rich Posted July 18, 2014 Share Posted July 18, 2014 https://github.com/photonstorm/phaser/releases/tag/v2.0.7 We're pleased to announce the release of Phaser 2.0.7. This release comes just a week after 2.0.6 but includes some important fixes. Internally we've updated to Pixi 1.6.1 as lots of the fixes come directly from that upgrade, which in turns restores functionality of things like RenderTextures and Retro Fonts. It also fixes strange issues with Buttons and Images. There's also a vastly improved SpriteBatch included, which has seen batching speed increases of up to 400% in some cases, which is extremely fun to play with (note: batching is a WebGL feature). Plus we've continued to roll in pull requests from the community and fix issues as quickly as we can. You'll notice a number of input related updates in this release, tidying up the handling of Priority IDs and optimising when pixel perfect checks are run. So if you now use a combination of IDs and pixel perfect checks you can easily speed-up the input loop dramatically. Again thanks to everyone who helped work on this release. The community for reporting issues and pull requests, the team at Goodboy for responding to major Pixi issues quickly and the team here for rolling out another important upgrade. Hopefully we can now focus on the 2.1 release and enjoying some of this warm weather outside turnA, marvster, ram64 and 8 others 11 Link to comment Share on other sites More sharing options...
rizidoro Posted July 18, 2014 Share Posted July 18, 2014 Nice, thanks!!!! Link to comment Share on other sites More sharing options...
pandavigoureux29 Posted July 18, 2014 Share Posted July 18, 2014 Thanks a lot ! I can't wait for the 2.1 though. I understood that a new version of P2 will be updated. I hope this will fix the onEndContact issue Link to comment Share on other sites More sharing options...
rich Posted July 18, 2014 Author Share Posted July 18, 2014 Yeah we'll focus on P2 for 2.1 and then we're going to start pulling Phaser apart big time for the 2.2 release. pandavigoureux29 1 Link to comment Share on other sites More sharing options...
tackle Posted July 18, 2014 Share Posted July 18, 2014 As always Rich - you da man! Link to comment Share on other sites More sharing options...
c023-dev Posted July 19, 2014 Share Posted July 19, 2014 Sweet update - massive performance boost here and retro fonts are working again. Thanks Richard! Nice one! Link to comment Share on other sites More sharing options...
Red Spark Posted July 19, 2014 Share Posted July 19, 2014 Hello, thanks for the update!It solved some issues with buttons not switching states properly.But seems like Image.crop () stopped working... Console warning:'Attr.nodeValue' is deprecated. Please use 'value' instead. Additionally cropRect and updateCrop () throw runtime error. Link to comment Share on other sites More sharing options...
nunorfpt Posted July 20, 2014 Share Posted July 20, 2014 great update! thanks! Link to comment Share on other sites More sharing options...
enriqueto Posted July 30, 2014 Share Posted July 30, 2014 thanks for the update! It seams that changing dynamically the image of a sprite using its property frameName doesn't work on 2.0.7 Link to comment Share on other sites More sharing options...
rich Posted July 30, 2014 Author Share Posted July 30, 2014 Works fine for me:var game = new Phaser.Game(800, 600, Phaser.AUTO, 'phaser-example', { preload: preload, create: create });function preload() { game.load.atlas('seacreatures', 'assets/sprites/seacreatures_json.png', 'assets/sprites/seacreatures_json.json'); game.load.image('undersea', 'assets/pics/undersea.jpg');}var greenJellyfish;function create() { game.add.image(0, 0, 'undersea'); greenJellyfish = game.add.sprite(330, 100, 'seacreatures', 'greenJellyfish0000'); game.input.onDown.add(changeFrame, this);}function changeFrame() { greenJellyfish.frameName = 'greenJellyfish0010';} Link to comment Share on other sites More sharing options...
WhiteSoul Posted July 30, 2014 Share Posted July 30, 2014 Oh, nice update. Thank you, developers. Link to comment Share on other sites More sharing options...
valueerror Posted July 31, 2014 Share Posted July 31, 2014 since my question about this is already on page 2 i take the liberty to ask here again..has something changed in 2.0.7 with tiled object layers?i paint polyline objects in tiled and convert them to physicsbodies in p2.. and get a strange error.. http://www.html5gamedevs.com/topic/8223-what-changed-in-convertcollisionobjects-in-207-its-producing-error-a-is-undefined-now/ Link to comment Share on other sites More sharing options...
spencerTL Posted August 1, 2014 Share Posted August 1, 2014 To add to valueerror's question, are there known problems to p2 in this version? I'm finding that removeSprings doesn't work and I'm sure it did in the past. I know that 2.1 includes an update to p2 so I'd just like to know if I should just wait for that or whether there is a change to springs and constraints in 2.07 that can be worked around. Link to comment Share on other sites More sharing options...
