rich Posted October 9, 2013 Share Posted October 9, 2013 Hi all, The next version of Phaser (1.0.7) is taking a bit longer to complete than anticipated. We've finished off about 95% of the API docs, have totally overhauled the physics system, sprite bodies and loads of other things. There are some significant changes internally too: 1) Worlds no longer have a fixed size. They are now centered around the 0,0 coordinate and extend infinitely in every direction. You can of course set bounds on them (and the Camera), but equally you are no longer restricted in how those bounds should go - so if you want to make a game that is all about the world rotating around the player it's now really easy. 2) The Camera has been overhauled as well. Following a sprite no longer 'jitters', it has a new bounds system and more importantly it no longer modifies the local position of ANY game object. Before I was updating the objects local transforms based on the camera placement. But this was a bad idea and after a chat with Mat (Pixi.js) we decided it would be far better if the World was a single display object container and the camera just shifts the position of that. This has dramatically reduced the complexity of the Sprite update loop and physics collision, both of which I'm very happy are now solid and robust. Objects can still be "fixed" to the camera (i.e. for UI/HUD) if you need. 3) ArcadePhysics has had a complete overhaul too. The velocities are now properly integrated, all of the motion functions are revamped and working and we've created lots of examples showing them in action. Personally I really love just being able to do: game.physics.moveToPointer(bullet, 800) and have a bullet fly across the screen correctly 4) New static html examples! The examples page has been re-designed to match the web site and we're in the process of doing away with the requirement of php to run them. Also we've dropped the examples running inside anonymous functions. They now populate the global scope, which while bad practise for a full game is actually really useful when messing around and learning, as you can open the console and tweak things instantly. I created a new Tanks game last night to test and show-case most of these new changes: You can play it here: http://gametest.mobi/tanks/ There is more to do with this game of course, but it's now a good demo of what's possible I reckon. I still need to finish the documentation (basically the gameobjects folder) but more importantly tilemaps are removed from the current dev branch until I redo the collision handling for them. That is the last final piece of the puzzle before we can launch really. The old (flixel inspired) collision method isn't going to work any more, so it needs to move to something more sophisticated and that will take a little time (if you've got a fully working / 100% robust tilemap collision system that supports slopes then drop me a line! it will help speed things up a lot). So bear with us, this is a significant update but probably the best we've ever released. I would also really like some people to test it out before we push it live, but I'll post a new thread about that when we're ready as it's changing daily right now. The full gory change log is here: https://github.com/photonstorm/phaser/tree/dev syvo, deis, Son of Bryce and 6 others 9 Link to comment Share on other sites More sharing options...
Hsaka Posted October 9, 2013 Share Posted October 9, 2013 Great job! I'm holding back on releasing my Phaser game until 1.0.7 is out as it looks like there are some pretty sweet changes Link to comment Share on other sites More sharing options...
Yora Posted October 9, 2013 Share Posted October 9, 2013 Oh damn, everything in this patch is something I spent a lot of time finding my own ways around the past few days. So needless to say all great changes that I definitely agree with. Great work Link to comment Share on other sites More sharing options...
Travis Posted October 9, 2013 Share Posted October 9, 2013 Excellent! I'm excited for all of the changes, but most so for the Documentation Link to comment Share on other sites More sharing options...
deis Posted October 9, 2013 Share Posted October 9, 2013 Very excited for this one. You almost make it to easy to make games. Link to comment Share on other sites More sharing options...
Son of Bryce Posted October 9, 2013 Share Posted October 9, 2013 Awesome stuff, sounds good! Link to comment Share on other sites More sharing options...
RestingCoder Posted October 9, 2013 Share Posted October 9, 2013 Can't wait. Thanks so much, guys! Link to comment Share on other sites More sharing options...
mwatt Posted October 9, 2013 Share Posted October 9, 2013 Thanks for the update Rich. These changes you've described are well worth waiting for. Link to comment Share on other sites More sharing options...
Radi Posted October 9, 2013 Share Posted October 9, 2013 :D this will be really awesome Link to comment Share on other sites More sharing options...
