rich Posted October 25, 2013 Share Posted October 25, 2013 We're really pleased to announce that Phaser version 1.1 was just released and pushed to the master branch of our github repo. We've worked extremely hard on this release to make Phaser the most stable and powerful 2D HTML5 game framework we can. Here are some of the headline new features: API Docs are live! We know these were a long time coming, but we've finally documented nearly every part of the framework with jsdoc3 and published the resulting docs as well. So you can at least now look at the docs first before having to dig through the source code to figure things out. We've still got more work to do in this area, but it's a great start. 150+ Examples! We've got a brand new Example Test Suite, with a great design, two display modes (full stack or side-by-side) and over 150 different examples for you to work through. We've tried to cover all of the core features of Phaser, there are even little mini games included (some in more complete states than others) and lots of demos. What's more, we're looking for new Examples to add to our collection and we've got prizes for the best submission each month Enhanced Arcade Physics The Arcade Physics system that ships with Phaser has been almost completely rewritten. It's now considerably more robust than before, the Sprite update loop has been heavily optimised and refined, and collision is now a lot more stable. Gone are the 'jitters' and potential wall-sticking of the previous release! Infinite Worlds The way in which the game world operates has changed significantly. The World is now an infinite plain extending in all directions as far as you need, with 0,0 being the centre of the world. The Camera now roams within this endless world, which you can resize dynamically. This gives you some powerful new features - for example you can now rotate the world around its axis, for truly different sorts of games. You can extend it vertically for a scrolling shoot-em-up or in all directions for an 8-way scroller. It's a whole lot more powerful and we made a new example game Tanks to show it off. Bug Fixes galore! We've tightened up, updated and fixed literally hundreds of bugs across all parts of the framework. Virtually every reported issue on github has been resolved and cleared down, as well as numerous things we found ourselves and had reported on the forum. Thank you to everyone who helped out with this release. To Alvin for his tireless work sorting out the Examples and helping me every week, to all the great people in the forum who keep showing me amazing stuff they're making, and to those reporting issues, helping with fixes. Please grab version 1.1 from the github repo and as always we look forward to your feedback! Noid, kass, clowkun and 7 others 10 Link to comment Share on other sites More sharing options...
beeglebug Posted October 25, 2013 Share Posted October 25, 2013 Great news! Couple of bug reports though after an initial glance through the docs and examples: The front page of the docs looks kinda broken, it's got a big link to a local WAMP install.The controls on the demo's don't work correctly, the arrow keys scroll the page up and down, and the space bar jumps the page down. I'd either change them to WASD, or making sure the events don't propagate all the way up to the main document.Also, the collision is way off in the Starstruck demo, there are loads of invisible walls and such, doesn't seem to bear any resemblance to the actual level. Link to comment Share on other sites More sharing options...
rich Posted October 25, 2013 Author Share Posted October 25, 2013 I'm not too worried about the Docs index page as the important stuff (the Classes) all work properly. I'll update it when I get time, but that just wasn't happening today. I've already pushed a small fix for the demo games to capture the keys. Yeah I noticed something up re: tilemap collision, it's scrolling but the map data isn't - will fix it up tomorrow, it's been a long day. Link to comment Share on other sites More sharing options...
beeglebug Posted October 25, 2013 Share Posted October 25, 2013 Understood. Thanks for all the effort you've put in by the way, sorry to dive right in with a list of negatives! Link to comment Share on other sites More sharing options...
CaptKiwi Posted October 25, 2013 Share Posted October 25, 2013 Thanks to the team for this awesome effort! I know what I'll be spending my weekend doing :-)) Mike 1 Link to comment Share on other sites More sharing options...
Mike Posted October 25, 2013 Share Posted October 25, 2013 Second early Christmas. I love you TEAM PHASER! Link to comment Share on other sites More sharing options...
Arlefreak Posted October 25, 2013 Share Posted October 25, 2013 Whis is awesome ! thanks I'm tring to do a infinite scroller so how can i do this with out the scrollFactor? at the time I'm doing it with: city = game.add.tileSprite(0, 365, 400000, 256, 'city');Is there a way to make the tile sprite infinite ? Or a better way to do this ? thanks for the docs ! Link to comment Share on other sites More sharing options...
Travis Posted October 25, 2013 Share Posted October 25, 2013 The Docs and Example pages made me giddy. Phaser is awesome! Link to comment Share on other sites More sharing options...
