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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%

phaser-ce's Introduction

Phaser CE (Community Edition) - HTML5 Game Framework

Phaser is a fast, free, and fun open source HTML5 game framework. It uses a custom build of Pixi.js for WebGL and Canvas rendering, and supports desktop and mobile web browsers. Games can be compiled to iOS, Android and native desktop apps via 3rd party tools. You can use JavaScript or TypeScript for development. Years after release, Phaser is still one of the most starred game frameworks on GitHub.

Thousands of developers worldwide use Phaser. From indies and multi-national digital agencies, to schools and Universities. Each creating their own incredible games.

Phaser v2 was originally built and maintained by the company Photon Storm, but was turned over to the community in November 2016. Phaser v3 is in active development.

The current Phaser CE release is 2.8.3.

Grab the source and join in the fun!

Contents

What's New

23rd March 2017

Phaser CE is the Community Edition of Phaser. In short, it's a version of Phaser that you, the community, have direct control over.

It was started with the 2.7.0 release and since then the community has worked to continue updating it, fixing bugs and adding new features.

Phaser 2 was a massive milestone for us, and we're still constantly amazed at all the cool things you created, and continue to create with it. Thank you to everyone who has submitted an issue or pull request over the years, or helped the framework grow in any shape or capacity.

As of today all of our in-house resources are spent on building Phaser 3 and beyond. However we fully recognize that lots of you still use Phaser 2, and have a lot to contribute to its future. So this is what we've done:

All Pull Requests made against this repo will be unconditionally approved.

We'll give GitHub permissions to a select few individuals to help with this process if they request them. And when you, the community, request it, we will publish new versions to npm.

We believe this set-up will give us the best of both worlds. It will allow us to continue focusing our efforts on Phaser 3. And it will allow the community to enhance Phaser 2 for as long as they wish.

As always, check the Change Log to see what was added recently.

Keep your eyes on the web site, and subscribe to the weekly Phaser World newsletter. You can also follow on Twitter, or chat in the Phaser Slack and Discord channels.

There are also now more ways than before to help support the development of Phaser. The uptake so far has been fantastic, but this is an on-going mission. Thank you to everyone who supports our development. Who shares our belief in the future of HTML5 gaming, and Phasers role in that.

Happy coding everyone!

Cheers,

Rich - @photonstorm

boogie

Support Phaser

Developing Phaser takes a lot of time, effort, and money. There are monthly running costs; such as the forum and site, which we maintain 100% ad-free. As well as countless hours of development time, community support, and assistance resolving issues. We do this out of our love for Phaser of course, but at the end of the day there are real tangible costs involved.

If you have found Phaser useful in your development life. Or have made income as a result of using it, and are in a position to support us financially, without causing any detriment to yourself, then please do. There are a number of ways:

It all helps cover our running costs, and genuinely contributes towards future development.

If you would like to sponsor Phaser then please get in touch. We have sponsorship options available on our GitHub repo, web site, and newsletter. All of which receive tens of thousands of eyeballs per day.

Weekly Newsletter

Every Friday we publish the Phaser World newsletter. It's packed full of the latest Phaser games, tutorials, videos, meet-ups, talks, and more. It also contains our weekly Development Progress updates. If you want to know what we're working on, this is the newsletter to read!

Previous editions can found on our Back Issues page.

Download Phaser

Phaser is hosted on Github. There are a number of ways to download it:

Bower / npm

Install via bower:

bower install phaser-ce

Install via npm:

npm install phaser-ce

Using Browserify? Please read this.

CDN

Phaser CE is on jsDelivr, a "super-fast CDN for developers". Include the following in your html:

<script src="//cdn.jsdelivr.net/npm/[email protected]/build/phaser.js"></script>

or the minified version:

<script src="//cdn.jsdelivr.net/npm/[email protected]"></script>

Custom builds are available too.

Web Templates

If you'd like to try coding in Phaser right now, with nothing more than your web browser, open up the Phaser CE Game Template. There are CoffeeScript and ES6 variants too.

License

Phaser is released under the MIT License.

Getting Started

Our Getting Started Guide will get you up to speed quickly. From setting up a web server, to picking an IDE. After which read our Making your first Game tutorial. Please work through this, no matter what your development experience, to learn how Phaser approaches things.

The single biggest Phaser resource is the Phaser web site. You'll find hundreds of tutorials, with new ones added every week. Subscribe to the Phaser World newsletter for a weekly links round-up.

Using TypeScript? See Phaser's TypeScript definitions and the Phaser with-TypeScript tutorial series by Game From Scratch.

Prefer videos? Zenva have an excellent Phaser video course, with hours of great material.

