Phaser 3.60 Beta 18 #6345
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Version 3.60.0 - Miku - in development
New Features - Nine Slice Game Object
Phaser 3.60 contains a new native Nine Slice Game Object. A Nine Slice Game Object allows you to display a texture-based object that can be stretched both horizontally and vertically, but that retains fixed-sized corners. The dimensions of the corners are set via the parameters to the class. When you resize a Nine Slice Game Object only the middle sections of the texture stretch. This is extremely useful for UI and button-like elements, where you need them to expand to accommodate the content without distorting the texture.
The texture you provide for this Game Object should be based on the following layout structure:
When changing this objects width and / or height:
You can also create a 3 slice Game Object:
This works in a similar way, except you can only stretch it horizontally. Therefore, it requires less configuration:
When changing this objects width (you cannot change its height)
The above configuration concept is adapted from the Pixi NineSlicePlane.
To specify a 3 slice object instead of a 9 slice you should only provide the
leftWidth
andrightWidth
parameters. To create a 9 sliceyou must supply all parameters.
The minimum width this Game Object can be is the total of
leftWidth
+rightWidth
. The minimum height this Game Objectcan be is the total of
topHeight
+bottomHeight
. If you need to display this object at a smaller size, you can scale it.In terms of performance, using a 3 slice Game Object is the equivalent of having 3 Sprites in a row. Using a 9 slice Game Object is the equivalent
of having 9 Sprites in a row. The vertices of this object are all batched together and can co-exist with other Sprites and graphics on the display
list, without incurring any additional overhead.
As of Phaser 3.60 this Game Object is WebGL only. Please see the new examples and documentation for how to use it.
New Features - Sprite FX
renderTargets
in a WebGL Pipeline config, you can now set optionalwidth
andheight
properties, which will create a Render Target of that exact size, ignoring thescale
value (if also given).WebGLPipeline.isSpriteFX
is a new boolean property that defines if the pipeline is a Sprite FX Pipeline, or not. The default isfalse
.GameObjects.Components.FX
is a new component that provides access to FX specific properties and methods. The Image and Sprite Game Objects have this component by default.fxPadding
and its related methodsetFXPadding
allow you to set extra padding to be added to the texture the Game Object renders with. This is especially useful for Sprite FX shaders that modify the sprite beyond its bounds, such as glow or shadow effects.WebGLPipeline.setShader
method has a new optional parameterbuffer
that allows you to set the vertex buffer to be bound before the shader is activated.WebGLPipeline.setVertexBuffer
method has a new optional parameterbuffer
that allows you to set the vertex buffer to be bound if you don't want to bind the default one.WebGLRenderer.createTextureFromSource
method has a new optional boolean parameterforceClamp
that will for the clamp wrapping mode even if the texture is a power-of-two.RenderTarget
will now automatically set the wrapping mode to clamp.WebGLPipeline.flipProjectionMatrix
is a new method that allows you to flip the y and bottom projection matrix values via a parameter.PipelineManager.renderTargets
is a new property that holds an array ofRenderTarget
objects that allSpriteFX
pipelines can share, to keep texture memory as low as possible.PipelineManager.maxDimension
is a new property that holds the largest possible target dimension.PipelineManager.frameInc
is a new property that holds the amount theRenderTarget
s will increase in size in each iteration. The default value is 32, meaning it will create targets of size 32, 64, 96, etc. You can control this via the pipeline config object.PipelineManager.targetIndex
is a new property that holds the internal target array offset index. Treat it as read-only.RenderTarget
objects during itsboot
method. These are sized incrementally from 32px and up (use theframeInc
value to alter this). These targets are shared by all Sprite FX Pipelines.PipelineManager.getRenderTarget
is a new method that will return the aRenderTarget
that best fits the dimensions given. This is typically called by Sprite FX Pipelines, rather than directly.PipelineManager.getSwapRenderTarget
is a new method that will return a 'swap'RenderTarget
that matches the size of the main target. This is called by Sprite FX pipelines and not typically called directly.PipelineManager.getAltSwapRenderTarget
is a new method that will return a 'alternative swap'RenderTarget
that matches the size of the main target. This is called by Sprite FX pipelines and not typically called directly.New Features - Compressed Texture Support
Phaser 3.60 contains support for Compressed Textures. It can parse both KTX and PVR containers and within those has support for the following formats: ETC, ETC1, ATC, ASTC, BPTC, RGTC, PVRTC, S3TC and S3TCSRB. Compressed Textures differ from normal textures in that their structure is optimized for fast GPU data reads and lower memory consumption. Popular tools that can create compressed textures include PVRTexTool, ASTC Encoder and Texture Packer.
Compressed Textures are loaded using the new
this.load.texture
method, which takes a texture configuration object that maps the formats to the files. The browser will then download the first file in the object that it knows it can support. You can also provide Texture Atlas JSON data, or Multi Atlas JSON data, too, so you can use compressed texture atlases. Currently, Texture Packer is the best tool for creating these type of files.TextureSoure.compressionAlgorithm
is now populated with the compression format used by the texture.Types.Textures.CompressedTextureData
is the new compressed texture configuration object type.TextureManager.addCompressedTexture
is a new method that will add a compressed texture, and optionally atlas data into the Texture Manager and return aTexture
object than any Sprite can use.Textures.Parsers.KTXParser
is a new parser for the KTX compression container format.Textures.Parsers.PVRParser
is a new parser for the PVR compression container format.WebGLRenderer.compression
property now holds a more in-depth object containing supported compression formats.WebGLRenderer.createTextureFromSource
method now accepts theCompressedTextureData
data objects and creates WebGL textures from them.WebGLRenderer.getCompressedTextures
is a new method that will populate theWebGLRenderer.compression
object and return its value. This is called automatically when the renderer boots.WebGLRenderer.getCompressedTextureName
is a new method that will return a compressed texture format GLenum based on the given format.New Features - Updated Particle System
The Particle system has been mostly rewritten to give it a much needed overhaul. This makes the API cleaner, the Game Objects a lot more memory efficient and also introduces several great new features. In order to do this, we had to make some breaking changes. The largest being the way in which particles are now created.
Previously when you used the
this.add.particles
command it would create aParticleEmitterManager
instance. You would then use this to create an Emitter, which would actually emit the particles. While this worked and did allow a Manager to control multiple emitters we found that in discussion developers seldom used this feature and it was common for a Manager to own just one single Emitter.In order to streamline memory and the display list we have removed the
ParticleEmitterManager
entirely. When you callthis.add.particles
you're now creating aParticleEmitter
instance, which is being added directly to the display list and can be manipulated just like any other Game Object, i.e. scaled, rotated, positioned, added to a Container, etc. It now extends theGameObject
base class, meaning it's also an event emitter, which allowed us to create some handy new events for particles.So, to create an emitter, you now give it an xy coordinate, a texture and an emitter configuration object (you can also set this later, but most commonly you'd do it on creation). I.e.:
This will create a 'red flare' emitter at 100 x 300.
Prior to 3.60 it would have looked like:
The change is quite subtle but makes a big difference internally.
The biggest real change is with the particle x/y coordinates. It's important to understand that if you define x/y coordinates within the emitter configuration, they will be relative to those given in the
add.particles
call:In the above example the particles will emit from 200 x 400 in world space, because the emitter is at 100 x 300 and the particles emit from an offset of 100 x 100.
