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Final 1.0.5 release.
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photonstorm committed Sep 20, 2013
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13 changes: 11 additions & 2 deletions README.md
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Expand Up @@ -5,7 +5,7 @@ Phaser 1.0

Phaser is a fast, free and fun open source game framework for making desktop and mobile browser HTML5 games. It uses [Pixi.js](https://github.com/GoodBoyDigital/pixi.js/) internally for fast 2D Canvas and WebGL rendering.

Version: 1.0.4 - Released: September 18th 2013
Version: 1.0.5 - Released: September 20th 2013

By Richard Davey, [Photon Storm](http://www.photonstorm.com)

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Change Log
----------

Version 1.0.5 (In progress)
Version 1.0.5 (September 20th 2013)

* Fixed issue in FrameData.getFrameIndexes where the input array was being ignored.
* Added Math.numberArray - Returns an Array containing the numbers from min to max (inclusive), useful for animation frame construction.
Expand All @@ -44,6 +44,15 @@ Version 1.0.5 (In progress)
* Added Group.length property.
* Added explicit x/y attributes to Phaser.Text to make it work with the camera system (thanks cocoademon).
* Fixed issue stopping multiple animations from playing, only the most recent would play (frames array was being overwritten, thanks Legrandk)
* Updated Debug.renderSpriteBounds() so it doesn't use the deprecated Sprite.worldView any more (thanks MikeMnD)
* Added 2 new properties to the Text object: Text.text and Text.style, both are getter/setters and don't flag dirty unless changed, so safe for core loop use.
* Removed the exists check from Group.callAll, it now runs on all children (as the name implies)
* Added Group.callAllExists - you can now call a function on all children who have exists = the provided boolean.
* Finished off the Breakout example game - now fully playable, proper rebound, scoring, lives, etc.
* Removed Group.sort dummy entry until it's working.
* Removed ArcadePhysics.postUpdate.
* Updated Sprite.update to set renderable to false when the object goes out of Camera, not 'visible' false, otherwise it stops the transform being updated by Pixi.
* BUG: There is a known issue where the wrong rect coordinates are given to the QuadTree if the Sprite is a child of a Group or another Sprite which has an x/y offset.

Version 1.0.4 (September 18th 2013)

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236 changes: 0 additions & 236 deletions examples/assets/sprites/breakout.json

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7 changes: 5 additions & 2 deletions examples/collision/bounding box.php
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Expand Up @@ -55,8 +55,11 @@ function collisionHandler (obj1, obj2) {

function render() {

game.debug.renderRectangle(sprite1.body);
game.debug.renderRectangle(sprite2.body);
game.debug.renderSpriteInfo(sprite1, 32, 32);
game.debug.renderSpriteCollision(sprite1, 32, 400);

game.debug.renderSpriteBody(sprite1);
game.debug.renderSpriteBody(sprite2);

}

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