<commit_before>![Phaser Logo](http://www.photonstorm.com/wp-content/uploads/2013/09/phaser_10_release.jpg)

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: 1.0.6 - Released: September 24th 2013

By <NAME>, [Photon Storm](http://www.photonstorm.com)

View the [Official Website](http://phaser.io)<br />
Follow on [Twitter](https://twitter.com/photonstorm)<br />
Read the [Development Blog](http://www.photonstorm.com)<br />
Join the [Forum](http://www.html5gamedevs.com/forum/14-phaser/)
Try out the [Phaser Test Suite](http://gametest.mobi/phaser/)

"Being negative is not how we make progress" - Larry Page, Google

Welcome to Phaser
-----------------

We're very pleased to have finally shipped the 1.0 release of Phaser. This version represents many months of hard work, feedback and refactoring based on the previous 0.5 through to 0.97 releases. You can see the full gory details in our change log.

Sorry but the jsdocs aren't yet finished, but it is now our priority (along with bug fixing). If you run into problems, or just want to chat about how to best use Phaser then please do join our forums. It's an active and inspiring community.

Now 1.0 is released we'll focus on getting the docs and more examples completed. Both of these will be pushed to the master repo on a regular basis. We will tag new releases of Phaser, but changes to the examples or docs won't be release tagged.

Thank you to everyone who has encouraged us along the way. To those of you who worked with Phaser during its various incarnations, and who released full games with it despite there being zero API documentation available: you are our heroes. It's your kind words and enthusiasm, as well as our commercial need for Phaser that has kept us going. Now we're at 1.0 we will continue releasing rapidly and jumping on patches and bug reports quickly.

Phaser is everything we ever wanted from an HTML5 game framework. It will power all our client work going forward and we look forward to you joining us on this journey.

![Blasteroids](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_blaster.png)

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

Version 1.0.7 (in progress in the dev branch)

* Added World.postUpdate - all sprite position changes, as a result of physics, happen here before the render.
* 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.
* QuadTree bug found in 1.0.5 now fixed. The QuadTree is updated properly now using worldTransform values.
* Fixed the Bounce.In and Bounce.InOut tweens (thanks XekeDeath)
* 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.
* 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.
* Added Animation.paused - can be set to true/false.
* 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.
* 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.
* Change: When you swap State all active tweens are now purged.
* BUG: Loader conflict if 2 keys are the same even if they are in different packages (i.e. "title" for picture and audio).
* 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)
* Added support for Body.maxVelocity (thanks cocoademon)
* 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.
* 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.
* Added Canvas.setUserSelect() to disable touchCallouts and user selections within the canvas.
* When the game boots it will now by default disable user-select and touch action events on the game canvas.
* 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)
* 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.
* 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)



* TODO: addMarker hh:mm:ss:ms
* TODO: Direction constants
* TODO: Camera will adjust core DO. Means scrollFactor will need to be dropped sadly, but there are other ways to emulate its effect.

Version 1.0.6 (September 24th 2013)

* Added check into Pointer.move to always consider a Sprite that has pixelPerfect enabled, regardless of render ID.
* BUG: The pixel perfect click check doesn't work if the sprite is part of a texture atlas yet.
* Fixed issue with anti-alias in the Game constructor not being set correctly (thanks luizbills)
* Added support for the Graphics game object back in and two examples (thanks earok for spotting)
* New: Tweens can now be chained via multiple to() calls + example created (thanks to powerfear for adding)
* Fixed Math.wrap (thanks TheJare)
* New: When loading a Sprite Sheet you can now pass negative values for the frame sizes which specifies the number of rows/columns to load instead (thanks TheJare)
* New: BitmapText now supports anchor and has fixed box dimensions (thanks TheJare)
* Fixed bug where if a State contains an empty Preloader the Update will not be called (thanks TheJare)
* Several new examples added (cameras, tweens, etc)
* Added in extra checks to halt collision if it involves an empty Group (thanks cang)
* Added time smoothing to Animation update to help frames hopefully not get too out of sync during long animations with high frame rates.
* Added frame skip to Animation.update. If it gets too far behind it will now skip frames to try and catch up.

