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Releases: phaserjs/phaser-ce

Phaser CE v2.9.1

11 Oct 09:03
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Version 2.9.1 - 10th October 2017

Bug Fixes

Thanks

@masondesu, @pavle-goloskokovic, @photonstorm, @samme

Phaser CE v2.9.0

09 Oct 10:32
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Version 2.9.0 - 8th October 2017

The minor version increase is for changes to Emitter#cursor.

New Features

Updates

  • Particle emitter release has been made more efficient (#333).
  • You can access the most recently emitted particle in Emitter#cursor. After the emitter has started, you should treat Emitter#cursor as read-only, because Phaser will modify it while it emits particles.

Bug Fixes

Documentation

Thanks

@cursorial, @HeinousTugboat, @masondesu, @photonstorm, @samme, @samid737

Phaser CE v2.8.8

25 Sep 21:00
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Version 2.8.8 - 25th September 2017

New Features

Updates

  • Renamed Emitter#count to Emitter#counts. Emitter#count is deprecated and will be removed in v2.9.0.
  • Removed deprecated Phaser.Events#onRemovedFromWorld.

Bug Fixes

  • Fixed p2 polygon collisions (#366).
  • Fixed a nonfatal error when clicking the game canvas in browsers not supporting Document.hasFocus() (e.g., Opera Mini, older Opera) (#367). In these browsers the game may not automatically resume when refocused in an iframe; use one of the workarounds in #236.
  • Phaser.Color.updateColor now rounds fractional RGB values to integers when updating the rgba property (#361).
  • Added roundPixels to WebGLRenderer#renderSession (#362).
  • Fixed some TypeScript definitions (#354, #368).

Documentation

Thanks

@bobhfut, @falquaddoomi, @HaoboZ, @pavle-goloskokovic, @photonstorm, @samme

Phaser CE v2.8.7

12 Sep 21:34
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Version 2.8.7 - 12th September 2017

Bug Fixes

Thanks

@lucasgray, @photonstorm, @samme, @yupaul

Phaser CE v2.8.6

11 Sep 12:04
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Version 2.8.6 - 10th September 2017

Updates

Bug Fixes

Documentation

Thanks

@2called-chaos, @bseiller, @falquaddoomi, @johnbuttcoingalt, @photonstorm, @samme, @samvieten, @yupaul

Phaser CE v2.8.5

31 Aug 10:37
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Version 2.8.5 - 30th August 2017

Updates

  • Since v2.8.4 custom build commands need a slightly different argument syntax (#321, #324), e.g.,

    grunt custom --exclude=moduleName --filename=phaser-custom
  • Updated Ionic project template (#328).

  • API Docs have a new look.

Bug Fixes

  • Fixed sprite texture being destroyed in PIXI.Sprite#setTexture contrary to destroyBase=false.
  • Fixed a ReferenceError in Phaser.Input#executeTouchLockCallbacks affecting Firefox Mobile (#336).

Documentation

Thanks

@Dreaded-Gnu, @goldfire, @photonstorm, @rafelsanso, @ryanrossiter, @samme, @Zykino

Phaser CE v2.8.4

16 Aug 20:11
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Version 2.8.4 - 15th August 2017

Updates

Bug Fixes

  • Improved animation synchronization during irregular frame rates (#310).
  • Fixed bad game reference in Phaser.Creature.
  • Fixed wrong dimensions of Debug#canvas and Debug#sprite when a WEBGL game is scaled (#298).
  • TileSprite#tint now works when rendering with CANVAS.
  • Fixed sprites not receiving a preUpdate when they have a fresh ancestor with a physics body, which would leave them fresh and with incorrect world and body.position values for several frames (#299).
  • Fixed movement of sprites with fixedToCamera when dragged by pointer (#297).
  • Fixed Creature relative anchor points to be absolute (#288).
  • Fixed P2 Physics body not rotating shape (#258).
  • Audio is now also unlocked for Android Chrome ≥ 55, fixing audio not playing in cross-origin iframes (#37).
  • Fixed some TypeScript definitions (#317, #319).

Documentation

Thanks

@Aerolivier, @AleBles, @andrewjb123, @davvidbaker, @Formic, @fyyyyy, @Majirefy, @photonstorm, @Plukers, @samid737, @samme, @sarbasamuel, @tommitytom

Phaser CE v2.8.3

24 Jul 09:51
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Version 2.8.3 - 21st July 2017

Updates

Bug Fixes

PIXI Updates

  • Replaced all references to PIXI.Matrix and PIXI.identityMatrix with Phaser.Matrix and Phaser.identityMatrix.

Thanks

@Arche-san, @cloakedninjas, @dolanmiu, @Dreaded-Gnu, @photonstorm, @samme

Phaser CE v2.8.2

14 Jul 10:34
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Version 2.8.2 - 14th July 2017

New Features

  • Phaser.Point.set is a static counterpart to Phaser.Point#set. It can be used on any point-like object, e.g.,

    Phaser.Point.set(PIXI.Sprite.defaultAnchor, 0.5); //-> {x: 0.5, y: 0.5}

Updates

Bug Fixes

Thanks

@bulgakovk, @cmd-johnson, @dolanmiu, @georgesboris, @johnbuttcoingalt, @mindcity, @photonstorm, @samme

Phaser CE v2.8.1

22 Jun 12:13
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Version 2.8.1 - 20th June 2017

New Features

Updates

Bug Fixes

  • Fixed WebGLRenderer#setTexturePriority not clearing the current batch.
  • Fixed incorrect worldRotation for some objects (#259).
  • Fixed NaN value for some objects' worldRotation and worldScale properties. worldTransform was still correct.
  • Fixed Phaser.Input#hitTest when texture resolution ≠ 1.
  • Fixed an incorrect area in Phaser.Input#hitTest when a Creature is reversed on either axis.
  • Fixed camera shake failing to be reset to 0 when camera is reset.
  • Added some missing TypeScript return values (#255).
  • Fixed typo for TypeScript definition of IGameConfig.multiTexture property.

Thanks

@andrewjb123, @dhashvir, @Formic, @jbpuryear, @noidexe, @pavle-goloskokovic, @photonstorm, @rgk, @samme, stupot