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Merge pull request #151 from samme/readme
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Add links to "Change Log", format
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samme authored Apr 13, 2017
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Expand Up @@ -116,11 +116,11 @@ Using Browserify? Please [read this](#browserify).

[jsDelivr](http://www.jsdelivr.com/#!phaser) is a "super-fast CDN for developers". Include the following in your html:

`<script src="//cdn.jsdelivr.net/phaser-ce/2.7.5/phaser.js"></script>`
<script src="//cdn.jsdelivr.net/phaser-ce/2.7.5/phaser.js"></script>

or the minified version:

`<script src="//cdn.jsdelivr.net/phaser-ce/2.7.5/phaser.min.js"></script>`
<script src="//cdn.jsdelivr.net/phaser-ce/2.7.5/phaser.min.js"></script>

### Phaser Sandbox

Expand Down Expand Up @@ -252,34 +252,34 @@ If you code with [TypeScript](http://www.typescriptlang.org/) there are comprehe

### New Features

* New method Phaser.Loader#imageFromBitmapData lets you preload an image extracted from a BitmapData canvas.
* BitmapData#generateTexture now has an optional callback argument. Most browsers now load the generated image asynchronously, so without a callback you're not guaranteed a valid texture (#136).
* Phaser.GameObjectFactory#weapon (used as `game.add.weapon`) now has a `bulletClass` argument. Without this it was difficult to set `bulletClass` before creating the bullet pool.
* New method [Phaser.Loader#imageFromBitmapData](https://photonstorm.github.io/phaser-ce/Phaser.Loader.html#imageFromBitmapData) lets you preload an image extracted from a BitmapData canvas.
* [BitmapData#generateTexture](https://photonstorm.github.io/phaser-ce/Phaser.BitmapData.html#generateTexture) now has an optional callback argument. Most browsers now load the generated image asynchronously, so without a callback you're not guaranteed a valid texture (#136).
* [Phaser.GameObjectFactory#weapon](https://photonstorm.github.io/phaser-ce/Phaser.GameObjectFactory.html#weapon) (used as `game.add.weapon`) now has a `bulletClass` argument. Without this it was difficult to set `bulletClass` before creating the bullet pool.

### Updates

* Phaser.Cache#addImage now emits a warning if you add an image that hasn't completed loading.
* Phaser.Frame now emits a warning if a Frame is constructed with a zero width or height.
* Phaser.Physics.Arcade#velocityFromAngle now uses Phaser.Math instead of `game.math`, so you can use it without a reference to a running game (#131).
* Clarified Emitter#start documentation. It's really easier to use Emitter#explode or Emitter#flow.
* [Phaser.Cache#addImage](https://photonstorm.github.io/phaser-ce/Phaser.Cache.html#addImage) now emits a warning if you add an image that hasn't completed loading.
* [Phaser.Frame](https://photonstorm.github.io/phaser-ce/Phaser.Frame.html) now emits a warning if a Frame is constructed with a zero width or height.
* [Phaser.Physics.Arcade#velocityFromAngle](https://photonstorm.github.io/phaser-ce/Phaser.Physics.Arcade.html#velocityFromAngle) now uses [Phaser.Math](https://photonstorm.github.io/phaser-ce/Phaser.Math.html) instead of `game.math`, so you can use it without a reference to a running game (#131).
* Clarified [Emitter#start](https://photonstorm.github.io/phaser-ce/Phaser.Particles.Arcade.Emitter.html#start) documentation. It's really easier to use [Emitter#explode](https://photonstorm.github.io/phaser-ce/Phaser.Particles.Arcade.Emitter.html#explode) or [Emitter#flow](https://photonstorm.github.io/phaser-ce/Phaser.Particles.Arcade.Emitter.html#flow).
* The game canvas's [cursor style](https://developer.mozilla.org/en-US/docs/Web/CSS/cursor) is now `pointer` when the cursor is over an object with `input.useHandCursor` enabled and empty at all other times. This should make it easier to set your own cursor style for the game (#110).
* TypeScript definitions fixes and updates (#75, #101, #107)
* Docs typo fixes (#101)
* Added [photonstorm/phaser-plugins](https://github.com/photonstorm/phaser-plugins) to the Phaser CE docs (#107)
* Added [photonstorm/phaser-plugins](https://github.com/photonstorm/phaser-plugins) to the Phaser CE docs: see [Phaser.Plugin](https://photonstorm.github.io/phaser-ce/Phaser.Plugin.html) (#107)
* BitmapData and RenderTexture objects are now destroyed when clearing the cache (#68). This should reduce memory use.

