Phaser Editor v1.4.2 is ready for download!
In this release there are some small (but nice) new features, bug fixes and a huge update of the base platform: Eclipse.
Updated to Eclipse Oxygen
Phaser Editor is based on Eclipse and in this release we are updating to the last release of the platform. You can read the Eclipse Oxygen release notes here:
(This update from Neon to Oxygen is a bit drastic, so please read the known issues at the end of this section)
We added the Eclipse Update Site to the editor by default, so you will start getting Eclipse updates "by free" from time to time. You can disable it on
Windows > Preferences > Install/Update > Available Software Sites.
If you have a 4K display please give a try to this new version, there is a better support for HiDPI monitors. Any feedback on this is welcome.
MacOS users pay attention! There is an issue with the automatic update in your platform, please read it before to update. A fresh install is working well.
Users from Windows and Linux If you have any issue by starting the editor after the automatic update, please try with:
setAll property (scene editor)
Phaser groups (
Phaser.Group) contain a couple of helpfully methods to modify or access the children objects, on of these methods is
setAll, that is often used on the creation of scenes to initialize some values of the children objects.
For example, if you are creating a platformer game you can group all the ground sprites on a group and set all the children to
body.immovable = true in this way:
Now you don't need to write it, you can click on the
groundSprites group and edit the
setAll property editor is very simple, it is a dialog with a key/value table. For each row of the table a new
setAll call will be generated, the first column will be generated as the property name and the second column as the property value. Note that the name is generated inside a string expression
" but the value of the property is generated verbatim, so you can write any expression there, a string literal, a number, a boolean, a function call, the name of a variable, whatever you want.
In a next version of the editor we are going to improve this dialog with the option of select the property name from a list of common and/or user defined names.
renderable property (scene editor)
In Arcade physics games you can use "hidden layers" to add physics properties to a set of sprites, like to ground sprites. In Phaser Editor we use this technique in retro/fixed size games for example.
To hide a sprite but keep it enable for physics you can set its
renderable property to false. Now you can set it in the scene directly (before we was setting it in code).
fixedToCamera property (scene editor)
fixedToCamera property is very used on scrolling games, where you want the background or game control objects keep stick on the screen. Now you can set this property in the scene editor.
In future versions we are going to add a new Camera object.
By default the scenes will get the language preference from the project, but you can change it on the Configuration tab:
We fixed the selection of sprites when are based on map of textures with trimmed white spaces.
The align functions were simplified, now when you try to align a single sprite it will get as reference the scene bounds and not the parent group bounds.
Keep in touch! For the next release we are going to add support to Text objects in the scene editor.