rich Posted January 6, 2015 Share Posted January 6, 2015 I'm very pleased to announce the first Phaser release of 2015 2.2.2 brings a couple of much needed fixes to the party, including that wonderful Safari tilemap blitting issue. And also loads of arcade physics issues reported on github solved via a single "updateTransform" call in the core loop. There are also a handful of new features (line reflection and audio blobs being nice ones) and lots of little updates. I also gave the Github page a revamp: https://github.com/photonstorm/phaser Download, code and enjoy I'm jumping back to the State Manager / Phaser Internals book now. I hope to release it early next week. Nick, OttoRobba, pandavigoureux29 and 5 others 8 Link to comment Share on other sites More sharing options...
Taleforge Posted January 7, 2015 Share Posted January 7, 2015 Happy new year rich - keep it up - I love this project Seems like filters arn´t workung in this build. Getting "Undefined is not a function" - Or is it just me getting the error? see for example: http://examples.phaser.io/_site/view_full.html?d=filters&f=blur.js&t=blur EDIT: Just found it ... the imports for the filters was missing in the example Link to comment Share on other sites More sharing options...
Red Spark Posted January 7, 2015 Share Posted January 7, 2015 Phaser 2.2.2 released on 01.06.20152 + 2 + 2 + 1 + 6 + 2 + 0 + 1 + 5 = 21 => 2 + 1 = 3Phaser 3 confirmed! metalNumb and Horizonicblue 2 Link to comment Share on other sites More sharing options...
rich Posted January 7, 2015 Author Share Posted January 7, 2015 Yeah I need to add in the missing Filter files to the site. I'm tempted to update them to use the embedded format like this:var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { create: create, update: update });var filter;function create() { var fragmentSrc = [ "precision mediump float;", "uniform vec2 resolution;", "uniform float time;", "#define PI 90", "void main( void ) {", "vec2 p = ( gl_FragCoord.xy / resolution.xy ) - 0.0;", "float sx = 0.5 + 0.5 * sin( 100.0 * p.x - 1. * pow(time, 0.5)*5.) * sin( 5.0 * p.x - 1. * pow(time, 0.9)*5.);", "float dy = 1.0/ ( 1000. * abs(p.y - sx));", "dy += 1./ (25. * length(p - vec2(p.x, 0.)));", "gl_FragColor = vec4( (p.x + 0.3) * dy, 0.3 * dy, dy, 1.1 );", "}"]; filter = new Phaser.Filter(game, null, fragmentSrc); filter.setResolution(800, 600); var sprite = game.add.sprite(0, 0); sprite.width = 800; sprite.height = 600; sprite.filters = [ filter ];}function update() { filter.update();}As the above works perfectly without the need to load anything externally. Link to comment Share on other sites More sharing options...
rich Posted January 7, 2015 Author Share Posted January 7, 2015 Ok I've finally updated all the filter examples so they work properly - and added a whole bunch more while I was at it http://examples.phaser.io Sam 1 Link to comment Share on other sites More sharing options...
wayfinder Posted January 8, 2015 Share Posted January 8, 2015 How would you get uniforms into fragment shaders like that? edit: Ah, found it in the plane deformation example. Link to comment Share on other sites More sharing options...
Taleforge Posted January 8, 2015 Share Posted January 8, 2015 Ok I've finally updated all the filter examples so they work properly - and added a whole bunch more while I was at it http://examples.phaser.io wow nice work - works perfectly for me - can´t wait to try them out Link to comment Share on other sites More sharing options...
jdnichollsc Posted March 4, 2015 Share Posted March 4, 2015 I found a bug with a loop in a tween My code:this.game.add.tween(alerta) .delay(100) .to({angle: 4}, 1000) .to({angle: -4}, 1000).loop().start();The video: http://screencast.com/t/07AS2l2D6pV You can see that tween isn't smooth... but in Phaser 2.0.7 it works perfect Regards, Nicholls Link to comment Share on other sites More sharing options...
efecarranza Posted March 6, 2015 Share Posted March 6, 2015 awesome! Link to comment Share on other sites More sharing options...
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