rich Posted August 28, 2014 Share Posted August 28, 2014 Phaser 2.1.0 build files are now on github ready for testing.https://github.com/photonstorm/phaser/tree/dev The full change-log is here: https://github.com/photonstorm/phaser/tree/dev#change-log The headliners: * Upgraded to p2.js 0.6.0* Ninja Physics removed* Phaser.Rope added* Loadsa bug fixes If you find issues please post here or report on github. We're going to let this one bake for another week yet before releasing. Edit: Friday 29th August - brand new build files uploaded, loads more bugs crushed, more things added!Edit: Sunday 31st August - new build up, even more things fixed + brand new ScaleManager RESIZE support added.Edit: 4th September - new build up, loads more fixes - happy with this now, but please test. This is likely to be the final version. ianmcgregor and Mike 2 Link to comment Share on other sites More sharing options...
freke1981SWE Posted August 28, 2014 Share Posted August 28, 2014 #1092, i´m happy to see this one fixed, so I don´t have to edit the source files anymore. Link to comment Share on other sites More sharing options...
spencerTL Posted August 28, 2014 Share Posted August 28, 2014 I'm sure it must be me but this no longer works. It is all there is on the page and I've tested in Chrome, IE and FIrefox var title = this.game.add.image(512, 400, 'titlepage');if i change image to sprite it does. I can't see any api breaking changes to image. The error I get is:Uncaught TypeError: Cannot read property '_uvs' of undefined Sorry if I'm just being dense Link to comment Share on other sites More sharing options...
rich Posted August 28, 2014 Author Share Posted August 28, 2014 Interesting, will check Images out. Link to comment Share on other sites More sharing options...
rich Posted August 28, 2014 Author Share Posted August 28, 2014 Ok Images are fixed again and now crop properly too. Link to comment Share on other sites More sharing options...
spencerTL Posted August 28, 2014 Share Posted August 28, 2014 Great stuff! Really looking forward to using this version. Link to comment Share on other sites More sharing options...
oxysoft Posted August 28, 2014 Share Posted August 28, 2014 Would it be too late to add a offset point to the camera? That would make camera shake so much easier to add into our games Link to comment Share on other sites More sharing options...
rich Posted August 28, 2014 Author Share Posted August 28, 2014 It's not too late. Submit a pull request (make sure you've tested it first! and against the dev branch) and I'll merge it in. Link to comment Share on other sites More sharing options...
oddskill Posted August 29, 2014 Share Posted August 29, 2014 Hi, this http://www.html5gamedevs.com/topic/8589-fullscreen-bug-in-207-please-confirm/ seems to be still an issue in 2.1. The solution provided by rhmoller in the thread seems to me more like a workaround than a real bugfix,please correct me if i am wrong, maybe im just doing a stupid mistake and the bug is only on my side not on phaser. anyway thanks for that great software and forum. best regards Chris Link to comment Share on other sites More sharing options...
hellspawn_bg Posted August 29, 2014 Share Posted August 29, 2014 Thanks for the update. Maybe it's just on me, but my start game screen crashes with the following errors: Uncaught TypeError: Cannot read property '_uvs' of undefined phaser.js:6234PIXI.WebGLSpriteBatch.renderphaser.js:6234PIXI.Sprite._renderWebGLphaser.js:1624PIXI.DisplayObjectContainer._renderWebGLphaser.js:1297PIXI.DisplayObjectContainer._renderWebGLphaser.js:1297PIXI.WebGLRenderer.renderDisplayObjectphaser.js:5255PIXI.WebGLRenderer.renderphaser.js:5185Phaser.Game.updatephaser.js:21860Phaser.RequestAnimationFrame.updateRAFphaser.js:39060_onLoopphaser.js:39046Uncaught TypeError: Cannot read property 'frame' of undefined phaser.js:22908Phaser.Input.hitTestphaser.js:22908Phaser.InputHandler.checkPointerDownphaser.js:27862Phaser.Pointer.processInteractiveObjectsphaser.js:25114Phaser.Pointer.movephaser.js:25078Phaser.Pointer.startphaser.js:24929Phaser.Mouse.onMouseDownphaser.js:24222_onMouseDownphaser.js:241572Uncaught TypeError: Cannot read property 'frame' of undefined phaser.js:22908Phaser.Input.hitTestphaser.js:22908Phaser.InputHandler.checkPointerOverphaser.js:27897Phaser.Pointer.processInteractiveObjectsphaser.js:25114Phaser.Pointer.movephaser.js:25078Phaser.Mouse.onMouseMovephaser.js:24252_onMouseMovephaser.js:2416113Uncaught TypeError: Cannot read property 'dispatch' of undefined phaser.js:20860Phaser.ScaleManager.checkResize Link to comment Share on other sites More sharing options...
rich Posted August 29, 2014 Author Share Posted August 29, 2014 Just uploaded some brand new build files which include all of the past 48 hours worth of fixes and updates (quite a number of them!) oddskill 1 Link to comment Share on other sites More sharing options...
