SoundManager.html#add) new Sound objects for sounds that are intended to just be played once and done.
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* A final [State#loadUpdate](https://photonstorm.github.io/phaser-ce/Phaser.State.html#loadUpdate) call is made right before the loader is reset, when [Loader#progress](https://photonstorm.github.io/phaser-ce/Phaser.Loader.html#progress) is 100, instead of after, when Loader#progress is 0 (#468).
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*[Loader#onBeforeLoadComplete](https://photonstorm.github.io/phaser-ce/Phaser.Loader.html#onBeforeLoadComplete) is a signal dispatched right before the Loader is reset (unlike [Loader#onLoadComplete](https://photonstorm.github.io/phaser-ce/Phaser.Loader.html#onLoadComplete)).
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### Updates
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* Clarified `margin` and `spacing` arguments in [Phaser.Loader#spritesheet](https://photonstorm.github.io/phaser-ce/Phaser.Loader.html#spritesheet) (#448).
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*[Debug#text](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#text) now uses [Debug#font](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#font) as its default.
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### Bug Fixes
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* Fixed audio sprites failing to loop after pause and resume (#323).
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* Fixed sounds not looping when using audio tags (#446).
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* Fixed circular Arcade bodies sticking to each other during some collisions (#451).
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* Fixed a sprite with [input.enabled](https://photonstorm.github.io/phaser-ce/Phaser.InputHandler.html#enabled)`false` triggering its [onInputOut](https://photonstorm.github.io/phaser-ce/Phaser.Events.html#onInputOut) signal when the mouse leaves the game canvas (#454).
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* Fixed spelling error in API documentation (#458).
* The canvas now correctly scales inside a [container](https://photonstorm.github.io/phaser-ce/Phaser.ScaleManager.html#parentNode) if using relative values for `width` and `height` in the [Phaser.Game](https://photonstorm.github.io/phaser-ce/Phaser.Game.html) constructor (#367). Make sure you give the container a [height](https://developer.mozilla.org/en-US/docs/Web/CSS/height).
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* Fixed [State#loadUpdate](https://photonstorm.github.io/phaser-ce/Phaser.State.html#loadUpdate) being called once when no assets have been loaded (#468).
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* Fixed [Debug#spriteInfo](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#spriteInfo) failing to show `sprite.name` as promised (#471).
Copy file name to clipboardexpand all lines: README.md
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Phaser v2 was built and maintained by [Photon Storm](http://www.photonstorm.com) and turned over to the community (as Phaser CE) in November 2016. [Phaser v3](http://phaser.io/phaser3) is in active development.
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The [current Phaser CE release is 2.10.0](https://github.com/photonstorm/phaser-ce/releases/tag/v2.10.0).
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The [current Phaser CE release is 2.10.1](https://github.com/photonstorm/phaser-ce/releases/tag/v2.10.1).
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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](https://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:
[Custom builds](https://cdn.jsdelivr.net/npm/phaser-ce@2.10.0/build/custom/) are available too.
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[Custom builds](https://cdn.jsdelivr.net/npm/phaser-ce@2.10.1/build/custom/) are available too.
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<aname="getting-started"></a>
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# Change Log
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## Unreleased
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## Version 2.10.1 - 18th February 2018
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### New Features
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* Phaser.Sound#playOnce flags a sound for deletion after it is played once. This is a simple method for avoiding [adding](https://photonstorm.github.io/phaser-ce/Phaser.SoundManager.html#add) new Sound objects for sounds that are intended to just be played once and done.
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* A final State#loadUpdate call is made right before the loader is reset, when Loader#progress is 100, instead of after, when Loader#progress is 0 (#468).
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* Loader#onBeforeLoadComplete is a signal dispatched right before the Loader is reset (unlike Loader#onLoadComplete).
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*[Phaser.Sound#playOnce](https://photonstorm.github.io/phaser-ce/Phaser.Sound.html#playOnce) flags a sound for deletion after it is played once. This is a simple method for avoiding [adding](https://photonstorm.github.io/phaser-ce/Phaser.SoundManager.html#add) new Sound objects for sounds that are intended to just be played once and done.
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* A final [State#loadUpdate](https://photonstorm.github.io/phaser-ce/Phaser.State.html#loadUpdate) call is made right before the loader is reset, when [Loader#progress](https://photonstorm.github.io/phaser-ce/Phaser.Loader.html#progress) is 100, instead of after, when Loader#progress is 0 (#468).
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*[Loader#onBeforeLoadComplete](https://photonstorm.github.io/phaser-ce/Phaser.Loader.html#onBeforeLoadComplete) is a signal dispatched right before the Loader is reset (unlike [Loader#onLoadComplete](https://photonstorm.github.io/phaser-ce/Phaser.Loader.html#onLoadComplete)).
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### Updates
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* Clarified `margin` and `spacing` arguments in Phaser.Loader#spritesheet (#448).
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* Debug#text now uses Debug#font as its default.
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* Clarified `margin` and `spacing` arguments in [Phaser.Loader#spritesheet](https://photonstorm.github.io/phaser-ce/Phaser.Loader.html#spritesheet) (#448).
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*[Debug#text](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#text) now uses [Debug#font](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#font) as its default.
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### Bug Fixes
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* Fixed audio sprites failing to loop after pause and resume (#323).
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* Fixed sounds not looping when using audio tags (#446).
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* Fixed circular Arcade bodies sticking to each other during some collisions (#451).
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* Fixed a sprite with `input.enabled=false` triggering its onInputOut signal when the mouse leaves the game canvas (#454).