Source Code Examples

Ever since we started Phaser we've been growing and expanding our extensive set of examples. Currently there are over 700 of them, with the full source code and assets available.

Browse the Phaser Examples, or clone the examples repo, and eat your heart out!

Interphase

Interphase is a programming book for Phaser developers of all skill levels.

With 400 pages of content you'll find detailed articles, game development "Making Of" guides and tutorials. All were written using the latest version of Phaser, so you won't be learning any out-dated tricks.

As well as the book you get all the source code, graphics and assets to go with it, and lots of extras too.

Phaser Editor - A complete Phaser Editor

Phaser Editor is a brand new Eclipse based editor that offers lots of built-in tools specifically for Phaser developers. Handy features include Smart code auto-completion, built-in web server, documentation search, asset management, texture atlas creator, audio sprite creator, asset previews and lots more.

Game Mechanic Explorer

The Game Mechanic Explorer is a great interactive way to learn how to develop specific game mechanics in Phaser. Well worth exploring once you've got your dev environment set-up.

Mighty Editor - Visual Game Editor

MightyEditor is a browser-based visual Phaser game editor. Create your maps with ease, position objects and share them in seconds. It also exports to native Phaser code. Excellent for quickly setting-up levels and scenes.

Building Phaser

Phaser is provided ready compiled in the build folder of the repository. There are both plain and minified versions. The plain version is for use during development, and the minified version for production. You can also create your own builds.

Custom Builds

Phaser includes a grunt based build system, which allows you to strip out features you may not require, saving hundreds of KB in the process. Don't use any Sound in your game? Then exclude the entire sound system. Don't need Keyboard support? That can be excluded too.

As a result of this work the minimum build size of Phaser is now just 80KB minified and gzipped.

See the Creating a Custom Phaser Build tutorial for details.

Browserify / CommonJS

Phaser was never written to be modular. Everything exists under one single global namespace, and you cannot require selected parts of it into your builds. It expects 3 global vars to exist in order to work properly: Phaser, PIXI and p2. The following is one way of doing this:

window.PIXI   = require('phaser-ce/build/custom/pixi');
window.p2     = require('phaser-ce/build/custom/p2');
window.Phaser = require('phaser-ce/build/custom/phaser-split');

If you build a custom version of Phaser it will split the 3 core libs out into their own files, allowing you to require them as above.

We appreciate this is just a band-aid, and not a proper use of modules, but please understand it was never built to be used this way. You're trying to fit a square peg in a round browserify-shaped hole, so compromises have to be made. Please don't open GitHub issues about it as we've no intention of changing Phaser at this stage of its life. Full module based development is available in Phaser v3.

Webpack

As with browserify, use the pixi, p2, and phaser-split modules in build/custom. You can then use expose-loader to expose them as PIXI, p2, and Phaser.

See our webpack project template or lean/phaser-es6-webpack for a sample configuration.

Ionic

For using phaser-ce with ionic, have a look at the ionic example within project templates. To get phaser-ce working with ionic in general, you've to extend "only" the webpack config used by ionic. To get this done are a few steps are necessary.

  • Install dependencies webpack-merge and expose-loader:

    npm install webpack-merge expose-loader --save-dev
  • Create a new webpack config setting up expose-loader and merging it with the ionic webpack script.

  • Add own webpack config at package.json, so that ionic will use it:

      "config": {
        "ionic_webpack": "./webpack.config.js"
      }
  • Import pixi, p2 and phaser within your project:

    // import pixi, p2 and phaser ce
    import "pixi";
    import "p2";
    import * as Phaser from "phaser-ce";

Building from source

Should you wish to build Phaser from source you can take advantage of the provided Grunt scripts. Ensure you have the required packages by running npm install first.

Run grunt to perform a default build to the dist folder.

Packaging a new release

Releases of new versions of Phaser CE are under the communities control. If you feel there are sufficient fixes, or important ones that warrant a new version release, then please do the following:

  1. Make sure the version number is increased, in line with semver policies, in the following files: package.json and src/Phaser.js

  2. Make sure that you have added details of the new version to the README.md and CHANGELOG.md. This should include a summary of changes made in the version. You can usually obtain this from the commit / PR history. It's nice to credit who made the changes by linking to their GitHub user ID, but isn't a requirement.

  3. From the root repo folder, run grunt jshint and make sure there are no jshint errors. If there are, please fix them, or request that the original author of the code does so.

  4. Once jshint passes run grunt release, sit back, and wait. It will build all of the versions of Phaser required, update the doc files, TypeScript defs and lots more. When finished, commit all of the new files and make sure to include a clear message in your commit saying you want this release pushed to npm. Be sure to tag me when doing this, i.e. 'Phaser CE Version 2.X.X. Please publish to npm @photonstorm' - I'll see it, and then publish as soon as I can (often the same day).