By making this change it now means you're able to do things like tween the x/y coordinates of the emitter (something you couldn't do before), or add a single emitter to a Container.
Other new features include:
Animated Particles
The Particle class now has an instance of the
Animation State
component within it. This allows a particle to play an animation when it is emitted, simply by defining it in the emitter config.For example, this will make each particle play the 'Prism' animation on emission:
You can also allow it to select a random animation by providing an array:
You've also the ability to cycle through the animations in order, so each new particle gets the next animation in the array:
Or even set a quantity. For example, this will emit 10 'prism' particles, then 10 'ruby' particles and then repeat:
The Animations must have already been created in the Global Animation Manager and must use the same texture as the one bound to the Particle Emitter. Aside from this, you can still control them in the same way as any other particle - scaling, tinting, rotation, alpha, lifespan, etc.
Fast Forward Particle Time
advance
property, or by calling the newParticleEmitter.fastForward
method. If, for example, you have an emitter that takes a few seconds to 'warm up' and get all the particles into position, this allows you to 'fast forward' the emitter to a given point in time. The value is given in ms. All standard emitter events and callbacks are still handled, but no rendering takes place during the fast-forward until it has completed.ParticleEmitter.start
method has a new optional parameteradvance
that allows you to fast-forward the given amount of ms before the emitter starts flowing.Particle Interpolation
This will interpolate the
x
property of each particle through the data set given, using a catmull rom interpolation function. You can also uselinear
orbezier
functions. Interpolation can be combined with anease
type, which controls the progression through the time value. The relatedEmitterOpInterpolationConfig
types have also been added.Particle Emitter Duration
duration
:This parameter is used for 'flow' emitters only and controls how many milliseconds the emitter will run for before automatically turning itself off.
ParticleEmitter.duration
is a new property that contains the duration that the Emitter will emit particles for in flow mode.ParticleEmitter.start
method has a new optional parameterduration
, which allows you to set the emitter duration when you call this method. If you do this, it will override any value set in the emitter configuration.ParticleEmitter.stop
method has a new optional parameterkill
. If set it will kill all alive particles immediately, rather than leaving them to die after their lifespan expires.Stop After a set number of Particles
stopAfter
property. This, combined with thefrequency
property allows you to control exactly how many particles are emitted before the emitter then stops:In the above code the emitter will launch 1 particle (set by the
quantity
property) every 250 ms (set by thefrequency
property) and move it to xy 0x0. Once it has fired 6 particles (thestopAfter
property) the emitter will stop and emit theCOMPLETE
event.stopAfter
counter is reset each time you call thestart
orflow
methods.Particle Emitter Events
Particles.Events.START
event is fired whenever the Emitter begins emission of particles in flow mode. A reference to theParticleEmitter
is included as the only parameter.Particles.Events.EXPLODE
event is fired whenever the Emitter explodes a bunch of particles via theexplode
method. A reference to theParticleEmitter
and a reference to the most recently firedParticle
instance are the two parameters.Particles.Events.DEATH_ZONE
event is fired whenever a Particle is killed by a Death Zone. A reference to theParticleEmitter
, the killedParticle
and theDeathZone
that caused it are the 3 parameters.Particles.Events.STOP
event is fired whenever the Emitter finishes emission of particles in flow mode. This happens either when you call thestop
method, or when an Emitter hits its duration or stopAfter limit. A reference to theParticleEmitter
is included as the only parameter.Particles.Events.COMPLETE
event is fired when the final alive particle expires.Multiple Emit Zones
ParticleEmitter.addEmitZone
method:total
property.EdgeZone.total
andRandomZone.total
are new properties that control the total number of particles the zone will emit, before passing control over to the next zone in the list, if any. The default is -1.setEmitZone
now performs a different task than before. It's now an alias foraddEmitZone
. This means if you call it multiple times, it will add multiple zones to the emitter, where-as before it would just replace the zone each time.ParticleEmitter#removeEmitZone
is a new method that allows you to remove an Emit Zone from an Emitter without needing to modify the internal zones array.ParticleEmitter.getEmitZone
is a new method that Particles call when they are 'fired' in order to set their starting position, if any.ParticleEmitter.emitZone
has been removed. It has been replaced with the newParticleEmitter.emitZones
array-based property.Multiple Death Zones
ParticleEmitter.addDeathZone
method:setEmitZone
now performs a different task than before. It's now an alias foraddEmitZone
. This means if you call it multiple times, it will add multiple zones to the emitter, where-as before it would just replace the zone each time.ParticleEmitter#removeDeathZone
is a new method that allows you to remove a Death Zone from an Emitter without needing to modify the internal zones array.ParticleEmitter.getDeathZone
is a new method that Particles call when they are updated in order to check if they intersect with any of the Death Zones.ParticleEmitter.deathZone
has been removed. It has been replaced with the newParticleEmitter.deathZones
array-based property.Particle Colors
color
property in the Emitter configuration. This takes the form of an array of hex color values that the particles will linearly interpolate between during theif lifetime. This allows you to now change the color of a particle from birth to death, which gives you far more control over your emitter visuals than ever before. You'd use it as follows:Here you can see the array of 4 colors it will interpolate through.
colorEase
configuration property allows you to define the ease used to calculate the route through the interpolation. This can be set to any valid ease string, such assine.out
orquad.in
, etc. If left undefined it will uselinear
as default.EmitterColorOp
is a brand new Emitter Op class that specifically controls the handling of color values, it extendsEmitterOp
and uses the same methods but configured for faster color interpolation.color
in your config it will override any Emitter tint values you may have set. In short, usecolor
if you wish to adjust the color of the particles during their lifespan and usetint
if you wish to modify either the entire emitter at once, or the color of the particles on birth only.ParticleEmitter.particleColor
is a new property that allows you to get and set the particle color op value.ParticleEmitter.colorEase
is a new property that allows you to get and set the ease function used by the color op.Particle Sort Order
ParticleEmitter.sortProperty
andsortOrderAsc
properties to set how (and if) particles should be sorted prior to rendering. For example, settingsortProperty
toy
would mean that the particles will be sorted based on their y value prior to rendering. The sort order controls the order in which the particles are rendered. For example:ParticleEmitter.setSortProperty
method allows you to modify the sort property and order at run-time.ParticleEmitter.setSortCallback
method allows you to set a callback that will be invoked in order to sort the particles, rather than using the built-in one. This gives you complete freedom over the logic applied to particle render sorting.Particle Bounds, Renderer Culling and Overlap
Particle.getBounds
method to return the bounds, which also gets stored in the newParticle.bounds
Rectangle property.ParticleEmitter.getBounds
is a new method that will return the bounds of the Emitter based on all currently active particles. Optional parameters allow you to pad out the bounds and/or advance time in the particle flow, to allow for a more accurate overall bounds generation.ParticleEmitter.viewBounds
is a new property that is a Geom Rectangle. Set this Rectangle to define the overall area the emitter will render to. If this area doesn't intersect with the Camera then the emitter will be culled from rendering. This allows you to populate large Scenes with active emitters that don't consume rendering resources even though they are offscreen. Use the newgetBounds
method to help define theviewBounds
area.ParticleEmitter.overlap
is a new method that will run a rectangle intersection test against the given target and all alive particles, returning those that overlap in an array. The target can be a Rectangle Geometry object or an Arcade Physics Body.Particle.kill
is a new method that will set the life of the particle to zero, forcing it to be immediately killed on the next Particle Emitter update.ParticleEmitter.getWorldTransformMatrix
is a new method that allows a Particle Emitter to calculate its world transform, factoring in any parents.ParticleEmitter.worldMatrix
is a new property that holds a TransformMatrix used for bounds calculations.Particle Processors
ParticleProcessor
is a new base class that you can use to create your own Particle Processors, which are special processors capable of manipulating the path of Particles based on your own logic or math. It provides the structure required to handle the processing of particles and should be used as a base for your own classes.GravityWell
now extends the newParticleProcessor
class.ParticleEmitter.addParticleProcessor
is a new method that allows you to add a Particle Processor instance to the Emitter. The oldcreateGravityWell
method now uses this.ParticleEmitter.removeParticleProcessor
is a new method that will remove a Particle Processor from an Emitter.ParticleEmitter.processors
is a new List property that contains all of the Particle Processors belonging to the Emitter.ParticleEmitter.wells
property has been removed. You should now use the newprocessors
property instead, they are functionally identical.ParticleProcessor.update
is the method that handles all of the particle manipulation. It now has a new 4th parametert
that is the normalized lifespan of the Particle being processed.Particle System EmitterOp Breaking Changes and Updates:
All of the following properties have been replaced on the
ParticleEmitter
class. Previously they wereEmitterOp
instances. They are now public getter / setters, so calling, for example,emitter.particleX
will now return a numeric value - whereas before it would return theEmitterOp
instance. This gives developers a lot more freedom when using Particle Emitters. Before v3.60 it was impossible to do this, for example:I.e. you couldn't tween an emitters particle spawn position by directly accessing its x and y properties. However, now that all EmitterOps are getters, you're free to do this, allowing you to be much more creative and giving a nice quality-of-life improvement.
