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Merge pull request #440 from photonstorm/release/v2.10.0
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Release Phaser CE v2.10.0
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59 changes: 59 additions & 0 deletions CHANGELOG.md
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See [README: Change Log: Unreleased](README.md#unreleased).

## Version 2.10.0 - 18 January 2018

### New Features

* New [game config](https://photonstorm.github.io/phaser-ce/global.html#GameConfig) arguments:
- `alignH`, `alignV`
- `crisp`
- `disableStart`
- `failIfMajorPerformanceCaveat`
- `roundPixels`
- `scaleH`, `scaleV`, `trimH`, `trimV`
* New game loop features:
- Phaser.Game#dropFrames skips renders when the game loop delta time is spiraling upwards (#314).
- Phaser.Game#forceSingleRender can be set to `false` to reduce the render rate to match Phaser.Time#desiredFps (#313).
- Phaser.Time#ups tracks updates per second when [advanced timing](https://photonstorm.github.io/phaser-ce/Phaser.Time#advancedTiming) is enabled.
- Phaser.Time#rps tracks renders per second when [advanced timing](https://photonstorm.github.io/phaser-ce/Phaser.Time#advancedTiming) is enabled.
* [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).
* Phaser.Game#pendingDestroy marks the game for destruction at the next update. It can be used safely within an update callback.
* Phaser.Point#round rounds a point's coordinates.
* Phaser.SoundManager#onTouchUnlock signal (#434)
* Phaser.SoundManager#removeAll destroys all sounds and removes them from the Manager.
* [Phaser.Utils.Debug](https://photonstorm.github.io/phaser-ce/Phaser.Utils.Debug.html) methods:
- Debug#loader displays [loader](https://photonstorm.github.io/phaser-ce/Phaser.Loader.html) progress.
- Debug#scale displays game/canvas dimensions and [Scale Manager](https://photonstorm.github.io/phaser-ce/Phaser.ScaleManager.html) state.
- Debug#sound displays [Sound Manager](https://photonstorm.github.io/phaser-ce/Phaser.SoundManager.html) state.
* Phaser.Video#playWhenUnlocked
* Phaser.Video#onTouchUnlock signal

### Updates

* 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.
* [Gamepad](https://photonstorm.github.io/phaser-ce/Phaser.Gamepad.html) input is now enabled while the game is paused (#423).
* Removed gain smoothing for WebAudio volume changes (#385).
* Updated ionic example project (#381).
* Removed these deprecated items (#403):
- Phaser.ArrayUtils.rotate → [Phaser.ArrayUtils.rotateLeft](https://photonstorm.github.io/phaser-ce/Phaser.ArrayUtils.html#_rotateLeft)
- Phaser.Device.isConsoleOpen
- Phaser.Loader#useXDomainRequest → [xhrLoadWithXDR.js](resources/IE9/xhrLoadWithXDR.js)
- Phaser.Loader#xhrLoadWithXDR → [xhrLoadWithXDR.js](resources/IE9/xhrLoadWithXDR.js)
- Phaser.Particles#update
- Phaser.Polygon#points (as a setter) → [Phaser.Polygon#setTo](https://photonstorm.github.io/phaser-ce/Phaser.Polygon.html#setTo)
- Phaser.Touch#addTouchLockCallback → [Phaser.Input#addTouchLockCallback](https://photonstorm.github.io/phaser-ce/Phaser.Input.html#addTouchLockCallback)
- Phaser.Touch#removeTouchLockCallback → [Phaser.Input#removeTouchLockCallback](https://photonstorm.github.io/phaser-ce/Phaser.Input.html#removeTouchLockCallback)
- PIXI.BaseTexture#updateSourceImage → [Phaser.Component.LoadTexture#loadTexture](https://photonstorm.github.io/phaser-ce/Phaser.Component.LoadTexture.html#loadTexture)
- RevoluteConstraint#motorIsEnabled → RevoluteConstraint#motorEnabled
- Shape.RECTANGLE → Shape.BOX

### Bug Fixes

* Fixed a false positive in [TweenManager#isTweening](https://photonstorm.github.io/phaser-ce/Phaser.TweenManager.html#isTweening) (#414).
* 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).
* Fixed Phaser.Sound temporarily having an incorrect gain setting at creation time.
* Fixed sprites not receiving [onInputOut](https://photonstorm.github.io/phaser-ce/Phaser.Events.html#onInputOver) when the pointer leaves the game canvas (#429).
* Fixed some TypeScript definitions.