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* Fixed a sprite with [input.enabled](https://photonstorm.github.io/phaser-ce/Phaser.InputHandler.html#enabled)`false` triggering its [onInputOut](https://photonstorm.github.io/phaser-ce/Phaser.Events.html#onInputOut) signal when the mouse leaves the game canvas (#454).
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* Fixed spelling error in API documentation (#458).
* The canvas now correctly scales inside a container div if using relative values for `width`/`height` in the [Phaser.Game](https://photonstorm.github.io/phaser-ce/Phaser.Game.html) constructor (#367). Make sure you give the container a [height](https://developer.mozilla.org/en-US/docs/Web/CSS/height).
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* Fixed State#loadUpdate being called once when no assets have been loaded (#468).
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* Fixed Debug#spriteInfo failing to show `sprite.name` as promised (#471).
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* The canvas now correctly scales inside a [container](https://photonstorm.github.io/phaser-ce/Phaser.ScaleManager.html#parentNode)if using relative values for `width` and `height` in the [Phaser.Game](https://photonstorm.github.io/phaser-ce/Phaser.Game.html) constructor (#367). Make sure you give the container a [height](https://developer.mozilla.org/en-US/docs/Web/CSS/height).
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* Fixed [State#loadUpdate](https://photonstorm.github.io/phaser-ce/Phaser.State.html#loadUpdate) being called once when no assets have been loaded (#468).
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* Fixed [Debug#spriteInfo](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html#spriteInfo) failing to show `sprite.name` as promised (#471).
* New [game config](https://photonstorm.github.io/phaser-ce/global.html#GameConfig) arguments:
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-`alignH`, `alignV`
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-`crisp`
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-`disableStart`
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-`failIfMajorPerformanceCaveat`
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-`roundPixels`
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-`scaleH`, `scaleV`, `trimH`, `trimV`
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* New game loop features:
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-[Phaser.Game#dropFrames](https://photonstorm.github.io/phaser-ce/Phaser.Game.html#dropFrames) skips renders when the game loop delta time is spiraling upwards (#314).
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-[Phaser.Game#forceSingleRender](https://photonstorm.github.io/phaser-ce/Phaser.Game.html#forceSingleRender) can be set to `false` to reduce the render rate to match Phaser.Time#desiredFps (#313).
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-[Phaser.Time#ups](https://photonstorm.github.io/phaser-ce/Phaser.Time.html#ups) tracks updates per second when [advanced timing](https://photonstorm.github.io/phaser-ce/Phaser.Time.html#advancedTiming) is enabled.
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-[Phaser.Time#rps](https://photonstorm.github.io/phaser-ce/Phaser.Time.html#rps) tracks renders per second when [advanced timing](https://photonstorm.github.io/phaser-ce/Phaser.Time.html#advancedTiming) is enabled.
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*[Phaser.Color](https://photonstorm.github.io/phaser-ce/Phaser.Color.html) constants AQUA, BLACK, BLUE, GRAY, GREEN, ORANGE, RED, VIOLET, WHITE, and YELLOW. You can use these anywhere you use a numeric (hex) color value: [Graphics](https://photonstorm.github.io/phaser-ce/Phaser.Graphics.html), [Sprite#tint](https://photonstorm.github.io/phaser-ce/Phaser.Sprite.html#tint), [Stage#backgroundColor](https://photonstorm.github.io/phaser-ce/Phaser.Stage.html#backgroundColor).
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*[Phaser.Game#pendingDestroy](https://photonstorm.github.io/phaser-ce/Phaser.Game.html#pendingDestroy) marks the game for destruction at the next update. It can be used safely within an update callback.
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*[Phaser.Point#round](https://photonstorm.github.io/phaser-ce/Phaser.Point.html#round) rounds a point's coordinates.
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*[Phaser.SoundManager#onTouchUnlock](https://photonstorm.github.io/phaser-ce/Phaser.SoundManager.html#onTouchUnlock) signal (#434)
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*[Phaser.SoundManager#removeAll](https://photonstorm.github.io/phaser-ce/Phaser.SoundManager.html#removeAll) destroys all sounds and removes them from the Manager.
*[Phaser.Video#onTouchUnlock](https://photonstorm.github.io/phaser-ce/Phaser.Video.html#onTouchUnlock) signal
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### Updates
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* Phaser now falls back to the Canvas renderer if AUTO is selected and WebGL context creation fails. [Phaser.Device#webGL](https://photonstorm.github.io/phaser-ce/Phaser.Device.html#webGL) is now a soft check and doesn't create a test WebGL context. This is slightly more accurate (#402) and slightly faster (#420). Phaser.Device#webGLError was removed.
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*[Gamepad](https://photonstorm.github.io/phaser-ce/Phaser.Gamepad.html) input is now enabled while the game is paused (#423).
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* Removed gain smoothing for WebAudio volume changes (#385).
* Fixed a false positive in [TweenManager#isTweening](https://photonstorm.github.io/phaser-ce/Phaser.TweenManager.html#isTweening) (#414).
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* Changing a display object's [smoothed](https://photonstorm.github.io/phaser-ce/Phaser.Sprite.html#smoothed) property now marks the WebGL texture as dirty (#432, #433).
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* Fixed Phaser.Sound temporarily having an incorrect gain setting at creation time.
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* Fixed sprites not receiving [onInputOut](https://photonstorm.github.io/phaser-ce/Phaser.Events.html#onInputOver) when the pointer leaves the game canvas (#429).
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