Phaser World Issue 36

Published on 24th June 2016

bonzai

After the large release of Phaser 2.5.0 it was inevitable things would be quieter this week. Yet we've certainly not been sitting idle. If you look at the dev branch Change Log you'll see new features, such as support for Typings and Loader headers. With new bug fixes and updates already in place, a mere handful of days after 2.5.0 came out. It just goes to show what an on-going process this all is.

Pixi Docs

Another thing I personally have been working on is updating the Pixi documentation. As you know, Phaser is built on-top of Pixi v2. I have been spending time changing the yuidoc syntax for the jsdoc format that the rest of Phaser uses. And while updating I've also been adding in far more detailed descriptions of what the methods and properties do. There are still lots of classes to go, but it's a step in the right direction to improving all of the Phaser documentation.

Lazer Development

Dev work continues on Lazer. This week you'll notice a bunch of commits testing out Transform Updates. Transforms are needed for every renderable object in your game, and control things like scaling, rotation and the influence of that upon children further down the display list. Felipe has been hard at work trying various approaches to dealing with this, so we can be sure we've got the fastest and most robust possible solution in place. It's a crucial element, as it underpins the whole of Lazer, and any renderer that sits on the top. As usual you can track all dev in the GitHub repo.

Arcade Physics 2 First Look

first-look-at-arcade-physics-2

This is a repeat of last weeks article, because I'd really like to encourage more people to get involved and test it, if they can:

Felipe has been working like a trojan on the Arcade Physics 2 API, and has been making great progress.

We're now at the stage where we'd love it if you could pull down the Lazer and Lazer Examples repos, and start playing with the Arcade Physics 2 API.

It's all coded in ES6, and very different to how Phaser works internally. So he's written a detailed overview for you. This covers what's in the new API, how to get started with it, and where to find the examples and code.

Please give the Arcade Physics 2 First Look article and read, and let us know how you get on! You can open issues in the Lazer repo, post to the Lazer forum, or find us both on Slack (where he goes as @bitnenfer and I'm @rich)

bonzai

After the large release of Phaser 2.5.0 it was inevitable things would be quieter this week. Yet we've certainly not been sitting idle. If you look at the dev branch Change Log you'll see new features, such as support for Typings and Loader headers. With new bug fixes and updates already in place, a mere handful of days after 2.5.0 came out. It just goes to show what an on-going process this all is.

Pixi Docs

Another thing I personally have been working on is updating the Pixi documentation. As you know, Phaser is built on-top of Pixi v2. I have been spending time changing the yuidoc syntax for the jsdoc format that the rest of Phaser uses. And while updating I've also been adding in far more detailed descriptions of what the methods and properties do. There are still lots of classes to go, but it's a step in the right direction to improving all of the Phaser documentation.

Lazer Development

Dev work continues on Lazer. This week you'll notice a bunch of commits testing out Transform Updates. Transforms are needed for every renderable object in your game, and control things like scaling, rotation and the influence of that upon children further down the display list. Felipe has been hard at work trying various approaches to dealing with this, so we can be sure we've got the fastest and most robust possible solution in place. It's a crucial element, as it underpins the whole of Lazer, and any renderer that sits on the top. As usual you can track all dev in the GitHub repo.

Arcade Physics 2 First Look

first-look-at-arcade-physics-2

This is a repeat of last weeks article, because I'd really like to encourage more people to get involved and test it, if they can:

Felipe has been working like a trojan on the Arcade Physics 2 API, and has been making great progress.

We're now at the stage where we'd love it if you could pull down the Lazer and Lazer Examples repos, and start playing with the Arcade Physics 2 API.

It's all coded in ES6, and very different to how Phaser works internally. So he's written a detailed overview for you. This covers what's in the new API, how to get started with it, and where to find the examples and code.

Please give the Arcade Physics 2 First Look article and read, and let us know how you get on! You can open issues in the Lazer repo, post to the Lazer forum, or find us both on Slack (where he goes as @bitnenfer and I'm @rich)