### Thanks

@ankush-badyal, @Dreaded-Gnu, @Mertank, @pavle-goloskokovic, @photonstorm, @qdrj, @samme, @squaresun

## Version 2.9.4 - 20th December 2017

### New Features
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40 changes: 10 additions & 30 deletions README.md
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Expand Up @@ -8,7 +8,7 @@ Thousands of developers worldwide use Phaser. From indies and multi-national dig

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](https://github.com/photonstorm/phaser/tree/master/v3) is in active development.

The [current Phaser CE release is 2.9.4](https://github.com/photonstorm/phaser-ce/releases/tag/v2.9.4).
The [current Phaser CE release is 2.10.0](https://github.com/photonstorm/phaser-ce/releases/tag/v2.10.0).

- **Visit:** The [Phaser website](http://phaser.io) and follow on [Twitter](https://twitter.com/photonstorm) (#[phaserjs](https://twitter.com/hashtag/phaserjs))
- **Learn:** [API Docs](https://photonstorm.github.io/phaser-ce/), [Support Forum][forum] and [StackOverflow](http://stackoverflow.com/questions/tagged/phaser-framework)
Expand Down Expand Up @@ -128,16 +128,16 @@ Please see additional steps for [Browserify/CommonJS](#browserify) and [Webpack]
[Phaser CE is on jsDelivr](http://www.jsdelivr.com/projects/phaser-ce), a "super-fast CDN for developers". Include the following in your html:

```html
<script src="//cdn.jsdelivr.net/npm/phaser-ce@2.9.4/build/phaser.js"></script>
<script src="//cdn.jsdelivr.net/npm/phaser-ce@2.10.0/build/phaser.js"></script>
```

or the minified version:

```html
<script src="//cdn.jsdelivr.net/npm/phaser-ce@2.9.4"></script>
<script src="//cdn.jsdelivr.net/npm/phaser-ce@2.10.0"></script>
```

[Custom builds](https://cdn.jsdelivr.net/npm/phaser-ce@2.9.4/build/custom/) are available too.
[Custom builds](https://cdn.jsdelivr.net/npm/phaser-ce@2.10.0/build/custom/) are available too.

<a name="getting-started"></a>

Expand Down Expand Up @@ -328,7 +328,7 @@ Written something cool in Phaser? Please tell us about it in the [forum][forum],

# Change Log

## Unreleased
## Version 2.10.0 - 18 January 2018

### New Features

Expand Down Expand Up @@ -385,27 +385,7 @@ Written something cool in Phaser? Please tell us about it in the [forum][forum],

### Thanks

@ankush-badyal, @Dreaded-Gnu, @Mertank, @pavle-goloskokovic, @photonstorm, @samme, @squaresun

## Version 2.9.4 - 20th December 2017

### New Features

* [TweenManager#isTweening](https://photonstorm.github.io/phaser-ce/Phaser.TweenManager.html#isTweening) has a `checkIsRunning` argument (#414).
* You can now pass `game.stage` as the `parent` parameter in the `game.add` [methods](https://photonstorm.github.io/phaser-ce/Phaser.GameObjectFactory.html).
* [Arcade#closest](https://photonstorm.github.io/phaser-ce/Phaser.Physics.Arcade.html#closest), [Arcade#distanceBetween](https://photonstorm.github.io/phaser-ce/Phaser.Physics.Arcade.html#distanceBetween), and [Arcade#farthest](https://photonstorm.github.io/phaser-ce/Phaser.Physics.Arcade.html#farthest) have a `useCenter` argument (#418).

### Updates

* [Phaser.Device](https://photonstorm.github.io/phaser-ce/Phaser.Device.html) tests for WebGL stencil buffer support (#402).

### Bug Fixes

* Fixed a TypeError when a [Text](https://photonstorm.github.io/phaser-ce/Phaser.Text.html) object is created without a `style` argument (#415).

