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Phaser 2.1.0 Ready for testing


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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.

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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
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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

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Thanks for the update. Maybe it's just on me, but my start game screen crashes with the following errors:


 


  1. Uncaught TypeError: Cannot read property '_uvs' of undefined phaser.js:6234

    1. PIXI.WebGLSpriteBatch.renderphaser.js:6234



    2. PIXI.Sprite._renderWebGLphaser.js:1624



    3. PIXI.DisplayObjectContainer._renderWebGLphaser.js:1297



    4. PIXI.DisplayObjectContainer._renderWebGLphaser.js:1297



    5. PIXI.WebGLRenderer.renderDisplayObjectphaser.js:5255



    6. PIXI.WebGLRenderer.renderphaser.js:5185



    7. Phaser.Game.updatephaser.js:21860



    8. Phaser.RequestAnimationFrame.updateRAFphaser.js:39060










  1. Uncaught TypeError: Cannot read property 'frame' of undefined phaser.js:22908

    1. Phaser.Input.hitTestphaser.js:22908



    2. Phaser.InputHandler.checkPointerDownphaser.js:27862



    3. Phaser.Pointer.processInteractiveObjectsphaser.js:25114



    4. Phaser.Pointer.movephaser.js:25078



    5. Phaser.Pointer.startphaser.js:24929



    6. Phaser.Mouse.onMouseDownphaser.js:24222



    7. _onMouseDownphaser.js:24157






2
  1. Uncaught TypeError: Cannot read property 'frame' of undefined phaser.js:22908

    1. Phaser.Input.hitTestphaser.js:22908



    2. Phaser.InputHandler.checkPointerOverphaser.js:27897



    3. Phaser.Pointer.processInteractiveObjectsphaser.js:25114



    4. Phaser.Pointer.movephaser.js:25078



    5. Phaser.Mouse.onMouseMovephaser.js:24252



    6. _onMouseMovephaser.js:24161






13
  1. Uncaught TypeError: Cannot read property 'dispatch' of undefined phaser.js:20860

    1. Phaser.ScaleManager.checkResize




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LOL, now in CocoonJS the whole game is displayed mirrored on Y axis :lol: 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.

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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 :)

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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:45962

I will have a look into it but since it didn't happen with version 2.0.7 I decided to put it there.

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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...

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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!

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