San4er Posted August 29, 2014 Share Posted August 29, 2014 LOL, now in CocoonJS the whole game is displayed mirrored on Y axis I'm using Canvas, the latest CocoonJS and HTC HD2 with Android 4.4.4. There is no such bug in the browsers or in 2.0.7 version.2.0.7 CocoonJS showed 37 FPS but 2.1.0 CocoonJS shows 22 FPS in a simple game, so unfortunately I can't use the new version. Link to comment Share on other sites More sharing options...
JUL Posted August 30, 2014 Share Posted August 30, 2014 Yep, I confirm, at least with cocoonjs 1.4.7 with Android 4.1.2 on a galaxy SII, everything goes backward. Link to comment Share on other sites More sharing options...
Binary Moon Posted August 30, 2014 Share Posted August 30, 2014 I can confirm the cocoonjs bug. I am using Cocoonjs 2.0.2 on an iPhone 5 and my game is flipped left to right and upside down. Edit: I posted a picture of the issue on Twitter https://twitter.com/BinaryMoon/status/505727545015545856 Link to comment Share on other sites More sharing options...
rich Posted September 1, 2014 Author Share Posted September 1, 2014 Ok another new build is up, this introduces a new ScaleMode called RESIZE which allows for a full responsive / liquid game layout that updates the game canvas dimensions to match the parent / window. Also loads more bug fixes and updates. No idea what is up with Cocoon, will ask the Ludei guys. If everyone else could hassle them via twitter too that'd be appreciated Link to comment Share on other sites More sharing options...
hellspawn_bg Posted September 1, 2014 Share Posted September 1, 2014 The new build gets me this error: Uncaught TypeError: Cannot read property 'x' of undefined phaser.js:21428Phaser.ScaleManager.setSizephaser.js:21428Phaser.ScaleManager.setScreenSizephaser.js:21356 Link to comment Share on other sites More sharing options...
rich Posted September 1, 2014 Author Share Posted September 1, 2014 Yeah, always when I do a new build I find something like that. Wonderful. New one uploaded! Link to comment Share on other sites More sharing options...
hellspawn_bg Posted September 1, 2014 Share Posted September 1, 2014 Works Link to comment Share on other sites More sharing options...
rich Posted September 3, 2014 Author Share Posted September 3, 2014 http://examples.phaser.io/debug.php?f=bitmapdata/fastcopy+draw.js Draw on it ianmcgregor and dec0y 2 Link to comment Share on other sites More sharing options...
Harissa Posted September 3, 2014 Share Posted September 3, 2014 Great stuff, The RESIZE ScaleMode is just what I was waiting for. Looking forward to trying it out. Link to comment Share on other sites More sharing options...
rich Posted September 4, 2014 Author Share Posted September 4, 2014 Ok brand new build files uploaded + new TypeScript defs too. This is the 2.1.0 release candidate, so if you can do so please test it! Link to comment Share on other sites More sharing options...
pandavigoureux29 Posted September 4, 2014 Share Posted September 4, 2014 Just tested it ( sorry for the delay ). I freaked out before noticing the change in the body velocity 's unit, but now I'm okay. I encountered this error though:Uncaught TypeError: Cannot read property 'getFrame' of null phaser.js:45962I will have a look into it but since it didn't happen with version 2.0.7 I decided to put it there. Link to comment Share on other sites More sharing options...
patmood Posted September 5, 2014 Share Posted September 5, 2014 I'm new to all this but hope to be able to contribute soon! Latest version has fixed button issues on cocoon but I am also seeing a mirrored version of the game. The touch area for buttons stays in the correct place but the entire game image is flipped on both axis. 2.0.7 -> 2.1.0 also created an issue when positioning an emitter. I have a game that uses a smoke emitter based off this demo http://gamemechanicexplorer.com/#homingmissiles-3 and changing the lastest version for that demo makes the particle placement chaotic. Whats the best way to create examples for showing issues like this? I tried to create a jsfiddle without any joy... Link to comment Share on other sites More sharing options...
rich Posted September 5, 2014 Author Share Posted September 5, 2014 I have a support request in with Ludei at the moment re: the mirrored issue. Interesting about the emitter, as not much changed in there, but I'll have a look. Link to comment Share on other sites More sharing options...
nkholski Posted September 5, 2014 Share Posted September 5, 2014 I've been trying out Phaser for a few weeks and really enjoy it. Besides the problems described below everything seems to work great. My textboxes that worked fine in 2.0.7 is not smoothly fixed to the camera. It looks like they are one step behind horizontally when the player moves and then corrects themselves making a shaky impression like they are jumping back and forth a pixel rapidly. Vertically it looks OK. The textboxes consists of bitmap text on top of graphics that is a generated rectangle added to a group that has fixedToCamera set to true. I also noticed a pixel-wide flickering on the right side of the screen when scrolling horizontally to the left or right that wasn't there before. When starting up my game I had a line "this.scale.startFullScreen();" that now throws an error. However, I don't even now why I had the line and think it's a remainder from a "copy-paste-session" trying to figure out how to go full screen. Nothing seems to change when I remove it... I have a resolution of 320x180 with scalemode Phaser.ScaleManager.SHOW_ALL. Tested in Chrome 37 and Firefox 31 (Ubuntu). The biggest problem for me with previous versions is that the player sometimes fell through the floor when the game started, and this seems to be solved now. Perfect! Thanks! Link to comment Share on other sites More sharing options...
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