### Thanks

@bananatron, @mblais, @mepsoid, @naglfar, @photonstorm, @samme
@ankush-badyal, @Dreaded-Gnu, @Mertank, @pavle-goloskokovic, @photonstorm, @qdrj, @samme, @squaresun

For changes in previous releases please see the extensive [Change Log](https://github.com/photonstorm/phaser-ce/blob/master/CHANGELOG.md).

Expand All @@ -429,10 +409,10 @@ All rights reserved.

[![Analytics](https://ga-beacon.appspot.com/UA-44006568-2/phaser/index)](https://github.com/igrigorik/ga-beacon)

[get-js]: https://github.com/photonstorm/phaser-ce/releases/download/v2.9.4/phaser.js
[get-minjs]: https://github.com/photonstorm/phaser-ce/releases/download/v2.9.4/phaser.min.js
[get-zip]: https://github.com/photonstorm/phaser-ce/archive/v2.9.4.zip
[get-tgz]: https://github.com/photonstorm/phaser-ce/archive/v2.9.4.tar.gz
[get-js]: https://github.com/photonstorm/phaser-ce/releases/download/v2.10.0/phaser.js
[get-minjs]: https://github.com/photonstorm/phaser-ce/releases/download/v2.10.0/phaser.min.js
[get-zip]: https://github.com/photonstorm/phaser-ce/archive/v2.10.0.zip
[get-tgz]: https://github.com/photonstorm/phaser-ce/archive/v2.10.0.tar.gz
[clone-http]: https://github.com/photonstorm/phaser.git
[clone-ssh]: ssh://git@github.com:photonstorm/phaser.git
[clone-svn]: https://github.com/photonstorm/phaser
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Custom Builds
=============

Any **one** of these can be used in place of [phaser.js](../phaser.js):

- phaser-arcade-physics.js
- phaser-no-physics.js
- phaser-minimum.js

Any one of these **sets** can be used in place of [phaser.js](../phaser.js):

Browserify / CommonJS
---------------------

1. p2.js
1. pixi.js
1. phaser-split.js

Creature
--------

1. creature.js
1. p2.js
1. pixi.js
1. phaser-creature.js

You can also [make your own custom build](http://phaser.io/tutorials/creating-custom-phaser-builds).
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Expand Up @@ -5547,16 +5547,6 @@ RevoluteConstraint.prototype.disableMotor = function(){
this.motorEnabled = false;
};

/**
* Check if the motor is enabled.
* @method motorIsEnabled
* @deprecated use property motorEnabled instead.
* @return {Boolean}
*/
RevoluteConstraint.prototype.motorIsEnabled = function(){
return !!this.motorEnabled;
};

/**
* Set the speed of the rotational constraint motor
* @method setMotorSpeed
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*/
Shape.BOX = 32;

Object.defineProperty(Shape, 'RECTANGLE', {
get: function() {
console.warn('Shape.RECTANGLE is deprecated, use Shape.BOX instead.');
return Shape.BOX;
}
});

/**
* @static
* @property {Number} CAPSULE
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},{"../../package.json":6,"../collision/AABB":7,"../collision/Broadphase":8,"../collision/Narrowphase":10,"../collision/Ray":11,"../collision/SAPBroadphase":13,"../constraints/Constraint":14,"../constraints/DistanceConstraint":15,"../constraints/GearConstraint":16,"../constraints/LockConstraint":17,"../constraints/PrismaticConstraint":18,"../constraints/RevoluteConstraint":19,"../events/EventEmitter":26,"../material/ContactMaterial":27,"../material/Material":28,"../math/vec2":30,"../objects/Body":31,"../objects/LinearSpring":32,"../objects/RotationalSpring":33,"../shapes/Capsule":38,"../shapes/Circle":39,"../shapes/Convex":40,"../shapes/Line":42,"../shapes/Particle":43,"../shapes/Plane":44,"../shapes/Shape":45,"../solver/GSSolver":46,"../solver/Solver":47,"../utils/OverlapKeeper":52,"../utils/Utils":57,"./IslandManager":59}]},{},[36])
(36)
});
});
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