If, however, your code used to access EmitterOps, you'll need to change it as follows:
All of following EmitterOp functions can now be found in the new
ParticleEmitter.ops
property and have been replaced with getters:Which means you can now directly access, modify and tween any of the above emitter properties at run-time while the emitter is active.
Another potentially breaking change is the removal of two internal private counters. These should never have been used directly anyway, but they are:
ParticleEmitter._counter
- Now available viaParticleEmitter.flowCounter
ParticleEmitter._frameCounter
- Now available viaParticleEmitter.frameCounter
EmitterOp._onEmit
is a new private reference to the emit callback function, if specified in the emitter configuration. It is called by the newEmitterOp.proxyEmit
method, to ensure that the Emittercurrent
property remains current.EmitterOp._onUpdate
is a new private reference to the update callback function, if specified in the emitter configuration. It is called by the newEmitterOp.proxyUpdate
method, to ensure that the Emittercurrent
property remains current.EmitterOp.destroy
is a new method that nulls all references. This is called automatically when aParticleEmitter
is itself destroyed.Further Particle System Updates and Fixes:
Particle.resetPosition
method has been renamed tosetPosition
and it now takes optional x/y parameters. If not given, it performs the same task asresetPosition
did in earlier versions.ParticleEmitter
class now has theAlphaSingle
Component. This allows you to callsetAlpha
on the Emitter instance itself and have it impact all particles being rendered by it, allowing you to now 'fade in/out' a whole Emitter.frequency
wasn't working correctly in earlier versions. It should allow you to specify a time, in ms, between which each 'quantity' of particles is emitted. However, thepreUpdate
loop was calculating the value incorrectly. It will now count down the right amount of time before emiting another batch of particles.ParticleEmitter.start
wouldn't reset the_frameCounter
value internally, meaning the new emission didn't restart from the first texture frame again.ParticleEmitter.counters
is a new Float32Array property that is used to hold all of the various internal counters required for emitter operation. Both the previous_counter
and_frameCounter
properties have been merged into this array, along with new ones required for new features.setQuad
feature of the Transform Matrix. This vastly reduces the amount of math and function calls per particle, from 8 down to 1, increasing performance.ParticleEmitter.preDestroy
is a new method that will now clean-up all resources and internal arrays and destroy all Particles that the Emitter owns and clean-up all external references.Particle.destroy
is a new method that will clean up all external references and destroy the Animation State controller.ParticleEmitter._frameLength
property is now specified on the class, rather than added dynamically at run-time, helping preserve class shape.ParticleEmitter.defaultFrame
property has been removed as it's not required.ParticleEmitter.setFrame
no longer resets the internal_frameCounter
value to zero. Instead, the counter comparison has been hardened to>=
instead of===
to allow this value to change mid-emission and never reach the total.ParticleEmitter.configFastMap
property has been moved to a local var within theParticleEmitter
JS file. It didn't need to be a property on the class itself, reducing the overall size of the class and saving memory.ParticleEmitter.configOpMap
property has been moved to a local var within theParticleEmitter
JS file. It didn't need to be a property on the class itself, reducing the overall size of the class and saving memory.Particle.scene
is a new property that references the Scene the Particle Emitter belongs to.Particle.anims
is a new property that is an instance of theAnimationState
component.Particle.emit
is a new proxy method that passes all Animation related events through to the Particle Emitter Manager to emit, as Particles cannot emit events directly.Particle.isCropped
is a new read-only property. Do not modify.Particle.setSizeToFrame
is a new internal NOOP method. Do not call.ParticleEmitter.anims
is a new property that contains the Animation keys that can be assigned to Particles.ParticleEmitter.currentAnim
is a new property that contains the index of the current animation, as tracked in cycle playback.ParticleEmitter.randomAnim
is a new boolean property that controls if the animations are selected randomly, or in a cycle.ParticleEmitter.animQuantity
is a new property that controls the number of consecutive particles that are emitted with the current animation.ParticleEmitter.counters
is a new internal Float32Array that holds all the counters the Emitter uses.ParticleEmitter.getAnim
is a new method, called by Particles when they are emitted, that will return the animation to use, if any.ParticleEmitter.setAnim
is a new method, called with the Emitter Manager, that sets the animation data into the Emitter.Particles.EmitterOp.toJSON
method will now JSON stringify the property value before returning it.Particles.EmitterOp.method
is a new property that holds the current operation method being used. This is a read-only numeric value.Particles.EmitterOp.active
is a new boolean property that defines if the operator is alive, or not. This is now used by the Emitter instead of nulling Emitter properties, helping maintain class shape.Particles.EmitterOp.getMethod
is a new internal method that returns the operation function being used as a numeric value. This is then cached in themethod
property.Particles.EmitterOp.setMethods
method has been updated so it now has a non-optional 'method' parameter. It has also been rewritten to be much more efficient, now being just a single simple select/case block.Particles.EmitterOp.onChange
method will now use the cached 'method' property to avoid running through thesetMethods
function if not required, allowing each Particle EmitterOp to skip a huge chunk of code.ParticleEmitter.setConfig
is a new method that allows you to set the configuration of the Emitter. Previously this was known asfromJSON
.ParticleEmitter.setPosition
method no longer changes the position of the particle emission point, but of the Emitter itself.ParticleEmitter.setBounds
method has been renamed tosetParticleBounds
.ParticleEmitter.setSpeed
method has been renamed tosetParticleSpeed
.ParticleEmitter.setScale
method has been renamed tosetParticleScale
assetScale
will now set the scale of the whole Emitter.ParticleEmitter.setScaleX
andsetScaleY
methods have been removed. Please usesetParticleScale
.ParticleEmitter.setGravity
method has been renamed tosetParticleGravity
.ParticleEmitter.setGravityX
andsetGravityY
methods have been removed. Please usesetParticleGravity
.ParticleEmitter.setAlpha
method has been renamed tosetParticleAlpha
assetAlpha
will now set the alpha of the whole Emitter.ParticleEmitter.setTint
method has been renamed tosetParticleTint
.ParticleEmitter.setLifespan