### Bug Fixes

* Fixed an issue where a display object's preUpdate call would be skipped if a sibling was removed or destroyed, which could create small discrepancies in position, lifespan, or renderOrderID (#103).
* Fixed an issue where display objects using the default texture could have an incorrect size (1 × 1) and appear blank (#138). The built-in DEFAULT and MISSING textures are now loaded asynchronously to ensure that they're valid.
* Fixed an issue where `game.device.canUseMultiply` could hold a false negative on first (Firefox, Safari) or even subsequent (Chrome 57) page loads, disabling most blend modes when using the Canvas renderer (#130).
* Phaser.Keyboard#lastChar is now `null` if Phaser has recorded no key presses yet. Reading it before a key press no longer raises an error (#132).
* Fixed an issue where display objects using the default texture could have an incorrect size (1×1) and appear blank (#138). The built-in DEFAULT and MISSING textures are now loaded asynchronously to ensure that they're valid.
* Fixed an issue where [game.device.canUseMultiply](https://photonstorm.github.io/phaser-ce/Phaser.Device.html#canUseMultiply) could hold a false negative on first (Firefox, Safari) or even subsequent (Chrome 57) page loads, disabling most blend modes when using the Canvas renderer (#130).
* [Phaser.Keyboard#lastChar](https://photonstorm.github.io/phaser-ce/Phaser.Keyboard.html#lastChar) is now `null` if Phaser has recorded no key presses yet. Reading it before a key press no longer raises an error (#132).
* Previously, the `center` of a moving Arcade Physics Body was inaccurate during the game's update phase, and that made collision checks of circular Bodies less accurate (#122). This was fixed by updating `center` during preUpdate.
* Fixed an issue when dragging a sprite whose parent is scaled or rotated (#108). Now the sprite follows the cursor correctly.
* Fixed audio skipping when restarting playback (#78)
* Fixed bad rendering of multiple tinted BitmapText objects (#58)
* Fixed Object.assign not existing on older devices (#81)
* Previously, the HEADLESS renderer essentially became a CANVAS renderer after boot, which was incorrect (#74). Phaser.HEADLESS now sets up a PIXI.CanvasRenderer and a detached (invisible) canvas. It skips `render` hooks but not the `preRender` and `postRender` hooks (strange). `game.renderType` now contains either Phaser.CANVAS, Phaser.HEADLESS, or Phaser.WEBGL after boot.
* Previously, the HEADLESS renderer essentially became a CANVAS renderer after boot, which was incorrect (#74). Phaser.HEADLESS now sets up a PIXI.CanvasRenderer and a detached (invisible) canvas. It skips `render` hooks but not the `preRender` and `postRender` hooks (strange). [game.renderType](https://photonstorm.github.io/phaser-ce/Phaser.Game.html#renderType) now contains either Phaser.CANVAS, Phaser.HEADLESS, or Phaser.WEBGL after boot.

### Thanks

Expand All @@ -293,46 +293,46 @@ If you code with [TypeScript](http://www.typescriptlang.org/) there are comprehe

### New Features

* New method Phaser.Math.hypot() calculates the length of the hypotenuse spanning two given lengths
* Added Phaser.BitmapData#copyBitmapData
* New method [Phaser.Math.hypot()](https://photonstorm.github.io/phaser-ce/Phaser.Math.html#hypot) calculates the length of the hypotenuse spanning two given lengths
* Added [Phaser.BitmapData#copyBitmapData](https://photonstorm.github.io/phaser-ce/Phaser.BitmapData.html#copyBitmapData)
* Added noPause logic to src/input/Pointer.js
* Added timeStep parameter pass to state.pauseUpdate call at src/core/Game.js
* Added `tileOffset` (Phaser.Point) property to `Phaser.TilemapLayer`. This allows offsetting layer positions in a way that plays well with the camera and Arcade physics. Also, the `offsetx` and `offsety` properties are now read from the layer properties of Tiled maps.
* Added [Phaser.TilemapLayer#tileOffset](https://photonstorm.github.io/phaser-ce/Phaser.TilemapLayer.html#tileOffset) (Phaser.Point). This allows offsetting layer positions in a way that plays well with the camera and Arcade physics. Also, the `offsetx` and `offsety` properties are now read from the layer properties of Tiled maps.

