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1.0 1.0 0.0 173.92 MB

Phaser CE is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.

Home Page: http://phaser.io

License: MIT License

JavaScript 97.76% PHP 0.43% HTML 0.81% CSS 0.98% TypeScript 0.02%

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phaser-ce's Issues

Tilemap Layer improvements

  • Implement tilemap layer offset
  • Transform tilemap layers correctly with the camera
    • Translation
    • Scaling
    • Rotation (partial support)
  • Fix anti-aliasing when the rendering mode is set to crisp
  • Fix tilemap layer seams when scaling the camera or tile scale
  • Implement collision support for wrapped tilemap layers
  • Ensure correct debug rendering for wrapped tilemap layers
  • Ensure correct support for fixedToCamera = false

Camera transforms

  • Implement a transform for the camera to use for rendering, rather than transforming the size of a display object attached to the camera
  • Decouple physics from the camera scale completely
  • Use the follow target as the origin if there is a target
  • Fix lerp to use transform position, not just source view positions
  • Fix deadzones to do the same
  • Improve follow flickering when using lerp
  • Fix following sprite children

Flickering may be fixed by the use of transform position, but it seems like it's just caused by rounded pixels.


Felipe uses the target as the origin in Phaser 3 here:
phaserjs/phaser@130988d

So this makes sense. Having an origin other than the target's location, when there is a target, makes no sense, because it will just snap back to the target afterwards.

Unless, that origin is used to offset where on the screen the target should be shown. This would make deadzones trickier though, as an origin could be outside a deadzone.

Fix Circle vs AABB collisions for Arcade Physics

Circle vs AABB collisions can miss, or occur too late, since some 2.7.x release.

Seems fine in 2.6.2, if I recall correctly.

Debug and fix this. Perhaps bisect history to find where it was introduced.

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