method has been renamed tosetParticleLifespan
.ParticleEmitter.on
property has been renamed toemitting
to avoid conflicts with the Event Emitter.ParticleEmitter.x
property has been renamed toparticleX
and is a new EmitterOp capable of being tweened.ParticleEmitter.y
property has been renamed toparticleY
and is a new EmitterOp capable of being tweened.ParticleEmitter.scaleX
property has been renamed toparticleScaleX
and is a new EmitterOp capable of being tweened.ParticleEmitter.scaleY
property has been renamed toparticleScaleY
and is a new EmitterOp capable of being tweened.ParticleEmitter.tint
property has been renamed toparticleTint
and is a new EmitterOp capable of being tweened.ParticleEmitter.alpha
property has been renamed toparticleAlpha
and is a new EmitterOp capable of being tweened.ParticleEmitter.angle
property has been renamed toparticleAngle
and is a new EmitterOp capable of being tweened.ParticleEmitter.rotate
property has been renamed toparticleRotate
and is a new EmitterOp capable of being tweened.New Features - Vastly Improved Mobile Performance and WebGL Pipeline Changes
TODO
WebGL Renderer Updates
Due to all of the changes with how WebGL texture batching works a lot of mostly internal methods and properties have been removed. This is the complete list:
WebGLRenderer.currentActiveTexture
property has been removed.WebGLRenderer.startActiveTexture
property has been removed.WebGLRenderer.tempTextures
property has been removed.WebGLRenderer.textureZero
property has been removed.WebGLRenderer.normalTexture
property has been removed.WebGLRenderer.textueFlush
property has been removed.WebGLRenderer.isTextureClean
property has been removed.WebGLRenderer.setBlankTexture
method has been removed.WebGLRenderer.setTextureSource
method has been removed.WebGLRenderer.isNewNormalMap
method has been removed.WebGLRenderer.setTextureZero
method has been removed.WebGLRenderer.clearTextureZero
method has been removed.WebGLRenderer.setNormalMap
method has been removed.WebGLRenderer.clearNormalMap
method has been removed.WebGLRenderer.unbindTextures
method has been removed.WebGLRenderer.resetTextures
method has been removed.WebGLRenderer.setTexture2D
method has been removed.WebGLRenderer.pushFramebuffer
method has had theresetTextures
argument removed.WebGLRenderer.setFramebuffer
method has had theresetTextures
argument removed.WebGLRenderer.popFramebuffer
method has had theresetTextures
argument removed.WebGLRenderer.deleteTexture
method has had thereset
argument removed.Textures.TextureSource.glIndex
property has been removed.Textures.TextureSource.glIndexCounter
property has been removed.Previously,
WebGLRenderer.whiteTexture
andWebGLRenderer.blankTexture
had a data-type ofWebGLTexture
but they were actuallyPhaser.Textures.Frame
instances. This has now been corrected and the two properties are now actuallyWebGLTexture
instances, not Frames. If your code relies on this mistake being present, please adapt it.RenderTarget
class will now create a Framebuffer that includes a Depth Stencil Buffer attachment by default. Previously, it didn't. By attaching a stencil buffer it allows things like Geometry Masks to work in combination with Post FX and other Pipelines. Fix Geometry Mask does not work at the same time as PostFxPipeline #5802 (thanks @mijinc0)PipelineManager.clear
andrebind
it will now check if the vao extension is available, and if so, it'll bind a null vertex array. This helps clean-up from 3rd party libs that don't do this directly, such as ThreeJS.Mobile Pipeline
shaders/Mobile.vert
andshaders/Mobile.frag
are the two shaders used for the Mobile Pipeline.PipelineManager#MOBILE_PIPELINE
is a new constant-style reference to the Mobile Pipeline instance.autoMobilePipeline
is a new Game Configuration boolean that toggles if the Mobile Pipeline should be automatically deployed, or not. By default it is enabled, but you can set it tofalse
to force use of the Multi Tint pipeline (or if you need more advanced conditions to check when to enable it)defaultPipeline
is a new Game Configuration property that allows you to set the default Game Object Pipeline. This is set to Multi Tint as standard, but you can set it to your own pipeline from this value.PipelineManager.default
is a new propery that is used by most Game Objects to determine which pipeline they will init with.PipelineManager.setDefaultPipeline
is a new method that allows you to change the default Game Object pipeline. You could use this to allow for more fine-grained conditional control over when to use Multi or Mobile (or another pipeline)PipelineManager.boot
method is now passed the default pipeline and auto mobile setting from the Game Config.Multi Tint Pipeline
batchLine
method in the Multi Pipeline will now check to see if the dxdy len is zero, and if so, it will abort drawing the line. This fixes issues on older Android devices, such as the Samsung Galaxy S6 or Kindle 7, where it would draw erroneous lines leading up to the top-left of the canvas under WebGL when rendering a stroked rounded rectangle. Fix strokeRoundedRect() draws wrong lines on mobile #5429 (thanks @fkoch-tgm @sreadixl)Multi.frag
shader now uses ahighp
precision, ormediump
if the device doesn't support it (thanks @arbassic)WebGL.Utils.checkShaderMax
function will no longer use a massive if/else glsl shader check and will instead rely on the value given ingl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS)
.GenerateSrc
has been removed as it's no longer required internally.batchSprite
,batchTexture
,batchTextureFrame
andbatchFillRect
would all make heavy use of theTransformMatrix.getXRound
andgetYRound
methods, which in turn calledgetX
andgetY
and applied optional rounding to them. This is all now handled by one single function (setQuad
) with no branching, meaning rendering one single sprite has cut down 16 function calls and 48 getters to just 1 function.Lights Pipeline
outTintEffect
attribute meaning the Light Pipeline will now correctly light both tinted and fill-tinted Game Objects. Fix [3.50] Tint Fill Not Working With Lights Pipeline #5452 (thanks @kainage)maxLights
copies of the Light shader on boot. Previously it would then pick which shader to use, based on the number of visible lights in the Scene. Now, the number of lights is passed to the shader and branches accordingly. This means rather than compiling n shaders on boot, it now only ever needs to create one.Light.frag
shader now uses a newuLightCount
uniform to know when to stop iterating through the max lights.LightPipeline.LIGHT_COUNT
constant has been removed as it's not used internally.LightPipeline
previous created a global level temporary vec2 for calculations. This is now part of the class as the newtempVec2
property.Removed - Graphics Pipeline
The WebGL Graphics Pipeline has been removed. This pipeline wasn't used in v3.55, as all Graphics rendering is handled by the MultiTint pipeline, for better batching support. No Phaser Game Objects use the Graphics pipeline any longer, so to save space it has been removed and is no longer installed by the Pipeline Manager.
