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Version: 1.1.0
Released: 25th October 2013
Next Version: 1.1.1
Previous Version: 1.0.6

Change Log

What's New

  • JSDoc is go! We've added jsdoc3 blocks to every property and function, in every file and published the API docs to the docs folder.
  • Brand new Example system (no more php!) and over 150 examples to learn from too.
  • New TypeScript definitions file generated (in the build folder - thanks to TomTom1229 for manually enhancing this).
  • New Grunt based build system added (thanks to Florent Cailhol)
  • New: Phaser.Animation.generateFrameNames - really useful when creating animation data from texture atlases using file names, not indexes.
  • Added Sprite.play as a handy short-cut to play an animation already loaded onto a Sprite.
  • Added Canvas.setUserSelect() to disable touchCallouts and user selections within the canvas.
  • Added Keyboard.addKey() which creates a new Phaser.Key object that can be polled for updates, pressed states, etc. See the 2 new examples showing use.
  • Added Button.freezeFrames boolean. Stops the frames being set on mouse events if true.
  • Extended the Loader 404 error to display the url of the file that didn't load as well as the key.
  • New: Direction constants have been added to Sprites and adjust based on body motion.
  • Brand new Sprite.update loop handler. Combined with the transform cache fix and further optimisations this is now much quicker to execute.
  • Added Keyboard.createCursorKeys() which creates an object with 4 Key objects inside it mapped to up, down, left and right. See the new example in the input folder.
  • Added Body.skipQuadTree boolean for more fine-grained control over when a body is added to the World QuadTree.
  • Re-implemented Angular Velocity and Angular Acceleration on the Sprite.body and created 2 new examples to show use.
  • Added Sprite.fixedToCamera boolean. A Sprite that is fixed to the camera doesn't move with the world, but has its x/y coordinates relative to the top-left of the camera.
  • Added Group.createMultiple - useful when you need to create a Group of identical sprites for pooling, such as bullets.
  • Added Group.total. Same as Group.length, but more in line with the rest of the Group naming.
  • Added Sprite.outOfBoundsKill boolean flag. Will automatically kill a sprite that leaves the game World bounds (off by default).
  • Lots of changes and fixes in ArcadePhysics, including:
  • Functions with "mouse" in the title have been updated to "pointer" to more accurately reflect what they do.
  • New velocity functions: moveToObject, moveToPointer, moveToXY
  • New acceleration functions: accelerateToObject, accelerateToPointer, accelerateToXY
  • New distance functions: distanceBetween, distanceToXY, distanceToPointer
  • New angle functions: angleBetween, angleToXY, angleToPointer
  • velocityFromAngle and velocityFromRotation added with examples created.
  • Added killOnComplete parameter to Animation.play. Really useful in situations where you want a Sprite to animate once then kill itself on complete, like an explosion effect.
  • Added Sprite.loadTexture(key, frame) which allows you to load a new texture set into an existing sprite rather than having to create a new sprite.
  • Added Sprite.destroy back in again and made it a lot more robust at cleaning up child objects.
  • Added 'return this' to all the core Loader functions so you can chain load calls if you so wish.
  • Added Text.destroy() and BitmapText.destroy(), also updated Group.remove to make it more bullet-proof when an element doesn't have any events.
  • Added Phaser.Utils.shuffle to shuffle an array.
  • Added Graphics.destroy, x, y and updated angle functions.
  • Added AnimationManager.refreshFrame - will reset the texture being used for a Sprite (useful after a crop rect clear)
  • Added Physics.overlap(sprite1, sprite2) for quick body vs. body overlap tests with no separation performed.
  • On a busy page it's possible for the game to boot with an incorrect stage offset x/y which can cause input events to be calculated wrong. A new property has been added to Stage to combat this issue: Stage.checkOffsetInterval. By default it will check the canvas offset every 2500ms and adjust it accordingly. You can set the value to 'false' to disable the check entirely, or set a higher or lower value. We recommend that you get the value quite low during your games preloader, but once the game has fully loaded hopefully the containing page will have settled down, so it's probably safe to disable the check entirely.
  • Added Rectangle.floorAll to floor all values in a Rectangle (x, y, width and height).

