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Phaser 1.1 is released :)


rich
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phaser-cybernoid.png

 

We're really pleased to announce that Phaser version 1.1 was just released and pushed to the master branch of our github repo. We've worked extremely hard on this release to make Phaser the most stable and powerful 2D HTML5 game framework we can.

 

Here are some of the headline new features:

 

API Docs are live!

 

We know these were a long time coming, but we've finally documented nearly every part of the framework with jsdoc3 and published the resulting docs as well. So you can at least now look at the docs first before having to dig through the source code to figure things out. We've still got more work to do in this area, but it's a great start.

 

150+ Examples!

 

We've got a brand new Example Test Suite, with a great design, two display modes (full stack or side-by-side) and over 150 different examples for you to work through. We've tried to cover all of the core features of Phaser, there are even little mini games included (some in more complete states than others) and lots of demos.

 

What's more, we're looking for new Examples to add to our collection and we've got prizes for the best submission each month :)

 

Enhanced Arcade Physics

 

The Arcade Physics system that ships with Phaser has been almost completely rewritten. It's now considerably more robust than before, the Sprite update loop has been heavily optimised and refined, and collision is now a lot more stable. Gone are the 'jitters' and potential wall-sticking of the previous release!

 
Infinite Worlds
 
The way in which the game world operates has changed significantly. The World is now an infinite plain extending in all directions as far as you need, with 0,0 being the centre of the world. The Camera now roams within this endless world, which you can resize dynamically. This gives you some powerful new features - for example you can now rotate the world around its axis, for truly different sorts of games. You can extend it vertically for a scrolling shoot-em-up or in all directions for an 8-way scroller. It's a whole lot more powerful and we made a new example game Tanks to show it off.
 
Bug Fixes galore!
 
We've tightened up, updated and fixed literally hundreds of bugs across all parts of the framework. Virtually every reported issue on github has been resolved and cleared down, as well as numerous things we found ourselves and had reported on the forum.
 
Thank you to everyone who helped out with this release. To Alvin for his tireless work sorting out the Examples and helping me every week, to all the great people in the forum who keep showing me amazing stuff they're making, and to those reporting issues, helping with fixes.
 
Please grab version 1.1 from the github repo and as always we look forward to your feedback!
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Great news! Couple of bug reports though after an initial glance through the docs and examples:

 

  • The front page of the docs looks kinda broken, it's got a big link to a local WAMP install.
  • The controls on the demo's don't work correctly, the arrow keys scroll the page up and down, and the space bar jumps the page down. I'd either change them to WASD, or making sure the events don't propagate all the way up to the main document.
  • Also, the collision is way off in the Starstruck demo, there are loads of invisible walls and such, doesn't seem to bear any resemblance to the actual level.
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I'm not too worried about the Docs index page as the important stuff (the Classes) all work properly. I'll update it when I get time, but that just wasn't happening today.

 

I've already pushed a small fix for the demo games to capture the keys.

 

Yeah I noticed something up re: tilemap collision, it's scrolling but the map data isn't - will fix it up tomorrow, it's been a long day.

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Whis is awesome ! thanks :)

 

I'm tring to do a infinite scroller so how can i do this with out  the scrollFactor? at the time I'm doing it with: 

city = game.add.tileSprite(0, 365, 400000, 256, 'city');

Is there a way to make the tile sprite infinite ? Or a better way to do this ? thanks for the docs :) !

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Thank you so much for this release.

 

I noticed that Phaser.AUTO is not working.

 

How to reproduce it:

 

I picked a sample that just loads Phaser logo.

 

I run it on Firefox (desktop version 24.0) and the screen gets completely blank. I see this error on console:

[21:00:36.528] Unknown property '-moz-border-radius'.  Declaration dropped. @ http://maoserver.com/preloader/:101[21:00:36.528] Unknown property '-moz-border-radius'.  Declaration dropped. @ http://maoserver.com/preloader/:266[21:00:36.528] Unknown property '-moz-box-shadow'.  Declaration dropped. @ http://maoserver.com/preloader/:271[21:00:36.563] Error: WebGL: Can't get a usable WebGL context @ http://maoserver.com/preloader/phaser.js:19060[21:00:36.564] Error: WebGL: Can't get a usable WebGL context @ http://maoserver.com/preloader/phaser.js:4382[21:00:36.564] Error:  This browser does not support webGL. Try using the canvas renderer[object Object] @ http://maoserver.com/preloader/phaser.js:4387

If I use Phaser.CANVAS it works fine.

 

Note: On Chrome (Desktop version 30.0.1599.101 m) it works fine no matter what constant I use.

 

Regards.