New Features - Matter Physics v0.18
We have updated the version of Matter Physics to the latest v0.18 release. This is a big jump and brings with it quite a few internal changes to Matter. The following are the differences we have identified in this release:
Matter.Grid
with a faster and more efficient broadphase inMatter.Detector
.Matter.SAT
related to collision reuse.Matter.Grid
.MatterPhysics.collision
is a new reference to theCollision
module, which now handles all Matter collision events.MatterPhysics.grid
has been removed as this is now handled by theCollision
module.MatterPhysics.sat
has been removed as this is now handled by theCollision
module.Matter.Body.previousPositionImpulse
property has been removed as it's no longer used.New Features - New Tween Manager
TODO - TweenData to class
TODO - TweenData and Tween State methods
TODO - CONST removals
The Phaser 3.60 Tween system has been rewritten to help with performance, resolve some of its lingering issues and unifies the Tween events and callbacks.
The following are breaking changes:
chain
method. This should give most developers the same level of sequencing they had using Timelines, without the timing issues.Tween.seek
method used to take a value between 0 and 1, based on how far through the Tween you wished to seek. However, it did not work with infinitely looping or repeating Tweens and would crash the browser tab. The newseek
method takes a value in milliseconds instead and works perfectly on infinite Tweens.duration
,hold
,repeat
andrepeatDelay
. These should be numbers only. You can, however, still provide a function fordelay
, to keep it compatible with the StaggerBuilder.TweenManager#getAllTweens
method has been renamed toTweenManager#getTweens
. Functionally, it is the same.Tween.useFrames
has been removed and is no longer a valid Tween Config option. Tweens are now entirely millisecond based.TweenOnUpdateCallback
now has the following parameters:tween
,targets
,key
(the property being tweened),current
(the current value of the property),previous
(the previous value of the property) and finally any of the params that were passed in theonUpdateParams
array when the Tween was created.TweenOnYoyoCallback
now has the following parameters:tween
,targets
,key
(the property being tweened),current
(the current value of the property),previous
(the previous value of the property) and finally any of the params that were passed in theonYoyoParams
array when the Tween was created.TweenOnRepeatCallback
now has the following parameters:tween
,targets
,key
(the property being tweened),current
(the current value of the property),previous
(the previous value of the property) and finally any of the params that were passed in theonRepeatParams
array when the Tween was created.Tween.stop
has had theresetTo
parameter removed from it. Callingstop
on a Tween will now prepare the tween for immediate destruction. If you only wish to pause the tween, seeTween.pause
instead.persists
boolean flag when creating it, or toggle theTween.persist
property before playback. This will force the Tween to not be destroyed by the Tween Manager, allowing you to replay it at any later point. The trade-off is that you are now entirely responsible for destroying the Tween when you are finished with it, in order to free-up resources.onActiveScope
,onCompleteScope
,onLoopScope
,onPauseScope
,onRepeatScope
,onResumeScope
,onStartScope
,onStopScope
,onUpdateScope
andonYoyoScope
. You should set thecallbackScope
property instead, which will globally set the scope for all callbacks. You can also set theTween.callbackScope
property.The following are to do with the new Chained Tweens feature:
TweenManager.chain
- TODOTween.getChainedTweens
is a new method that will return all of the tweens in a chained sequence, starting from the point of the Tween this is called on.TweenManager.getChainedTweens(tween)
is a new method that will return all of the tweens in a chained sequence, starting from the given tween.You can now specify a target property as 'random' to have the Tween pick a random float between two given values, for example:
alpha: 'random(0.25, 0.75)'
. If you wish to force it to select a random integer, use 'int' instead:x: 'int(300, 600)'
.The following are further updates within the Tween system:
TweenManager.add
andTweenManager.create
can now optionally take an array of Tween Configuration objects. Each Tween will be created, added to the Tween Manager and then returned in an array. You can still pass in a single config if you wish.Tween.pause
is a new method that allows you to pause a Tween. This will emit the PAUSE event and, if set, fire theonPause
callback.Tween.resume
is a new method that allows you to resume a paused Tween. This will emit the RESUME event and, if set, fire theonResume
callback.TweenOnPauseCallback
available when creating a Tween (via theonPause
property). This comes with associatedonPauseParams
andonPauseScope
properties, too, like all other callbacks and can also be added via theTween.setCallbacks
method. This callback is invoked if you pause the Tween.TweenOnResumeCallback
available when creating a Tween (via theonResume
property). This comes with associatedonResumeParams
andonResumeScope
properties, too, like all other callbacks and can also be added via theTween.setCallbacks
method. This callback is invoked if you resume a previously paused Tween.x: [ 100, 300, 200, 600 ]
in which case the Tween will use interpolation to determine the value.interpolation
property in the Tween config to set which interpolation method the Tween will use if an array of numeric values have been given as the tween value. Valid values includeslinear
,bezier
andcatmull
(orcatmullrom
), or you can provide your own function to use.scale
property in a Tween config and, if the target does not have ascale
property itself (i.e. a GameObject) then it will automatically apply the value to bothscaleX
andscaleY
together during the tween. This is a nice short-cut way to tween the scale of Game Objects by only specifying one property, instead of two.killTweensOf(targets)
now supports deeply-nested arrays of items as thetarget
parameter. Fix scene.tweens.killTweensOf(myArray, myObject) doesnt kill tweens on myArray objects #6016 (thanks @michalfialadev)killTweensOf(target)
did not stop target tweens if called immediately after tween creation. Fix killTweensOf(target) does not stop target tweens, if called immediately after tween creation. #6173 (thanks @michalfialadev)Tween.setCallback()
without specifying theparams
argument would cause an error invoking the callback params. This parameter is now fully optional. Fix Tween.setCallback bugs if optional argument (param) is not passed, also the function gets called 3 times instead of once #6047 (thanks @orcomarcio)Tween.play
immediately after creating a tween withpaused: true
in the config wouldn't start playback. Fix Calling play() on fresh paused tween doesn't play it #6005 (thanks @MartinEyebab)timeScale
value unless they were using frame-based timing instead of delta timing.Tween.seek
,toPosition
now defaults to zero. Previously, you had to specify a value.TweenBuilder
now uses the newGetInterpolationFunction
function internally.TweenBuilder
has been optimized to perform far less functions when creating the TweenData instances.interpolation
has been added to the Reserved Words list and Defaults list (it defaults tonull
).persists
has been added to the Reserved Words list and Defaults list (it defaults tofalse
).Tween.initTweenData
is a new method that handles the initialisation of all the Tween Data and Tween values. This replaces what took place in theinit
andseek
methods previously. This is called automatically and should not usually be invoked directly.Tween.calcDuration
method has been removed. This is now handled as part of theinitTweenData
call.repeat
andhold
would cause the Tween to include one final hold before marking itself as complete. It now completes as soon as the final repeat concludes, not after an addition hold.New Features - Dynamic Textures and Render Textures
A Dynamic Texture is a special texture that allows you to draw textures, frames and most kind of Game Objects directly to it.
You can take many complex objects and draw them to this one texture, which can then be used as the base texture for other Game Objects, such as Sprites. Should you then update this texture, all Game Objects using it will instantly be updated as well, reflecting the changes immediately.
It's a powerful way to generate dynamic textures at run-time that are WebGL friendly and don't invoke expensive GPU uploads on each change.