What's changed

  • Renamed Phaser.Text.text to Phaser.Text.content to avoid conflict and overwrite from Pixi local var.
  • Renamed Phaser.Text.style to Phaser.Text.font to avoid conflict and overwrite from Pixi local var.
  • Phaser.Button now sets useHandCursor to true by default.
  • Change: When you start a new State all active tweens are now purged.
  • When the game boots it will now by default disable user-select and touch action events on the game canvas.
  • Moved LinkedList.dump to Debug.dumpLinkedList(list)
  • Phaser.Animation.Frame is now Phaser.Frame
  • Phaser.Animation.FrameData is now Phaser.FrameData
  • Phaser.Animation.Parser is now Phaser.AnimationParser (also the file has renamed from Parser.js to AnimationParser.js)
  • Phaser.Loader.Parser is now Phaser.LoaderParser (also the file has renamed from Parser.js to LoaderParser.js)
  • Change: We've removed the scrollFactor property from all Game Objects. Sorry, but the new Camera system doesn't work with it and it caused all kinds of issues anyway. We will sort out a replacement for it at a later date.
  • Change: World now extends Phaser.Group. As a result we've updated GameObjectFactory and other classes that linked to it. If you have anywhere in your code that used to reference world.group you can just remove 'group' from that. So before, world.group.add() is now just world.add().
  • Change: The Camera has been completely revamped. Rather than adjusting the position of all display objects (bad) it now just shifts the position of the single world container (good!), this is much quicker and also stops the game objects positions from self-adjusting all the time, allowing for them to be properly nested with other containers.
  • Made Sprite.body optional and added in checks, so you can safely null the Sprite body object if using your own physics system and not impact rendering.
  • Moved the Camera update checks to World.postUpdate, so all the sprites get the correct adjusted camera position.
  • The default Game.antialias value is now 'true', so graphics will be smoothed automatically in canvas. Disable it via the Game constructor or Canvas utils.
  • Phaser.Group now automatically calls updateTransform on any child added to it (avoids temp. frame glitches when new objects are rendered on their first frame).

What has been updated:

  • Complete overhaul of Physics.Arcade.Body - now significantly more stable and faster too.
  • Updated ArcadePhysics.separateX/Y to use new body system - much better results now.
  • Added World.postUpdate - all sprite position changes, as a result of physics, happen here before the render.
  • Added Animation.paused - can be set to true/false.
  • Added support for Body.maxVelocity (thanks cocoademon)
  • InputHandler now creates the _pointerData array on creation and populates with one empty set of values, so pointerOver etc all work before a start call.
  • Removed the callbackContext parameter from Group.callAll because it's no longer needed.
  • Updated Group.forEach, forEachAlive and forEachDead so you can now pass as many parameters as you want, which will all be given to the callback after the child.
  • Updated build script so it can be run from the command-line and includes UMD wrappers (thanks iaincarsberg)
  • World.randomX/Y now returns values anywhere in the world.bounds range (if set, otherwise 0), including negative values.
  • Updated InputHandler to use Math.round rather than Math.floor when snapping an object during drag.
  • If you didn't provide the useNumericIndex parameter then AnimationManager.add will set the value by looking at the datatype of the first element in the frames array.
  • Group.create now sets the visible and alive properties of the Sprite to the same value as the 'exists' parameter.
  • World.randomX/Y now works with negative World.bounds values.
  • Tweens .to will now always return the parent (thanks powerfear)
  • You can now pass a PIXI.Texture to Sprite (you also need to pass a Phaser.Frame as the frame parameter) but this is useful for Sprites sharing joint canvases.
  • Group.alpha is now exposed publically and changes the Group container object (not the children directly, who can still have their own alpha values)
  • Device.webGL uses new inspection code to accurately catch more webGL capable devices.
  • Debug.renderSpriteBody updated to use a the new Sprite.Body.screenX/Y properties.
  • Additional checks added to AnimationManager.frame/frameName on the given values.
  • You can now null a Sprite.crop and it will clear down the crop rect area correctly.
  • Phaser.Time physicsElapsed delta timer clamp added. Stops rogue iOS / slow mobile timer errors causing crazy high deltas.
  • Animation.generateFrameNames can now work in reverse, so the start/stop values can create frames that increment or decrement respectively.
  • Loader updated to use xhr.responseText when loading json, csv or text files. xhr.response is still used for Web Audio binary files (thanks bubba)
  • Input.onDown and onUp events now dispatch the original event that triggered them (i.e. a MouseEvent or TouchEvent) as the 2nd parameter, after the Pointer (thanks rezoner)
  • Updated Sprite.crop significantly. Values are now cached, stopping constant Texture frame updates and you can do sprite.crop.width++ for example (thanks haden)
  • Change: Sprite.crop needs to be enabled with sprite.cropEnabled = true.
  • Sprite.loadTexture now works correctly with static images, RenderTextures and Animations.
  • Lots of fixes within Sprite.bounds. The bounds is now correct regardless of rotation, anchor or scale of the Sprite or any of its parent objects.