Version 1.0.5 (September 20th 2013)<commit_msg>Fixed bug in LinkedList#remove that could cause first to point to a dead node<commit_after>![Phaser Logo](http://www.photonstorm.com/wp-content/uploads/2013/09/phaser_10_release.jpg)

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: 1.0.6 - Released: September 24th 2013

By <NAME>, [Photon Storm](http://www.photonstorm.com)

View the [Official Website](http://phaser.io)<br />
Follow on [Twitter](https://twitter.com/photonstorm)<br />
Read the [Development Blog](http://www.photonstorm.com)<br />
Join the [Forum](http://www.html5gamedevs.com/forum/14-phaser/)
Try out the [Phaser Test Suite](http://gametest.mobi/phaser/)

"Being negative is not how we make progress" - <NAME>, Google

Welcome to Phaser
-----------------

We're very pleased to have finally shipped the 1.0 release of Phaser. This version represents many months of hard work, feedback and refactoring based on the previous 0.5 through to 0.97 releases. You can see the full gory details in our change log.

Sorry but the jsdocs aren't yet finished, but it is now our priority (along with bug fixing). If you run into problems, or just want to chat about how to best use Phaser then please do join our forums. It's an active and inspiring community.

Now 1.0 is released we'll focus on getting the docs and more examples completed. Both of these will be pushed to the master repo on a regular basis. We will tag new releases of Phaser, but changes to the examples or docs won't be release tagged.

Thank you to everyone who has encouraged us along the way. To those of you who worked with Phaser during its various incarnations, and who released full games with it despite there being zero API documentation available: you are our heroes. It's your kind words and enthusiasm, as well as our commercial need for Phaser that has kept us going. Now we're at 1.0 we will continue releasing rapidly and jumping on patches and bug reports quickly.

Phaser is everything we ever wanted from an HTML5 game framework. It will power all our client work going forward and we look forward to you joining us on this journey.

![Blasteroids](http://www.photonstorm.com/wp-content/uploads/2013/04/phaser_blaster.png)

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

Version 1.0.7 (in progress in the dev branch)

* Added World.postUpdate - all sprite position changes, as a result of physics, happen here before the render.
* 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.
* QuadTree bug found in 1.0.5 now fixed. The QuadTree is updated properly now using worldTransform values.
* Fixed the Bounce.In and Bounce.InOut tweens (thanks XekeDeath)
* 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.
* 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.
* Added Animation.paused - can be set to true/false.
* 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.
* 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.
* Change: When you swap State all active tweens are now purged.
* BUG: Loader conflict if 2 keys are the same even if they are in different packages (i.e. "title" for picture and audio).
* 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)
* Added support for Body.maxVelocity (thanks cocoademon)
* 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.
* 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.
* Added Canvas.setUserSelect() to disable touchCallouts and user selections within the canvas.
* When the game boots it will now by default disable user-select and touch action events on the game canvas.
* 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)
* 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.
* 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)
* Fixed bug in LinkedList#remove that could cause first to point to a dead node (thanks onedayitwillmake)


* TODO: addMarker hh:mm:ss:ms
* TODO: Direction constants
* TODO: Camera will adjust core DO. Means scrollFactor will need to be dropped sadly, but there are other ways to emulate its effect.

Version 1.0.6 (September 24th 2013)

* Added check into Pointer.move to always consider a Sprite that has pixelPerfect enabled, regardless of render ID.
* BUG: The pixel perfect click check doesn't work if the sprite is part of a texture atlas yet.
* Fixed issue with anti-alias in the Game constructor not being set correctly (thanks luizbills)
* Added support for the Graphics game object back in and two examples (thanks earok for spotting)
* New: Tweens can now be chained via multiple to() calls + example created (thanks to powerfear for adding)
* Fixed Math.wrap (thanks TheJare)
* New: When loading a Sprite Sheet you can now pass negative values for the frame sizes which specifies the number of rows/columns to load instead (thanks TheJare)
* New: BitmapText now supports anchor and has fixed box dimensions (thanks TheJare)
* Fixed bug where if a State contains an empty Preloader the Update will not be called (thanks TheJare)
* Several new examples added (cameras, tweens, etc)
* Added in extra checks to halt collision if it involves an empty Group (thanks cang)
* Added time smoothing to Animation update to help frames hopefully not get too out of sync during long animations with high frame rates.
* Added frame skip to Animation.update. If it gets too far behind it will now skip frames to try and catch up.

Version 1.0.5 (September 20th 2013)
{'fraction_non_alphanumeric': 0.06009730692797917, 'fraction_numerical': 0.010141848831631604, 'mean_word_length': 4.351668500183352, 'pattern_counts': {'":': 0, '<': 12, '<?xml version=': 0, '>': 12, 'https://': 4, 'lorem ipsum': 0, 'www.': 10, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 2, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '550572', 'n_tokens_mistral': 4048, 'n_tokens_neox': 3706, 'n_words': 2127}