Before Phaser 3.60 this was known as a Render Texture. Dynamic Textures have been optimized and also offer the following new features and updates. All of these are also available to the new Render Texture, via the
texture
property:TextureManager.addDynamicTexture(key, width, height)
is a new method that will create a Dynamic Texture and store it in the Texture Manager, available globally for use by any Game Object.Phaser.Texture
class, meaning you can use it for any texture based object and also call all of the native Texture methods, such as the ability to add frames to it, use it as the backing source for a sprite sheet or atlas, and more.DynamicTexture.isDrawing
is a new boolean that allows you to tell if a batch draw has been started and is in process.DynamicTexture.isSpriteTexture
is a new boolean that informs the texture if it is being used as a backing texture for Sprite Game Objects, or not. If it is (which is the default) then items drawn to the texture are automatically inversed. Doing this ensures that images drawn to the Render Texture are correctly inverted for rendering in WebGL. Not doing so can cause inverted frames. If you use this method, you must use it before drawing anything to the Render Texture. Fix WebGL: RenderTexture frames do not render correctly #6057 Spritsheet to texture is reversed #6017 (thanks @andymikulski @Grandnainconnu)DynamicTexture.setIsSpriteTexture
is a new method that allows you to toggle theisSpriteTexture
property in a chained manner.DynamicTexture.renderTarget
is a new property that holds an instance of a RenderTarget under WebGL. This encompasses a framebuffer and backing texture, rather than having them split.DynamicTexture.stamp
is a new method that takes a given texture key and then stamps it at the x/y coordinates provided. You can also pass in a config object that gives a lot more control, such as alpha, tint, angle, scale and origin of the stamp. This is a much cleaner way of stamping a texture to the DynamicTexture without having to first turn it into a Game Object.DynamicTexture.repeat
is a new method that will take a given texture and draw it to the Dynamic Texture as a fill-pattern. You can control the offset, width, height, alpha and tint of the draw (thanks xlapiz)batchGameObject
now splits based on the renderer, allowing us to combine lots of the rendering code together, saving space.snapshot
andsnapshotPixel
methods now use thesnapshotArea
method to reduce code and filesize.snapshotPixel
function, used by the Canvas and WebGL Renderers and the RenderTexture would mistakenly divide the alpha value. These values now return correctly (thanks @samme)DynamicTexture.batchTextureFrame
will now skip thedrawImage
call in canvas if the frame width or height are zero. Fix iOS drawImage fails with IndexSizeError: The index is not in allowed range #5951 (thanks @Hoshinokoe)DynamicTexture.fill
in CANVAS mode only would produce a nearly always black color due to float conversion (thanks @andymikulski)DynamicTexture.fill
in CANVAS mode only, after using theerase
method, wouldn't reset the global composite operation correctly, resulting in fills. Fix Canvas Mode: RenderTexture "fill" method does not set "globalCompositeOperation" #6124 (thanks @mateuszkmiecik)draw
,drawFrame
orbatchDrawFrame
and specifying atint
value would inverse the Red and Blue channels. These are now handled properly. Fix RenderTexture.draw with tint: red/blue values inverted #5509 (thanks @anthonygood)Due to the creation of the Dynamic Texture class, we have completely revamped the old Render Texture Game Object. This is now a combination of a Dynamic Texture and an Image Game Object, that uses the Dynamic Texture to display itself with.
In versions of Phaser before 3.60 a Render Texture was the only way you could create a texture like this, that had the ability to be drawn on. But in 3.60 we split the core functions out to the Dynamic Texture class as it made a lot more sense for them to reside in there. As a result, the Render Texture is now a light-weight shim that sits on-top of an Image Game Object and offers proxy methods to the features available from a Dynamic Texture.
Render Texture breaking changes:
Render Textures used to be able to take
key
andframe
arguments in their constructors, which would take the texture from the Texture Manager and use that instance, instead of creating a new one. Because Dynamic Textures are always stored in the Texture Manager from the beginning, there is no need to specify these arguments. You can just get it from the Texture Manager by using its key.The following
RenderTexture
properties have changed:renderer
is now available viatexture.renderer
.textureManager
has been removed.globalTint
has been removed.globalAlpha
has been removed.canvas
is now available viatexture.canvas
.context
is now available viatexture.context
.dirty
is now available viatexture.dirty
.camera
is now available viatexture.camera
.renderTarget
is now available viatexture.renderTarget
.origin
is now (0.5, 0.5) by default instead of (0, 0).The following
RenderTexture
methods have changed:drawGameObject
has been removed, this is now handled by the batch methods.resize
has been renamed. UsesetSize(width, height)
instead.setGlobalTint
has been removed as it's no longer used internally.setGlobalAlpha
has been removed as it's no longer used internally.batchGameObjectWebGL
has been removed, now handled bybatchGameObject
.batchGameObjectCanvas
has been removed, now handled bybatchGameObject
.When should you use a Render Texture vs. a Dynamic Texture?
You should use a Dynamic Texture if the texture is going to be used by multiple Game Objects, or you want to use it across multiple Scenes, because textures are globally stored.
You should use a Dynamic Texture if the texture isn't going to be displayed in-game, but is instead going to be used for something like a mask or shader.
You should use a Render Texture if you need to display the texture in-game on a single Game Object, as it provides the convenience of wrapping an Image and Dynamic Texture together for you.
Input System Updates
There are breaking changes from previous versions of Phaser.
InteractiveObject.alwaysEnabled
property has been removed. It is no longer checked within theInputPlugin
and setting it will have no effect. This property has not worked correctly since version 3.52 when the new render list was implemented. Upon further investigation we decided to remove the property entirely, rather than shoe-horn it into the render list. If you need to create a non-rendering Interactive area, use the Zone Game Object instead.Bitmap Mask Updates
There are breaking changes from previous versions of Phaser.