What has been fixed:

  • QuadTree bug found in 1.0.5 now fixed. The QuadTree is updated properly now using localTransform values.
  • Fixed the Bounce.In and Bounce.InOut tweens (thanks XekeDeath)
  • Fixed an issue in Animation.update where if the game was paused it would get an insane delta timer throwing a uuid error.
  • Added PixiPatch.js to patch in a few essential features until Pixi is updated.
  • Fixed issue in Animation.play where the given frameRate and loop values wouldn't overwrite those set on construction.
  • Fixed small bug stopping Tween.pause / resume from resuming correctly when called directly.
  • Fixed an issue where Tweens.removeAll wasn't clearing tweens in the addition queue.
  • Fixed Particle Emitters when using Emitter width/height (thanks XekeDeath)
  • Made animation looping more robust when skipping frames (thanks XekeDeath)
  • Fix for incorrect new particle positioning (issue #73) (thanks cottonflop)
  • Fixed issue in Sound.play where if you gave a missing marker it would play the whole sound sprite instead.
  • Button.setFrames will set the current frame based on the button state immediately.
  • Loaded.setPreloadSprite now rounds the width/height values and starts from 1. This fixes canvas draw errors in IE9/10 and Firefox.
  • Fixed issue causing Keyboard.justPressed to always fire (thanks stemkoski)
  • Fixed bug in LinkedList#remove that could cause first to point to a dead node (thanks onedayitwillmake)
  • Fixed Cache.addDefaultImage so the default image works in Canvas as well as WebGL. Updated to a new image (32x32 black square with green outline)
  • Fixed a bug in the Sprite transform cache check that caused the skew/scale cache to get constantly invalidated - now only updates as needed, significant performance increase!
  • Fixed typo in StageScaleMode so it's not pageAlignVeritcally any longer, but pageAlignVertically.
  • Fixed issue in Group.countLiving / countDead where the value was off by one (thanks mjablonski)
  • Fixed issue with a jittery Camera if you moved a Sprite via velocity instead of x/y placement.
  • Fixed the RandomDataGenerator.sow method so if you give in the same seed you'll now get the same results (thanks Hsaka)
  • Fixed Issue #101 (Mouse Button 0 is not recognised, thanks rezoner)
  • Fixed an issue where creating an animation with just one frame with an index of zero would cause a UUID error (thanks SYNYST3R1)
  • Fixed Rectangle.union (thanks andron77)
  • Fixed Sound.resume so it now correctly resumes playback from the point it was paused (fixes issue 51, thanks Yora).
  • Fixed issue 105 where a dragged object that was destroyed would cause an Input error (thanks onedayitwillmake)
  • Fixed Issue 111 - calling Kill on a Phaser.Graphics instance causes error on undefined events.
  • Game.destroy will now stop the raf from running as well as close down all input related event listeners (issue 92, thanks astrism)
  • Pixel Perfect click detection now works even if the Sprite is part of a texture atlas.