rich Posted August 1, 2014 Author Share Posted August 1, 2014 Nothing p2 spring related has changed for several versions now, in fact probably not since they were first implemented. Link to comment Share on other sites More sharing options...
spencerTL Posted August 1, 2014 Share Posted August 1, 2014 Oh. Maybe I was previously only implementing a single spring and then removing that was removing all springs but I didn't realise as the single one was gone. To the best of my efforts removeSpring does not remove a single spring passed to it. Should this be posted as a bug to phaser GitHub or p2 GitHub?I'd love to be able to find and offer a solution but my investigations thus far have not been fruitful. Link to comment Share on other sites More sharing options...
rich Posted August 1, 2014 Author Share Posted August 1, 2014 All removeSpring does is, literally, call the p2 world.removeSpring function: removeSpring: function (spring) { this.world.removeSpring(spring); this.onSpringRemoved.dispatch(spring); return spring; },That's it. So if it's not working I suspect it may have been an issue in the version of p2 that Phaser uses (which is getting quite old now and will be updated for 2.1) Link to comment Share on other sites More sharing options...
spencerTL Posted August 1, 2014 Share Posted August 1, 2014 Yes I've become very familiar with that bit of code! As well as the function it calls. It's simplicity suggests that the problem exists deeper in p2 which is beyond my level. I'll wait with fingers crossed for the new p2 inclusion.Thanks. Link to comment Share on other sites More sharing options...
vitali-attila Posted August 18, 2014 Share Posted August 18, 2014 Hello. I am reading "Discover Phaser" by Thomas Palef. In chapter "First Project" I am to copy-paste some code into my code editor. I use NetBeans 8.0 and Phaser Amadicia. The problem is the app does not work, it shows only the string: "My first project with Phaser". Even though I tried other code editors as well, it was all the same. And what's more NetBeans alerts there are mistakes in phaser.min.js and that the variable "Phaser" in main.js is not defined. Please, help me with the issue. What am I doing wrong? Link to comment Share on other sites More sharing options...
valueerror Posted August 19, 2014 Share Posted August 19, 2014 IMHO it would be better to open a separate thread for this and provide some code examples to look at i'd like to help but i don't know what you actually did.. how your code looks like (because i don't have tho book) Link to comment Share on other sites More sharing options...
vitali-attila Posted August 20, 2014 Share Posted August 20, 2014 IMHO it would be better to open a separate thread for this and provide some code examples to look at i'd like to help but i don't know what you actually did.. how your code looks like (because i don't have tho book)Thank you for response. I think it would be very beneficial. Maybe advanced members will do that. The code as follows:That is main.js:var mainState = {preload: function() {// Load the imagegame.load.image('logo', 'logo.png');},create: function() {// Display the image on the screenthis.sprite = game.add.sprite(200, 150, 'logo');},update: function() {// Increment the angle of the sprite by 1, 60 times per secondsthis.sprite.angle += 1;}};var game = new Phaser.Game(400, 300, Phaser.AUTO, 'gameDiv');game.state.add('main', mainState);game.state.start('main');and that's index.html:<!DOCTYPE html><html><head><meta charset="utf-8" /><title> First project </title><script type="text/javascript" src="phaser.min.js"></script><script type="text/javascript" src="main.js"></script></head><body><p> My first project with Phaser </p><div id="gameDiv"> </div></body></html>And 2 more instruments: Phaser.min.js and logo.png I also couldn't find the way how to add this picture to the IDE from the control panel, thus I did it manually Link to comment Share on other sites More sharing options...
valueerror Posted August 20, 2014 Share Posted August 20, 2014 this works as it should.. your code is free of errors and i see the image slowly turning around it's anchor... are you using a webserver to preview your html file? Link to comment Share on other sites More sharing options...
vitali-attila Posted August 22, 2014 Share Posted August 22, 2014 this works as it should.. your code is free of errors and i see the image slowly turning around it's anchor... are you using a webserver to preview your html file?Yes, I used NetBeans' own server Link to comment Share on other sites More sharing options...
rich Posted August 25, 2014 Author Share Posted August 25, 2014 Just to say that now I'm back from vacation we'll be moving full-steam ahead with the Phaser 2.1 release. Starting by going through issues and PRs in github. But I anticipate a release towards the end of September, maybe a bit earlier depending on progress. Mike 1 Link to comment Share on other sites More sharing options...
ram64 Posted September 2, 2014 Share Posted September 2, 2014 Yes, I used NetBeans' own serverIf you have no other errors try changing the renderer from Phaser.AUTO to Phaser.CANVAS. I noticed that some browsers will not render if WEBGL/AUTO is used. Not sure why, but it happens randomly. Link to comment Share on other sites More sharing options...
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