Mike Posted October 9, 2013 Share Posted October 9, 2013 The tank game example looks sweet I'll definitely going to hack around it. Also I checked the bugs that were holding my breakout progress: and with 1.0.7(dev) they are nicely fixed:http://mihail.ilinov.eu/games/phaser/examples/collision/sprite%20vs%20sprite-Test2Cool.php Fairly to say there is some "timeout" before the sprite reposition when sprite.body.x and sprite.body.y are directly set well maybe I'm not understanding something or it needs a better look:link: http://mihail.ilinov.eu/games/phaser/examples/collision/sprite%20vs%20sprite-Test1.php And one more thing since Rich mention testing, the bug is fixed here too:http://mihail.ilinov.eu/games/phaser/examples/quadtree/quadtree2-BUG.phpalthough there was a little change i made:alien.velocity.setTo(100 , 100);toalien.body.velocity.setTo(100 , 100); And also a BIG THANK YOU to the TEAM for superb fixes and adding docs and new stuff and Glory Glory phaser! RestingCoder 1 Link to comment Share on other sites More sharing options...
Vidsneezes Posted October 10, 2013 Share Posted October 10, 2013 I am looking forward to the new tilemap. Link to comment Share on other sites More sharing options...
rich Posted October 10, 2013 Author Share Posted October 10, 2013 Mike:alien.velocity.setTo(100 , 100);toalien.body.velocity.setTo(100 , 100); Yeah I removed Sprite.velocity for now because it assumed there would always be a binding to Body, which is now an optional object (i.e. not needed if you're using your own physics system). I think it makes more sense to just get people used to using body.function to be honest. After all I would have to create a whole load of properties on Sprite otherwise (like angularAcceleration, etc). Link to comment Share on other sites More sharing options...
Jester Posted October 10, 2013 Share Posted October 10, 2013 Great! Can't wait for the docs! Link to comment Share on other sites More sharing options...
king Posted October 11, 2013 Share Posted October 11, 2013 Can't wait. I like Phaser Link to comment Share on other sites More sharing options...
plicatibu Posted October 19, 2013 Share Posted October 19, 2013 I tried to access the test project using my PlayBook (version 2.1.0.1753) and it showed a black rectangle in the left side of the screen for 1 second and then the screen became completely white. Regards. Link to comment Share on other sites More sharing options...
skiffcz Posted October 23, 2013 Share Posted October 23, 2013 Just a small note on this for people waiting specifically for the docs - lot of it is there already, so if you are new to phaser (like me) and want to start trying things out asap (like me), the current documentation in the dev branch is perfectly useable for the learning process. You will have to delve in the code occasionally to understand some concepts, but not nearly as much as when you are just going through the examples alone. Nice little framework you have here. Thank you and don't stop being awesome Link to comment Share on other sites More sharing options...
rich Posted October 23, 2013 Author Share Posted October 23, 2013 Yeah we're finishing the outstanding docs today ready for the final 1.1 release tomorrow Lots of repo updating going on atm. haden and kass 2 Link to comment Share on other sites More sharing options...
Grom Posted October 23, 2013 Share Posted October 23, 2013 Great! The ability to create polygons will be? Grom 1 Link to comment Share on other sites More sharing options...
Travis Posted October 23, 2013 Share Posted October 23, 2013 Looking forward to it! Will there be a true "boilerplate" example? I'd like to know the "standard" way to set up a Phaser game. Link to comment Share on other sites More sharing options...
scutajar Posted October 23, 2013 Share Posted October 23, 2013 I agree with Travis, I'd love to get my hands on some example code that goes into more detail about setting up a whole game (including preloading screens, state changes and organization of separate files). Can't wait! Link to comment Share on other sites More sharing options...
beeglebug Posted October 25, 2013 Share Posted October 25, 2013 Any news on the 1.1 release? I'm keen to get started with Phaser, but don't want to do too much if a big rewrite is about to land any day. Link to comment Share on other sites More sharing options...
rich Posted October 25, 2013 Author Share Posted October 25, 2013 If I wasn't sat in the middle of a broken PC re-installing Windows I would be working on this now Link to comment Share on other sites More sharing options...
Tjkoopa Posted October 25, 2013 Share Posted October 25, 2013 If I wasn't sat in the middle of a broken PC re-installing Windows I would be working on this now Wow, timing. Hope you can get it sorted quickly, nothing worse than when that kinda problem drags out like a bitch. Link to comment Share on other sites More sharing options...
Grom Posted October 25, 2013 Share Posted October 25, 2013 So what with polygons? Link to comment Share on other sites More sharing options...
rich Posted October 25, 2013 Author Share Posted October 25, 2013 Ok well I've got enough of my PC working again to start preparing the 1.1 release and we're cracking through it at the moment. Have just finished the Sprite docs and tidying up Physics docs and that should be it. Only a few hours away RestingCoder 1 Link to comment Share on other sites More sharing options...
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