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Updated for 3.55 release
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photonstorm committed May 24, 2021
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2 changes: 1 addition & 1 deletion CHANGELOG.md
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* `GameObjects.DOMElement.pointerEvents` is a new property that allows you to set the `pointerEvents` attribute on the DOM Element CSS. This is `auto` by default and should not be changed unless you know what you're doing.
* `Core.Config.domPointerEvents` is a new config property set via `dom: { pointerEvents }` within the Game Config that allows you to set the `pointerEvents` css attribute on the DOM Element container.
* The `RenderTexture.endDraw` method has a new optional boolean `erase` which allows you to draw all objects in the batch using a blend mode of ERASE. This has the effect of erasing any filled pixels in the objects being drawn.
* All of the methods from the `GraphicsPipeline` have now been merged with the `MultiPipeline`, these include `batchFillRect`, `batchFillTriangle`, `batchStrokeTriangle`, `batchFillPath`, `batchStrokePath` and `batchLine`. The Graphics Game Object and all of the Shape Game Objects have been updated to use the new Multi Pipeline. This means that drawing Sprites and Graphics / Shapes will all batch together again. Fix #5553 #5500 (thanks @venarius @roberthook823)

### Updates

* The types have been improved for WebGL Compressed Textures (thanks @vforsh)
* All of the methods from the `GraphicsPipeline` have now been merged with the `MultiPipeline`, these include `batchFillRect`, `batchFillTriangle`, `batchStrokeTriangle`, `batchFillPath`, `batchStrokePath` and `batchLine`. The Graphics Game Object and all of the Shape Game Objects have been updated to use the new Multi Pipeline. This means that drawing Sprites and Graphics / Shapes will all batch together again. Fix #5553 #5500 (thanks @venarius @roberthook823)
* `Container.moveAbove` is a new method that will move a Game Object above another in the same Container (thanks @rexrainbow)
* `Container.moveBelow` is a new method that will move a Game Object below another in the same Container (thanks @rexrainbow)
* `List.moveAbove` is a new method that will move a Game Object above another in the same List (thanks @rexrainbow)
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24 changes: 11 additions & 13 deletions README.md
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Expand Up @@ -11,7 +11,7 @@ Phaser is a fast, free, and fun open source HTML5 game framework that offers Web

Along with the fantastic open source community, Phaser is actively developed and maintained by [Photon Storm](http://www.photonstorm.com). As a result of rapid support, and a developer friendly API, Phaser is currently one of the [most starred](https://github.com/collections/javascript-game-engines) game frameworks on GitHub.

Thousands of developers from indie and multi-national digital agencies, and universities worldwide use Phaser. You can take a look at their incredible [games](https://phaser.io/games/).
Thousands of developers from indie and multi-national digital agencies, and universities worldwide use Phaser. Take a look at their incredible [games](https://phaser.io/games/).

**Visit:** The [Phaser website](https://phaser.io) and follow on [Phaser Twitter](https://twitter.com/phaser_)<br />
**Play:** Some of the amazing games [#madewithphaser](https://twitter.com/search?q=%23madewithphaser&src=typed_query&f=live)<br />
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<div align="center"><img src="https://phaser.io/images/github/news.jpg"></div>

> 26th March 2021
> 24th May 2021
After 13 beta releases, over 200 resolved issues, thousands of lines of new code and the culmination of over 6 months incredibly hard work, Phaser 3.50 was finally released in December 2020 and we're continuing with updates into 2021 with this new 3.54 release.
After 13 beta releases, over 200 resolved issues, thousands of lines of new code and the culmination of over 6 months incredibly hard work, Phaser 3.50 was finally released in December 2020 and we're continuing with updates into 2021 with this new 3.55 release. 3.55 focuses mostly on fixing issues, but also addresses a performance issue with mixing Sprites and Graphics objects together.

It's not hyperbole or exaggeration when I say that Phaser 3.50 is the single biggest point release ever in the history of Phaser. There are quite literally hundreds of new features to explore, updates to key areas and of course bug fixes. I did actually try counting all the changes, but gave up after I'd reached 900 of them! Thankfully, they are, as always, meticulously detailed in the [Change Log](https://github.com/photonstorm/phaser/blob/master/CHANGELOG-v3.50.md). The changes for 3.50 actually grew so large that I had to split them out from the main Change Log and put them into their own file.

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[Phaser is on jsDelivr](https://www.jsdelivr.com/package/npm/phaser) which is a "super-fast CDN for developers". Include the following in your html:

```html
<script src="//cdn.jsdelivr.net/npm/phaser@3.54.0/dist/phaser.js"></script>
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.0/dist/phaser.js"></script>
```

or the minified version:

```html
<script src="//cdn.jsdelivr.net/npm/phaser@3.54.0/dist/phaser.min.js"></script>
<script src="//cdn.jsdelivr.net/npm/phaser@3.55.0/dist/phaser.min.js"></script>
```

### API Documentation

Go to https://photonstorm.github.io/phaser3-docs/index.html to read the docs online. Use the drop-down menus at the top to navigate the namespaces, classes and Game Objects lists.

Or, if you wish to run the docs locally you can checkout the [phaser3-docs](https://github.com/photonstorm/phaser3-docs) repository and then read the documentation by pointing your browser to the `docs/` folder.
Go to https://newdocs.phaser.io/ to read the docs online using our brand new interface. Use the links to navigate the namespaces, classes and Game Objects lists and also use the new search box.

The documentation for Phaser 3 is an on-going project. Please help us by contributing improved docs and examples.

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<!DOCTYPE html>
<html>
<head>
<script src="https://cdn.jsdelivr.net/npm/phaser@3.54.0/dist/phaser-arcade-physics.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/phaser@3.55.0/dist/phaser-arcade-physics.min.js"></script>
</head>
<body>

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Due to the increasing size of our Change Logs we have now split them up into three parts:

* [v3.50.1+ Change Log](https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md) (this is the most recent Change Log)
* [v3.50.0 Change Log](https://github.com/photonstorm/phaser/blob/master/CHANGELOG-v3.50.md)
* [v3.0.0 to v3.24.1. Change Log](https://github.com/photonstorm/phaser/blob/master/CHANGELOG-v3.00-v3.24.1.md)
* [v3.50.0 Change Log](https://github.com/photonstorm/phaser/blob/master/CHANGELOG-v3.50.md) (all the changes 3.50 contained)
* [v3.0.0 to v3.24.1. Change Log](https://github.com/photonstorm/phaser/blob/master/CHANGELOG-v3.00-v3.24.1.md) (everything that came before)

We've organized the Change Logs into commonly themed sections to make it more digestible, but we appreciate there is a lot in there. Please don't feel overwhelmed! If you need clarification about something, join us on the Phaser Discord and feel free to ask.

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

[get-js]: https://github.com/photonstorm/phaser/releases/download/v3.54.0/phaser.js
[get-minjs]: https://github.com/photonstorm/phaser/releases/download/v3.54.0/phaser.min.js
[get-js]: https://github.com/photonstorm/phaser/releases/download/v3.55.0/phaser.js
[get-minjs]: https://github.com/photonstorm/phaser/releases/download/v3.55.0/phaser.min.js
[clone-http]: https://github.com/photonstorm/phaser.git
[clone-ssh]: [email protected]:photonstorm/phaser.git
[clone-ghwin]: github-windows://openRepo/https://github.com/photonstorm/phaser
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