Added Phasers new Physics Manager and restored the pre-1.1.4 ArcadePhysics system. The new manager can handle multiple physics systems running in parallel, which could be extremely useful for lots of games.
Testing map collision
Testing lines.
New split physics system is implemented. Still tidying-up, but ArcadePhysics, P2 and Ninja Physics are in and configured. Lots more examples required, and tilemap collision mostly broken in Arcade at the moment. Time to implement in Ninja.
Added in Circle to the Ninja physics system.
New tiles and new map test.
Fixed gruntfile and included new labs demo.
Phaser.Image extends PIXI.Sprite
InputHandler.enableSnap now correctly assigns the snap offset parameters (fixes #515)
Updated tilemap type to string (fixes #516)
Fixed typo in README (thanks prtksxna, #518)
Objects that are 'fixedToCamera' are now still correctly placed even if the camera is scaled (#512)
Tweens are now bound to their own TweenManager, not always the global game one. So you can create your own managers now (for you clark :)
Tilemap.createFromObjects allows you to specify you own object type to be created if you want a class that extends Phaser.Sprite.
TileSprites now have a physics body property and call it in the pre and post updates. As with all physics bodies it's null by default.
Ninja.AABB updated with all the correct properties, now works fully as with Circle. Created new tests, all Ninja shapes now set Body.touching values correctly. TileSprites work as bodies. Trying out AABB vs. AABB collision now.
Working through AABB vs. AABB tests.
Restored Phaser.QuadTree - should get all remaining Arcade Physics examples working again.
Fresh builds for the weekend.