rich Posted April 22, 2016 Share Posted April 22, 2016 I'm pleased to announce the release of Phaser 2.4.7. This version encompasses another raft of fixes, updates and new features. Many hours of hard work were put in to diligently working through the GitHub issues list, and fixing and closing down as many issues as I possibly could. My thanks to all those who contributed to this release, either by way of telling us about an issue, providing a fix, or just testing out the release candidate. There are a few internal changes in 2.4.7, nothing that breaks the public-facing API, but if you do some deep-dive work in Phaser's guts then you may want to check out the change log, and commit history, to be sure it doesn't impact your own code. Check out Issue 27 of Phaser World for details about the new Camera commands. http://phaser.io/download/release/2.4.7 ForgeableSum, WombatTurkey and webcaetano 3 Link to comment Share on other sites More sharing options...
ForgeableSum Posted April 22, 2016 Share Posted April 22, 2016 Great job Richard! I was so psyched to read about the camera shake feature in Phaser World. It's a feature that I've tried to implement myself with little success ... because if you have the camera following an object, etc, it complicates things vastly. And wow, so many parameters too ... can't wait to try it! Link to comment Share on other sites More sharing options...
ForgeableSum Posted April 22, 2016 Share Posted April 22, 2016 Just tested camera shake. It works magically! The only issue I have is that it also shakes UI elements but not such a huge deal since most of the UI is HTML elements. Link to comment Share on other sites More sharing options...
rich Posted April 22, 2016 Author Share Posted April 22, 2016 Link to comment Share on other sites More sharing options...
rgk Posted April 22, 2016 Share Posted April 22, 2016 Works perfectly, seems faster and I also can't wait to try out the camera effects. Great job! Link to comment Share on other sites More sharing options...
WombatTurkey Posted April 23, 2016 Share Posted April 23, 2016 I'm scared to update my game from 2.4.3. (I remember updating to 2.4.6 and my games fps dropped so bad, and I have no idea how to debug it, no errors, no nothing) --- I have a bad feeling about this, haha. But, I want those camera features so bad. I will try it later tonight Great work as always! Link to comment Share on other sites More sharing options...
JakeCake Posted April 23, 2016 Share Posted April 23, 2016 Also just wanted to let you know that upgrading 2.4.6 -> 2.4.7 went without problems. Where can I read more in details about the new Camera shake effect? I wrote my own one for my current project, but if the built in is better and easy to implement I might as well switch to it. jdnichollsc 1 Link to comment Share on other sites More sharing options...
rgk Posted April 24, 2016 Share Posted April 24, 2016 7 hours ago, JakeCake said: Where can I read more in details about the new Camera shake effect? http://phaser.io/docs/2.4.7/Phaser.Camera.html#methods has the fade, flash and shake methods explained. Link to comment Share on other sites More sharing options...
jdnichollsc Posted April 24, 2016 Share Posted April 24, 2016 On 23/4/2016 at 9:39 PM, WombatTurkey said: I'm scared to update my game from 2.4.3. (I remember updating to 2.4.6 and my games fps dropped so bad, and I have no idea how to debug it, no errors, no nothing) --- I have a bad feeling about this, haha. But, I want those camera features so bad. I will try it later tonight Great work as always! Yes, updating 2.4.4 to 2.4.7 have performance degradation, you can test in Android device using IonPhaser: http://market.ionic.io/plugins/ionphaser Regards, Nicholls Link to comment Share on other sites More sharing options...
gmalone Posted April 25, 2016 Share Posted April 25, 2016 Would love to see some sample code using the camera fx. I've looked at the docs, but I still have trouble translating what I see there into working code. Link to comment Share on other sites More sharing options...
stamas47 Posted April 25, 2016 Share Posted April 25, 2016 Something very weird has happened with the arcade.overlap function. I have an overlap check in my update function which worked till now, but now after 1 overlap call, it returns false on consequent calls... edit: I solved the problem by using the "intersects" function. I realized the overlap function is now used as a listener.. Link to comment Share on other sites More sharing options...