Arlefreak Posted October 25, 2013 Share Posted October 25, 2013 Also the multiple anims example is broken Link to comment Share on other sites More sharing options...
Chris Posted October 25, 2013 Share Posted October 25, 2013 Is it possible that the docs are missing some classes?I can't find documentation for the classes Tilemap, TilemapLayer and Tileset. Great - the three classes I'm mostly interested in Link to comment Share on other sites More sharing options...
Mike Posted October 25, 2013 Share Posted October 25, 2013 I find this a strange and quite funny shaking behaviour when the image reach the cursor position. http://gametest.mobi/phaser/examples/_site/view_full.html?d=basics&f=04+-+image+follow+input.js&t=04%20-%20image%20follow%20input Link to comment Share on other sites More sharing options...
Rudrabhoj Bhati Posted October 25, 2013 Share Posted October 25, 2013 Thanks Richard! Phaser 1.1 is absolutely marvellous! Link to comment Share on other sites More sharing options...
plicatibu Posted October 25, 2013 Share Posted October 25, 2013 Thank you so much for this release. I noticed that Phaser.AUTO is not working. How to reproduce it: I picked a sample that just loads Phaser logo. I run it on Firefox (desktop version 24.0) and the screen gets completely blank. I see this error on console:[21:00:36.528] Unknown property '-moz-border-radius'. Declaration dropped. @ http://maoserver.com/preloader/:101[21:00:36.528] Unknown property '-moz-border-radius'. Declaration dropped. @ http://maoserver.com/preloader/:266[21:00:36.528] Unknown property '-moz-box-shadow'. Declaration dropped. @ http://maoserver.com/preloader/:271[21:00:36.563] Error: WebGL: Can't get a usable WebGL context @ http://maoserver.com/preloader/phaser.js:19060[21:00:36.564] Error: WebGL: Can't get a usable WebGL context @ http://maoserver.com/preloader/phaser.js:4382[21:00:36.564] Error: This browser does not support webGL. Try using the canvas renderer[object Object] @ http://maoserver.com/preloader/phaser.js:4387If I use Phaser.CANVAS it works fine. Note: On Chrome (Desktop version 30.0.1599.101 m) it works fine no matter what constant I use. Regards. Link to comment Share on other sites More sharing options...
rich Posted October 25, 2013 Author Share Posted October 25, 2013 Whis is awesome ! thanks I'm tring to do a infinite scroller so how can i do this with out the scrollFactor? at the time I'm doing it with: city = game.add.tileSprite(0, 365, 400000, 256, 'city');Is there a way to make the tile sprite infinite ? Or a better way to do this ? thanks for the docs ! Have a look at how I do the Tanks game - that uses an infinite scroller with a tile sprite! Link to comment Share on other sites More sharing options...
rich Posted October 25, 2013 Author Share Posted October 25, 2013 I find this a strange and quite funny shaking behaviour when the image reach the cursor position. http://gametest.mobi/phaser/examples/_site/view_full.html?d=basics&f=04+-+image+follow+input.js&t=04%20-%20image%20follow%20input Hah yeah I quite liked that effect It's doing it right, it's just you're supposed to do something else once it hits the cursor! Link to comment Share on other sites More sharing options...
rich Posted October 25, 2013 Author Share Posted October 25, 2013 Thank you so much for this release. I noticed that Phaser.AUTO is not working. How to reproduce it: I picked a sample that just loads Phaser logo. I run it on Firefox (desktop version 24.0) and the screen gets completely blank. I see this error on console:[21:00:36.528] Unknown property '-moz-border-radius'. Declaration dropped. @ http://maoserver.com/preloader/:101[21:00:36.528] Unknown property '-moz-border-radius'. Declaration dropped. @ http://maoserver.com/preloader/:266[21:00:36.528] Unknown property '-moz-box-shadow'. Declaration dropped. @ http://maoserver.com/preloader/:271[21:00:36.563] Error: WebGL: Can't get a usable WebGL context @ http://maoserver.com/preloader/phaser.js:19060[21:00:36.564] Error: WebGL: Can't get a usable WebGL context @ http://maoserver.com/preloader/phaser.js:4382[21:00:36.564] Error: This browser does not support webGL. Try using the canvas renderer[object Object] @ http://maoserver.com/preloader/phaser.js:4387If I use Phaser.CANVAS it works fine. Note: On Chrome (Desktop version 30.0.1599.101 m) it works fine no matter what constant I use. Regards. I just tried lots of the Examples with Firefox 24 and the AUTO ones worked fine. I wonder if this might be a GPU issue? Does WebGL work for you elsewhere? I.e. do the ThreeJS examples run? Link to comment Share on other sites More sharing options...
