Phaser is a modern game development framework created to help out game programmers build fast and efficient browser games.
The project uses the Pixi.js WebGL and canvas rendering engine to actually plot out the game graphics and also comes with support for many important game development features.
Phaser is not just "yet another game engine", being a well known and battle tested solution that was used for building countless of games in the past.
Developers can build their games in JavaScript but Phaser has also built-in support for TypeScript as well, if you prefer that language instead of normal vanilla JS.
What is new in this release:
- Custom Builds
- Phaser.Loader
- Game Objects and Components
- Arcade Physics
What is new in version 2.3.0:
- Custom Builds
- Phaser.Loader
- Game Objects and Components
- Arcade Physics
What is new in version 2.2.2:
- Fixes:
- Added Game.debug reset method for when the debug manager is disabled.
- Fixed Pixi.js issue with alpha not working on any display object.
- Fixed TweenManager.isTweening() and .removeFrom().
- Custom Particle classes that used a BitmapData wouldn't work.
What is new in version 2.1.0:
- Added support for Tiled objects type field.
- Tile properties are now copied from the Tiled JSON data to the Phaser.Tile objects when parsed.
- All Images now have a frameData value, even if it's only one frame. This removes lots of engine code needed to check if images are sprite sheets or not, and simplifies game code too.
- Added a new Phaser.Rope object. This allows for a series of 'chained' Sprites and extends the Rope support built into Pixi. Access it via game.add.rope.
- Phaser.Device.isAndroidStockBrowser will inform you if your game is running in a stock Android browser (rather than Chrome) where you may wish to scale down effects, disable WebGL, etc..
- Phaser.Camera has a new property position which is a Point object that allows you to get or set the camera position without having to read both the x and y values.
- TileSprite now has the alive property, which should help with some Group operations.
- Events.onDestroy is a new signal that is dispatched whenever the parent is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed.
- Updated to p2.js 0.6.0 - this was an API breaking change, so please see the p2.js section of this change log specifically if you're using p2 in your game.
- If you are using CocoonJS, please set your game render type to CANVAS and not WEBGL or AUTO. You should also disable any of the ScaleManager screen resizing or margin setting code. By default in this mode CocoonJS will now set 'screencanvas=true' which helps with performance significantly.
- Ninja Physics is no longer included in the build files by default. Not enough people were using it, and not enough contributions were coming in to help polish it up, so we've saved the space and removed it. It's still available in the grunt build files if you require it, but we're deprecating it from the core library at this time. It will make a return in Phaser3 when we move to a modular class system.
- Device will now detect for Kindle and PS Vita.
- Device will now detect for Cordova.
- Arcade Physics Body.skipQuadTree is a new boolean that if set to true when you collide the Sprite against a Group it will tell Phaser to skip using a QuadTree for that collision. This is handy if this Body is especially large.
- Arcade Physics World.skipQuadTree will disable the use of all QuadTrees in collision methods, which can help performance in tightly packed scenes.
Requirements:
- JavaScript enabled on client side
- HTML 5 enabled browser
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