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Whis is awesome ! thanks :)

 

I'm tring to do a infinite scroller so how can i do this with out  the scrollFactor? at the time I'm doing it with: 

city = game.add.tileSprite(0, 365, 400000, 256, 'city');

Is there a way to make the tile sprite infinite ? Or a better way to do this ? thanks for the docs :) !

 

Have a look at how I do the Tanks game - that uses an infinite scroller with a tile sprite!

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I find this a strange and quite funny shaking behaviour  :D when the image reach the cursor position.

 

http://gametest.mobi/phaser/examples/_site/view_full.html?d=basics&f=04+-+image+follow+input.js&t=04%20-%20image%20follow%20input

 

Hah yeah I quite liked that effect :) It's doing it right, it's just you're supposed to do something else once it hits the cursor!

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Thank you so much for this release.

 

I noticed that Phaser.AUTO is not working.

 

How to reproduce it:

 

I picked a sample that just loads Phaser logo.

 

I run it on Firefox (desktop version 24.0) and the screen gets completely blank. I see this error on console:

[21:00:36.528] Unknown property '-moz-border-radius'.  Declaration dropped. @ http://maoserver.com/preloader/:101[21:00:36.528] Unknown property '-moz-border-radius'.  Declaration dropped. @ http://maoserver.com/preloader/:266[21:00:36.528] Unknown property '-moz-box-shadow'.  Declaration dropped. @ http://maoserver.com/preloader/:271[21:00:36.563] Error: WebGL: Can't get a usable WebGL context @ http://maoserver.com/preloader/phaser.js:19060[21:00:36.564] Error: WebGL: Can't get a usable WebGL context @ http://maoserver.com/preloader/phaser.js:4382[21:00:36.564] Error:  This browser does not support webGL. Try using the canvas renderer[object Object] @ http://maoserver.com/preloader/phaser.js:4387

If I use Phaser.CANVAS it works fine.

 

Note: On Chrome (Desktop version 30.0.1599.101 m) it works fine no matter what constant I use.

 

Regards.

 

I just tried lots of the Examples with Firefox 24 and the AUTO ones worked fine. I wonder if this might be a GPU issue? Does WebGL work for you elsewhere? I.e. do the ThreeJS examples run?

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Have a look at how I do the Tanks game - that uses an infinite scroller with a tile sprite!

This is the example that give me the idea to use the tilemap, but the problem is , i move the tile map so it finishes at some point, here it is www.arlefreak.com is it better to move the sprite  in this kind of games ? 

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rich,

I tried almost all samples from version 1.1 in Firefox (Desktop version 24.0) and they didn't work.

I also tried examples from threejs on Firefox and they didn't work. threejs site showed this message for me

Your graphics card does not seem to support WebGL.Find out how to get it here.

Maybe something with my Firefox (I've disabled all Firefox plugins and restarted it prior to make my tests to be sure they were not causing any trouble).

I also checked Firefox's about:config to see whether webGL was disable and the property

webgl.disabled = false

tells me its enabled.

 

I even tried threejs on IE (10.0.9200.16721) and they didn't work giving me the same error message

Your graphics card does not seem to support WebGL.Find out how to get it here.

But for sure it's not correct because threejs examples worked fine on Chrome (Desktop version 30.0.1599.101 m).

i don't know whether it minds but my video card is GEFORCE GTX 660.

Regards.

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Great news. Reallly appreciate the hard work Rich and his team are putting in the project.

 

Small bug report:

I just tested the Starstruck example using Chrome. The hitcollision seems to be broken. The player alien drops through the third level of ground tiles.

 

To reproduce:

1.) Load example

2.) Move to the left until you drop down one level

3.) Move to the left until you drop down another level

 

Result:

You fall through the third/fourth level of tiles.

 

Expected:

You land on the third level of ground tiles.

 

 

A general question to Rich:

It's great to see that you provide such a huge amount of examples. Additionally, you provide the documentation and also are launching a contest for more examples.

 

I wonder however - do you plan to maintain all the examples updated and working with all upcoming versions of Phaser even the third party examples? Dont you fear that this could become a really time consuming task in the future?

 

A different approach would be the following: Distinguish between a showcase and phaser examples.

 

Demos of the showcase are examples which are released with a certain version of phaser library. They should also be tagged/marked that they use a certain version of phaser. This way you make sure they will always work.

 

Official examples are updated with each phaser version just showing the basic usages of phaser, For more detailed information a user should refer to the documentation.

 

 

Either way - it's really great to see what you already have achieved with Phaser.

Keep up the good work!

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This is the example that give me the idea to use the tilemap, but the problem is , i move the tile map so it finishes at some point, here it is www.arlefreak.com is it better to move the sprite  in this kind of games ? 

 

Ah right - you can't do an infinite scrolling TILEMAP I'm afraid. Although I do like the sound of that, so may consider it an option for tilemaps to wrap :)

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