Arlefreak Posted October 26, 2013 Share Posted October 26, 2013 Have a look at how I do the Tanks game - that uses an infinite scroller with a tile sprite!This is the example that give me the idea to use the tilemap, but the problem is , i move the tile map so it finishes at some point, here it is www.arlefreak.com is it better to move the sprite in this kind of games ? Link to comment Share on other sites More sharing options...
plicatibu Posted October 26, 2013 Share Posted October 26, 2013 rich,I tried almost all samples from version 1.1 in Firefox (Desktop version 24.0) and they didn't work.I also tried examples from threejs on Firefox and they didn't work. threejs site showed this message for meYour graphics card does not seem to support WebGL.Find out how to get it here.Maybe something with my Firefox (I've disabled all Firefox plugins and restarted it prior to make my tests to be sure they were not causing any trouble).I also checked Firefox's about:config to see whether webGL was disable and the propertywebgl.disabled = falsetells me its enabled. I even tried threejs on IE (10.0.9200.16721) and they didn't work giving me the same error messageYour graphics card does not seem to support WebGL.Find out how to get it here.But for sure it's not correct because threejs examples worked fine on Chrome (Desktop version 30.0.1599.101 m).i don't know whether it minds but my video card is GEFORCE GTX 660.Regards. Link to comment Share on other sites More sharing options...
king Posted October 26, 2013 Share Posted October 26, 2013 So excitedThanks to the team! Link to comment Share on other sites More sharing options...
mwatt Posted October 26, 2013 Share Posted October 26, 2013 Awesome news! I've got no time to play with this now but a quick question before I have to run off - Must I use grunt to build if I download the zip or does it come prebuilt in that case? Link to comment Share on other sites More sharing options...
4ucai Posted October 26, 2013 Share Posted October 26, 2013 awesome Link to comment Share on other sites More sharing options...
CrazySam Posted October 26, 2013 Share Posted October 26, 2013 This release makes Phaser an extremely attractive proposition. With documentation and a bunch of examples available, it's easier than ever to dive right in. Thank you so much for your tireless contributions to the community Rich. You're a swell guy Link to comment Share on other sites More sharing options...
benny! Posted October 26, 2013 Share Posted October 26, 2013 Great news. Reallly appreciate the hard work Rich and his team are putting in the project. Small bug report:I just tested the Starstruck example using Chrome. The hitcollision seems to be broken. The player alien drops through the third level of ground tiles. To reproduce:1.) Load example2.) Move to the left until you drop down one level3.) Move to the left until you drop down another level Result:You fall through the third/fourth level of tiles. Expected:You land on the third level of ground tiles. A general question to Rich:It's great to see that you provide such a huge amount of examples. Additionally, you provide the documentation and also are launching a contest for more examples. I wonder however - do you plan to maintain all the examples updated and working with all upcoming versions of Phaser even the third party examples? Dont you fear that this could become a really time consuming task in the future? A different approach would be the following: Distinguish between a showcase and phaser examples. Demos of the showcase are examples which are released with a certain version of phaser library. They should also be tagged/marked that they use a certain version of phaser. This way you make sure they will always work. Official examples are updated with each phaser version just showing the basic usages of phaser, For more detailed information a user should refer to the documentation. Either way - it's really great to see what you already have achieved with Phaser.Keep up the good work! Link to comment Share on other sites More sharing options...
Pedro Alpera Posted October 26, 2013 Share Posted October 26, 2013 Thanks for this great framework! Link to comment Share on other sites More sharing options...
rich Posted October 26, 2013 Author Share Posted October 26, 2013 This is the example that give me the idea to use the tilemap, but the problem is , i move the tile map so it finishes at some point, here it is www.arlefreak.com is it better to move the sprite in this kind of games ? Ah right - you can't do an infinite scrolling TILEMAP I'm afraid. Although I do like the sound of that, so may consider it an option for tilemaps to wrap Arlefreak 1 Link to comment Share on other sites More sharing options...
Recommended Posts