Made With Phaser

Thousands of games have been made in Phaser. From game jam entries, to titles by some of the largest entertainment brands in the world. You can find hundreds more on our web site.

We add new games to the Phaser site weekly, so be sure to send us yours when it's finished!

Requirements

Phaser requires a web browser that supports the canvas tag. This includes Internet Explorer 9+, Firefox, Chrome, Safari and Opera on desktop. iOS Safari, Android Browser and Chrome for Android are supported on mobile.

While Phaser does its best to ensure a consistent cross-platform experience, always be aware of browser and device limitations. This is especially important with memory and GPU limitations on mobile, and legacy browser HTML5 compatibility.

IE9

If you need to support IE9 / Android 2.x and use P2 physics, then you must use the polyfills in the resources/IE9 Polyfill folder. If you don't use P2 (or don't care about IE9!) you can skip this.

JavaScript and TypeScript

Phaser is developed in ES5 JavaScript. We've made no assumptions about how you like to code, and were careful not to impose a strict structure upon you. You won't find Phaser split into modules, requiring a build step, or making you use a class / inheritance OOP approach. That doesn't mean you can't do so, it just means we don't force you to. It's your choice.

If you code with TypeScript there are comprehensive definition files in the typescript folder. They are for TypeScript 1.4+.

Change Log

Unreleased

New Features

Updates

  • Added an epsilon argument for fuzzy comparisons in Phaser.Line#pointOnLine and Phaser.Line#pointOnSegment (#312).
  • Removed obsolete PIXI TypeScript definitions.
  • Removed filters/pixi. They require PIXI.AbstractFilter, which was removed in 2.7.0.
  • Updated NPM dependencies (except typescript; phaserjs/phaser#2198) and added package-lock.json.
  • Deprecated Phaser.Device.isConsoleOpen. Now it always returns false.
  • Phaser.Input now handles touch unlocking via Phaser.Touch or Phaser.MSPointer. Phaser.Touch#addTouchLockCallback and Phaser.Touch#removeTouchLockCallback are still available but deprecated; you should use Phaser.Input#addTouchLockCallback and Phaser.Input.#removeTouchLockCallback instead (#37).

Bug Fixes

  • Improved animation synchronization during irregular frame rates (#310).
  • Fixed bad game reference in Phaser.Creature.
  • Fixed wrong dimensions of Debug#canvas and Debug#sprite when a WEBGL game is scaled (#298).
  • TileSprite tint now works when rendering with CANVAS.
  • Fixed sprites not receiving a preUpdate when they have a fresh ancestor with a physics body, which would leave them fresh and with incorrect world and body.position values for several frames (#299). Fresh sprites with two or more ancestors may still have incorrect world and body.position values for 1 frame because they haven't received a render transform yet.
  • Fixed movement of sprites with fixedToCamera=true when dragged by pointer (#297).
  • Fixed creature relative anchor points to be absolute (#288).
  • Fixed P2 Physics body not rotating shape (#258).
  • Audio is now also unlocked for Android Chrome ≥ 55, fixing audio not playing in cross-origin iframes (#37).

Documentation

  • cacheAsBitmap and generateTexture can trim transparent pixels (#283).
  • Phaser.Physics.P2.Body#addPolygon can mutate the points argument (#301).
  • InputHandler#enableDrag alphaThreshold argument is a number, not boolean.
  • Phaser.ScaleManager#startFullScreen
  • Added missing methods damage, heal, and setHealth (#308).

Thanks

@Aerolivier, @AleBles, @andrewjb123, @davvidbaker, @Formic, @fyyyyy, @Majirefy, @Plukers, @samid737, @samme, @sarbasamuel, @tommitytom

Version 2.8.3 - 21st July 2017

Updates

Bug Fixes

  • Fixed some TypeScript definitions (#284, #285, #286).

PIXI Updates

  • Replaced all references to PIXI.Matrix and PIXI.identityMatrix with Phaser.Matrix and Phaser.identityMatrix.

Thanks

@Arche-san, @cloakedninjas, @dolanmiu, @Dreaded-Gnu, @photonstorm, @samme

For changes in previous releases please see the extensive Version History.

Contributing

The Contributors Guide contains full details on how to help with Phaser development. The main points are:

Written something cool in Phaser? Please tell us about it in the forum, or email [email protected]

Created by

Phaser is a Photon Storm production.

storm

Created by Richard Davey. Powered by coffee, anime, pixels and love.

The Phaser logo and characters are © 2017 Photon Storm Limited.

All rights reserved.

"Above all, video games are meant to be just one thing: fun. Fun for everyone." - Satoru Iwata

Analytics

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phaser-ce's Issues

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.

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

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