rich Posted April 25, 2016 Author Share Posted April 25, 2016 Actually: https://github.com/photonstorm/phaser/issues/2441 Link to comment Share on other sites More sharing options...
sebastiannorena Posted April 25, 2016 Share Posted April 25, 2016 I tried moving from 2.4.4 to 2.4.7 but had the issue with de overlap function. I am comparing a twenning group with a static sprite, and neither the overlap or de collide function work now. I tried also building from the dev branch but that didn`t worked neither , i was just doing this.game.physics.arcade.overlap(group, sprite, callback, null, this ) and now it doesn't work, the function return false allways. Also i tried to add a little velocity to the sprites on the group but didn't work. Any advice? I would like to use some of the new camera features. Thanks for reading! Link to comment Share on other sites More sharing options...
rich Posted April 25, 2016 Author Share Posted April 25, 2016 Show me a code sample I can run (ideally on Phaser sandbox) Link to comment Share on other sites More sharing options...
stupot Posted April 26, 2016 Share Posted April 26, 2016 13 hours ago, rich said: Show me a code sample I can run (ideally on Phaser sandbox) Can you force CANVAS mode in the sandbox? Link to comment Share on other sites More sharing options...
rich Posted April 26, 2016 Author Share Posted April 26, 2016 No, but for collision tests it wouldn't make any difference anyway. Link to comment Share on other sites More sharing options...
stupot Posted April 26, 2016 Share Posted April 26, 2016 (edited) 46 minutes ago, rich said: No, but for collision tests it wouldn't make any difference anyway. Sorry, it was just a general question, not related to your reply about collison. I was just working up to posting an issue, so I created a sandbox but the problem only occurs in canvas mode - it's todo with tinting. Would be good if the sandbox would let you set the mode to CANVAS/WEBGL/AUTO just like it lets you set the canvas size. So, within the sandbox, Is it possible to kill then re-create the main Phaser game instance or have another running, I tried but couldn't get it right. EDIT: It's ok, I've found found a way to get what I want in the sandbox. Edited April 26, 2016 by stupot Answered my own question Link to comment Share on other sites More sharing options...
sebastiannorena Posted April 26, 2016 Share Posted April 26, 2016 14 hours ago, rich said: Show me a code sample I can run (ideally on Phaser sandbox) Hello rich, here is a simplyfied look at what i am doing, http://phaser.io/sandbox/edit/QzKuXuFG Link to comment Share on other sites More sharing options...
sheik266 Posted May 10, 2016 Share Posted May 10, 2016 Anyone get the RUBE loader to work in 2.4.7? I think it will be a simple fix, I just don't know that much about the internals of Phaser yet. https://www.iforce2d.net/rube https://www.iforce2d.net/rube/loaders/rube-loader-for-phaser-box2d-plugin.zip Link to comment Share on other sites More sharing options...
rich Posted May 10, 2016 Author Share Posted May 10, 2016 What's the error when using it? Link to comment Share on other sites More sharing options...
Tilde Posted May 11, 2016 Share Posted May 11, 2016 I've been coding in camera shake myself, and these controls are way better than what I had. Thanks! Link to comment Share on other sites More sharing options...
sheik266 Posted May 12, 2016 Share Posted May 12, 2016 On 5/10/2016 at 6:54 PM, rich said: What's the error when using it? TypeError: Cannot read property 'box2d' of undefined phaser.js:72166 Uncaught TypeError: Cannot read property 'box2d' of undefined phaser-rube.js:941 I'm developing using Intel XDK. The phaser-rube.js line 941 is var world = game.physics.box2d.world; Here's the order I'm "importing" each library. <script src="lib/phaser.min.js"></script> <script src="lib/box2d-plugin-full.js"></script> <script src="lib/phaser-rube.js"></script> <script src="src/Game.js"></script> Link to comment Share on other sites More sharing options...
BunBunBun Posted May 14, 2016 Share Posted May 14, 2016 have same problem as sebastiannorena rich, check out this demo: the create function, from 28 line:http://phaser.io/sandbox/vKmPvafq update: not actually in 2.4.8 version, looks like it's fixed. Link to comment Share on other sites More sharing options...
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