### Updates

* Changed Phaser.Loader#loadImageTag to exclude Firefox from loading cached images (phaser #2534)
* Changed [Phaser.Loader#loadImageTag](https://photonstorm.github.io/phaser-ce/Phaser.Loader.html#loadImageTag) to exclude Firefox from loading cached images (phaser #2534)
* Added yarn lock file
* Added travis-ci build script
* Fixed Phaser.Plugin.AStar Typescript definitions and phaser-ce module name to get `grunt tsdocs` to work again (#33)
* Fixed Phaser.Plugin.AStar.DISTANCE_MANHATTAN Typescript definitions
* Changed bower package name to `phaser-ce`
* Phaser.Particles.Arcade.Emitter#explode() now launches all particles if the `quantity` argument is omitted (#7). You should pass quantity `0` if you want to launch no particles.
* `overlapR`, `overlapX`, and `overlapY` are now correctly reset to 0 when an Arcade Physics Body isn't colliding (#23)
* Phaser.Physics.P2.Body.loadPolygon() now has a `scale` parameter that allows the loaded polygon to have a different scale
* Fixed documentation of Phaser.Video#createVideoFromBlob
* Clarified documentation of Phaser.AnimationManager#updateIfVisible
* Updated Phaser.Text#setStyle to not mutate the passed style
* Added `particleArguments` parameter to Phaser.Particles.Arcade.Emitter#makeParticles. It lets you pass custom parameters to a particle class
* [Phaser.Particles.Arcade.Emitter#explode()](https://photonstorm.github.io/phaser-ce/Phaser.Particles.Arcade.Emitter.html#explode) now launches all particles if the `quantity` argument is omitted (#7). You should pass quantity `0` if you want to launch no particles.
* [overlapR](https://photonstorm.github.io/phaser-ce/Phaser.Physics.Arcade.Body.html#overlapR), [overlapX](https://photonstorm.github.io/phaser-ce/Phaser.Physics.Arcade.Body.html#overlapX), and [overlapY](https://photonstorm.github.io/phaser-ce/Phaser.Physics.Arcade.Body.html#overlapY) are now correctly reset to 0 when an Arcade Physics Body isn't colliding (#23)
* [Phaser.Physics.P2.Body.loadPolygon()](https://photonstorm.github.io/phaser-ce/Phaser.Physics.P2.Body.html#loadPolygon) now has a `scale` parameter that allows the loaded polygon to have a different scale
* Fixed documentation of [Phaser.Video#createVideoFromBlob](https://photonstorm.github.io/phaser-ce/Phaser.Video.html#createVideoFromBlob)
* Clarified documentation of [Phaser.AnimationManager#updateIfVisible](https://photonstorm.github.io/phaser-ce/Phaser.AnimationManager.html#updateIfVisible)
* Updated [Phaser.Text#setStyle](https://photonstorm.github.io/phaser-ce/Phaser.Text.html#setStyle) to not mutate the passed style
* Added `particleArguments` parameter to [Phaser.Particles.Arcade.Emitter#makeParticles](https://photonstorm.github.io/phaser-ce/Phaser.Particles.Arcade.Emitter.html#makeParticles). It lets you pass custom parameters to a particle class
* Fixed jshint issues (#46)
* Updated README and CHANGELOG markdown (#69)

### Bug Fixes

* Image `lifespan` now works properly (#46).
* Arcade.Body.reset() now resizes the body if the sprite scale has changed (#10).
* Fixed Phaser.Camera.checkBounds() so it doesn't flicker when its view is bigger than its bounds.
* Fixed Phaser.Math#between and Phaser.Math#random to work again
* Phaser.Loader is now reset just before it signals loading is complete (#53)
* [Phaser.Image#lifespan](https://photonstorm.github.io/phaser-ce/Phaser.Image.html#lifespan) now works properly (#46).
* [Phaser.Physics.Arcade.Body.reset()](https://photonstorm.github.io/phaser-ce/Phaser.Physics.Arcade.Body.html#reset) now resizes the body if the sprite scale has changed (#10).
* Fixed [Phaser.Camera.checkBounds()](https://photonstorm.github.io/phaser-ce/Phaser.Camera.html#checkBounds) so it doesn't flicker when its view is bigger than its bounds.
* Fixed [Phaser.Math#between](https://photonstorm.github.io/phaser-ce/Phaser.Math.html#between) and [Phaser.Math#random](https://photonstorm.github.io/phaser-ce/Phaser.Math.html#random) to work again
* [Phaser.Loader](https://photonstorm.github.io/phaser-ce/Phaser.Loader.html) is now reset just before it signals loading is complete (#53)
* Fixed rendering on devices that use older versions of javascript
* Fixed crashes on very old devices
* Fixed an error when destroying a sprite during Phaser.Group#update
* Fixed local rotation tracking in Phaser.Weapon#fire (#66)
* Fixed WebAudio memory leak on in Phaser.Sound
* Fixed an error when destroying a sprite during [Phaser.Group#update](https://photonstorm.github.io/phaser-ce/Phaser.Group.html#update)
* Fixed local rotation tracking in [Phaser.Weapon#fire](https://photonstorm.github.io/phaser-ce/Phaser.Weapon.html#fire) (#66)
* Fixed WebAudio memory leak on in [Phaser.Sound](https://photonstorm.github.io/phaser-ce/Phaser.Sound.html)

### Pixi Updates

* Fixed wrong parameter PIXI.DisplayObject.\_generateCachedSprite
* Fixed wrong parameter PIXI.DisplayObject#\_generateCachedSprite

For changes in previous releases please see the extensive [Version History](CHANGELOG.md).

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