x, y, texture, frame
if no masked object is provided.this.add.bitmapMask()
from within a Scene, for easier creation.renderer
,maskTexture
,mainTexture
,dirty
,mainFramebuffer
andmaskFramebuffer
. The following methods have also been removed:createMask
andclearMask
.WebGLRenderer
has 2 new properties:maskSource
andmaskTarget
. These are the new global mask framebuffers.WebGLRenderer.beginBitmapMask
is a new method that starts the process of using the mask target framebuffer for drawing. This is called by theBitmapMaskPipeline
.WebGLRenderer.drawBitmapMask
is a new method that completes the process of rendering using the mask target framebuffer. This is called by theBitmapMaskPipeline
.BitmapMaskPipeline
now hands over most control of the framebuffers to the WebGLRenderer.GameObjects.Components.Mask.createBitmapMask
method can now accept thex
,y
,texture
andframe
parameters new to the BitmapMask constructor.createBitmapMask
on a Shape Game Object would fail unless you passed the shape to the method. Now, it will correctly create a mask from the Shape without needing to pass it. FixcreateBitmapMask()
is inconsistent when used on Shapes #5976 (thanks @samme)TimeStep Updates
fps: { limit: 30 }
value in your game config. In this case, it will set an fps rate of 30. This forces Phaser to not run the game step more than 30 times per second (or whatever value you set) and works for both Request Animation Frame and SetTimeOut.TimeStep._limitRate
is a new internal private property allowing the Timestep to keep track of fps-limited steps.TimeStep.hasFpsLimit
is a new internal boolean so the Timestep knows if the step is fps rate limited, or not.TimeStep.step
method andTimeStep.setLimitFPS
method. Which one is called depends on if you have fps limited your game, or not. This switch is made internally, automatically.TimeStep.smoothDelta
is a new method that encapsulates the delta smoothing.TimeStep.updateFPS
is a new method that calculates the moving frame rate average.TimeStep.wake
will now automatically reset the fps limits and internal update counters.TimeStep.destroy
will now callRequestAnimationFrame.destroy
, properly cleaning it down.RequestAnimationFrame.step
will now no longer callrequestAnimationFrame
ifisRunning
has been set tofalse
(via thestop
method)TimeStep
no longer calculates or passes theinterpolation
value to Game.step as it was removed several versions ago, so is redundant.RequestAnimationFrame.tick
property has been removed as it's no longer used internally.RequestAnimationFrame.lastTime
property has been removed as it's no longer used internally.RequestAnimationFrame
class no longer calculates the tick or lastTime values and doesn't callperformance.now
as these values were never used internally and were not used by the receiving callback either.RequestAnimationFrame.target
property has been renamed todelay
to better describe what it does.deltaSmoothingMax
value set in the game config. This is now clamped correctly (thanks @vzhou842)New Features
Graphics.strokeRoundedRect
andfillRoundedRect
methods can now accept negative values for the corner radius settings, in which case a concave corner is drawn instead (thanks @rexrainbow)AnimationManager.getAnimsFromTexture
is a new method that will return all global Animations, as stored in the Animation Manager, that have at least one frame using the given Texture. This will not include animations created directly on local Sprites.BitmapText.setLineSpacing
is a new method that allows you to set the vertical spacing between lines in multi-line BitmapText Game Objects. It works in the same was as spacing for Text objects and the spacing value can be positive or negative. See alsoBitmapText.lineSpacing
for the property rather than the method.WebGLPipeline.vertexAvailable
is a new method that returns the number of vertices that can be added to the current batch before it will trigger a flush.Tilemap
andTilemapLayer
classes have a new methodgetTileCorners
. This method will return an array of Vector2s with each entry corresponding to the corners of the requested tile, in world space. This currently works for Orthographic and Hexagonal tilemaps.BaseSoundManager.getAllPlaying
is a new method that will return all currently playing sounds in the Sound Manager.Animation.showBeforeDelay
is a new optional boolean property you can set when creating, or playing an animation. If the animation has a delay before playback starts this controls if it should still set the first frame immediately, or after the delay has expired (the default).InputPlugin.resetPointers
is a new method that will loop through all of the Input Manager Pointer instances and reset them all. This is useful if a 3rd party component, such as Vue, has stolen input from Phaser and you need to reset its input state again.Pointer.reset
is a new method that will reset a Pointer instance back to its 'factory' settings.Group.createMultiple
it will now skip the post-creations options if they are not set in the config object used, or a Game Object constructor. Previously, things like alpha, position, etc would be over-written by the defaults if they weren't given in the config, but now the method will check to see if they are set and only use them if they are. This is a breaking change, but makes it more efficient and flexible (thanks @samme)onStart
, which is passed the parametersfromScene
,toScene
andduration
allowing you to consolidate transition logic into a single callback, rather than split across the start and end events (thanks @rexrainbow)TextureManager.silentWarnings
is a new boolean property that, when set, will prevent the Texture Manager from emiting any warnings or errors to the console in the case of missing texture keys or invalid texture access. The default is to display these warnings, this flag toggles that.TextureManager.parseFrame
is a new method that will return a Texture Frame instance from the given argument, which can be a string, array, object or Texture instance.GameConfig.stableSort
andDevice.features.stableSort
is a new property that will control if the internal depth sorting routine uses our own StableSort function, or the built-in browserArray.sort
. Only modern browsers have a stableArray.sort
implementation, which Phaser requires. Older ones need to use our function instead. Set to 0 to use the legacy version, 1 to use the ES2019 version or -1 to have Phaser try and detect which is best for the browser (thanks @JernejHabjan)Device.es2019
is a new boolean that will do a basic browser type + version detection to see if it supports ES2019 features natively, such as stable array sorting.source
parameter:addSpriteSheet
,addAtlas
,addAtlasJSONArray
,addAtlasJSONHash
,addAtlasXML
andaddAtlasUnity
. This allows you to add sprite sheet or atlas data to existing textures, or textures that came from external sources, such as SVG files, canvas elements or Dynamic Textures.Game.pause
is a new method that will pause the entire game and all Phaser systems.Game.resume
is a new method that will resume the entire game and resume all of Phaser's systems.ScaleManager.getViewPort
is a new method that will return a Rectangle geometry object that matches the visible area of the screen, or the given Camera instance (thanks @rexrainbow)GameObjects.Layer.addToDisplayList
andremoveFromDisplayList
are new methods that allows for you to now add a Layer as a child of another Layer. Fix Error adding Layer to Layer #5799 (thanks @samme)GameObjects.Video.loadURL
has a new optional 4th parametercrossOrigin
. This allows you to specify a cross origin request type when loading the video cross-domain (thanks @rmartell)loader.imageLoadType: "HTMLImageElement"
in your Game Configuration and the Phaser Loader will use an Image Tag to load all images, rather than XHR and a Blob object which is the default. This is a global setting, so all file types that use images, such as Atlas or Spritesheet, will be changed via this flag (thanks @hanzooo)Tileset.tileOffset
(which is a Vector2). This property is set automatically when Tiled data is parsed and found to contain it. Fix Phaser 3.54 draw offset layer #5633 (thanks @moJiXiang @kainage)Tilemap.createFromObjects
method has been overhauled to support typed tiles from the Tiled Map Editor (https://doc.mapeditor.org/en/stable/manual/custom-properties/#typed-tiles). It will now also examine the Tileset to inherit properties based on the tile gid. It will also now attempt to use the same texture and frame as Tiled when creating the object (thanks @lackhand)TweenManager.reset
is a new method that will take a tween, remove it from all internal arrays, then seek it back to its start and set it as being active.Video
config will now detect forx-m4v
playback support for video formats and store it in theVideo.m4v
property. This is used automatically by theVideoFile
file loader. Fix Using M4V extension instead of mp4 breaks loading #5719 (thanks @patrickkeenan)KeyboardPlugin.removeKey
method has a new optional parameterremoveCapture
. This will remove any keyboard capture events for the given Key. Fix Removing aKey
doesn't remove capturing fromKeyboardPlugin
#5693 (thanks @cyantree)KeyboardPlugin.removeAllKeys
method has a new optional parameterremoveCapture
. This will remove any keyboard capture events for all of the Keys owned by the plugin.WebGLShader.fragSrc
is a new property that holds the source of the fragment shader.WebGLShader.vertSrc
is a new property that holds the source of the vertex shader.WebGLShader#.createProgram
