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Sprite would glitch if it had an ArcadePhysics Body that was re-posit…
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…ioned out of loop.

Sprite would "fly off" if it had an ArcadePhysics Body that was re-positioned during an input handler.
Newly generated docs
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photonstorm committed Mar 28, 2014
1 parent f9c1dc5 commit 5b73bb2
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3 changes: 2 additions & 1 deletion Gruntfile.js
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Expand Up @@ -390,7 +390,8 @@ module.exports = function (grunt) {
'!src/Intro.js',
'!src/Outro.js',
'!src/pixi/**/*',
'!src/physics/p2/p2.js'
'!src/physics/p2/p2.js',
'!plugins/AStar.js'
],
options: { jshintrc: '.jshintrc' }
},
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14 changes: 12 additions & 2 deletions README.md
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Expand Up @@ -5,7 +5,7 @@ Phaser 2.0.2

Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) internally for fast 2D Canvas and WebGL rendering.

Version: 2.0.2 "Ghealdan" - Released: -in active development-
Version: 2.0.2 "Ghealdan" - Released: 28th March 2014

By Richard Davey, [Photon Storm](http://www.photonstorm.com)

Expand All @@ -25,6 +25,9 @@ By Richard Davey, [Photon Storm](http://www.photonstorm.com)
What's new in 2.0.2?
--------------------

The great thing about running an open source project are all the awesome contributions from the community, and this release reflects that. Aside from a raft of small but important ArcadePhysics fixes we've also had the entirely library jshinted and tidied up by xtian. We have had jshint configs in place for a while now, but he's forced us to make them part of the build process and helped tidy-up a number of things that had crept in.

We've also updated the included tutorial (and the web version) so it's now fully compatible with Phaser 2 and re-published and updated all of the API documentation, which you'll find in the docs folder in this release.


Welcome to Phaser
Expand Down Expand Up @@ -58,12 +61,17 @@ There is also an [un-official Getting Started Guide](http://www.antonoffplus.com
Change Log
----------

Version 2.0.2 - "Ghealdan" - -in active development-
Version 2.0.2 - "Ghealdan" - 28th March 2014

Bug Fixes

* Sprite would glitch if it had an ArcadePhysics Body that was re-positioned out of loop.
* Sprite would "fly off" if it had an ArcadePhysics Body that was re-positioned during an input handler.
* Tween.generateData would enter an eternal loop if the total resulted in a float. Now wrapped in Math.floor.
* ArcadePhysics.Body preUpdate has been modified to stop Sprites with non-1 scaling from gaining delta and moving off the screen (fix #644).
* ArcadePhysics.Body deltaMaxY wasn't being correctly applied.
* P2.World - Removing tilemap layer retrieval for object layers in convertCollisionObjects() (thanks bmceldowney, fix #653)
* Calling Keyboard.stop() wouldn't let you call Keyboard.start() later on in the same game


Updated
Expand All @@ -72,11 +80,13 @@ Updated
* Line.fromSprite now sets "fromCenter" to false by default as Sprite.center is deprecated in 2.x. Documentation and Examples updated to reflect this.
* All the documentation has been re-published for 2.0.2.
* Lots of ArcadePhysics.World methods have been marked as private where they shouldn't be called directly (separateX, etc)
* xtian jshint fixed nearly every single file in the repository!


New Features

* Sprite.overlap lets you quickly check to see if the bounds of two display objects are intersecting or not, without having to use a physics system.
* Keyboard.destroy will now clear all event listeners and any custom set callbacks or Keys.


There is an extensive [Migration Guide](https://github.com/photonstorm/phaser/blob/master/resources/Migration%20Guide.md) available for those converting from Phaser 1.x to 2.x. In the guide we detail the API breaking changes and approach to our new physics system.
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