is a new method that will destroy and then re-create the shader program based on the given (or stored) vertex and fragment shader source.WebGLShader.setBoolean
is a new method that allows you to set a boolean uniform on a shader.WebGLPipeline.setBoolean
is a new method that allows you to set a boolean uniform on a shader.Phaser.Scenes.Systems.getStatus
is a new method that will return the current status of the Scene.Phaser.Scenes.ScenePlugin.getStatus
is a new method that will return the current status of the given Scene.Math.LinearXY
is a new function that will interpolate between 2 given Vector2s and return a new Vector2 as a result (thanks @GregDevProjects)Curves.Path.getCurveAt
is a new method that will return the curve that forms the path at the given location (thanks @natureofcode)Shape
Game Object as a Geometry Mask. Fix [Feature request] Allow Shape game object to be a mask #5900 (thanks @rexrainbow)Mesh.setTint
is a new method that will set the tint color across all vertices of a Mesh (thanks @rexrainbow)Mesh.tint
is a new setter that will set the tint color across all vertices of a Mesh (thanks @rexrainbow)Mesh.clearTint
is a new method that will clear the tint from all vertices of a Mesh (thanks @rexrainbow)Vector2.project
is a new method that will project the vector onto the given vector (thanks @samme)TilemapLayer
now has theMask
component - meaning you can apply a mask to tilemaps (thanks @samme)TilemapLayer.setTint
is a new method that allows you to set the tint color of all tiles in the given area, optionally based on the filtering search options. This is a WebGL only feature.UtilityPipeline.blitFrame
has a new optional boolean parameterflipY
which, if set, will invert the source Render Target while drawing it to the destination Render Target.GameObjects.Polygon.setTo
is a new method that allows you to change the points being used to render a Polygon Shape Game Object. Fix The GO Polygon is missing a method for adding points #6151 (thanks @PhaserEditor2D)maxAliveParticles
is a new Particle Emitter config property that sets the maximum number of alive particles the emitter is allowed to update. When this limit is reached a particle will have to die before another can be spawned.Utils.Array.Flatten
is a new function that will return a flattened version of an array, regardless of how deeply-nested it is.GameObjects.Text.appendText
is a new method that will append the given text, or array of text, to the end of the content already stored in the Text object.Textures.Events.ADD_KEY
is a new event dispatched by the Texture Manager when a texture with the given key is added, allowing you to listen for the addition of a specific texture (thanks @samme)Textures.Events.REMOVE_KEY
is a new event dispatched by the Texture Manager when a texture with the given key is removed, allowing you to listen for the removal of a specific texture (thanks @samme)Geom Updates
The following are API-breaking, in that a new optional parameter has been inserted prior to the output parameter. If you use any of the following functions, please update your code:
Geom.Intersects.GetLineToLine
method has a new optional parameterisRay
. Iftrue
it will treat the first line parameter as a ray, if false, as a line segment (the default).Geom.Intersects.GetLineToPoints
method has a new optional parameterisRay
. Iftrue
it will treat the line parameter as a ray, if false, as a line segment (the default).Geom.Intersects.GetLineToPolygon
method has a new optional parameterisRay
. Iftrue
it will treat the line parameter as a ray, if false, as a line segment (the default).Geom.Intersects.GetRaysFromPointToPolygon
uses the newisRay
parameter to enable this function to work fully again.Loader Updates
MultiFile.pendingDestroy
is a new method that is called by the Loader Plugin and manages preparing the file for deletion. It also emits theFILE_COMPLETE
andFILE_KEY_COMPLETE
events, fixing a bug whereMultiFile
related files, such as an Atlas JSON or a Bitmap Font File, wouldn't emit thefilecomplete
events for the parent file, only for the sub-files. This means you can now listen for the file completion event formultiatlas
files, among others.MultiFile.destroy
is a new method that clears down all external references of the file, helping free-up resources.File.addToCache
no longer callsFile.pendingDestroy
, instead this is now handled by the Loader Plugin.FILE_PENDING_DESTROY
which is used to ensure Files aren't flagged for destruction more than once.LoaderPlugin.localSchemes
is a new array of scheme strings that the Loader considers as being local files. This is populated by the newPhaser.Core.Config#loaderLocalScheme
game / scene config property. It defaults to[ 'file://', 'capacitor://' ]
but additional schemes can be defined or pushed onto this array. Based on Fix WebAudio for Crodova based apps #6010 (thanks @kglogocki)Updates
Game.registry
, which is aDataManager
instance that can be used as a global store of game wide data will now use its own Event Emitter, instead of the Game's Event Emitter. This means it's perfectly safe for you to now use the Registry to emit and listen for your own custom events without conflicting with events the Phaser Game instance emits.GenerateVerts
function has a new optional parameterflipUV
which, if set, will flip the UV texture coordinates (thanks cedarcantab)GenerateVerts
function no longer errors if the verts and uvs arrays are not the same size andcontainsZ
is true (thanks cedarcantab)Device.Browser
checks for Opera and Edge have been updated to use the more modern user agent strings those browsers now use. This breaks compatibility with really old versions of those browsers but fixes it for modern ones (which is more important) (thanks @ArtemSiz)
SceneManager.processQueue
method will no longerreturn
if a new Scene was added, after starting it. This allows any other queued operations to still be run in the same frame, rather than being delayed until the next game frame. Fix Unexpected behavior of queued scene operations #5359 (thanks @telinc1)Camera.scrollX
andscrollY
will now only set theCamera.dirty
flag totrue
if the new value given to them is different from their current value. This allows you to use this property in your own culling functions. Fix camera.dirty flag is always true inside Phaser.Tilemaps.TilemapLayer.cullCallback #6088 (thanks @Waclaw-I)Face.update
is a new method that updates each of the Face vertices. This is now called internally byFace.isInView
.Vertex.resize
is a new method that will set the position and then translate the Vertex based on an identity matrix.Vertex.update
method now returnsthis
to allow it to be chained.maxSpeed
value in the Arcade Physics Group config (thanks @samme)useDamping
boolean in the Arcade Physics Group config (thanks @samme)HexagonalTileToWorldY
function as it cannot work without an X coordinate. UseHexagonalTileToWorldXY
instead.HexagonalWorldToTileY
function as it cannot work without an X coordinate. UseHexagonalWorldToTileXY
instead.BaseSoundManager.getAll
method used to require akey
parameter, to return Sounds matching the key. This is now optional and if not given, all Sound instances are returned.WebAudioSoundManager
will now detect if the Audio Context enters a 'suspended' or 'interrupted' state as part of its update loop and if so it'll try to resume the context. This can happen if you change or disable the audio device, such as plugging in headphones with built-in audio drivers then disconnecting them, or swapping tabs on iOS. Fix Plug in your headphones, unplug them, and the audio stops #5353 (thanks @helloyoucan)CONTEXT_RESTORED
Game Event has been removed and the WebGL Renderer no longer listens for thecontextrestored
DOM event, or has acontextRestoredHandler
method. This never actually worked properly, in any version of Phaser 3 - although the WebGLRenderer would be restored, none of the shaders, pipelines or textures were correctly re-created. If a context is now lost, Phaser will display an error in the console and all rendering will halt. It will no longer try to re-create the context, leading to masses of WebGL errors in the console. Instead, it will die gracefully and require a page reload.Text
andTileSprite
Game Objects no longer listen for theCONTEXT_RESTORED
event and have had theironContextRestored
methods removed.Scenes.Systems.canInput
is a new internal method that determines if a Scene can receive Input events, or not. This is now used by theInputPlugin
instead of the previousisActive
test. This allows a Scene to emit and handle input events even when it is runninginit
orpreload
. Previously, it could only do this aftercreate
had finished running. Fix Interactive Object can not be clickable while preload progress complete #6123 (thanks @yaasinhamidi)BitmapText
Game Object has two new read-only propertiesdisplayWidth
anddisplayHeight
. This allows the BitmapText to correctly use theGetBounds
component.BitmapText
Game Object now has theGetBounds
component added to it, meaning you can now correctly get its dimensions as part of a Container. Fix getBounds() does not detect BitmapText size in Container #6237 (thanks @likwidgames)WebGLSnapshot
will now flip the pixels in the created Image element if the source was a framebuffer. This means grabbing a snapshot from a Dynamic or Render Texture will now correctly invert the pixels on the y axis for an Image. Grabbing from the game renderer will skip this.WebGLRenderer.snapshotFramebuffer
and by extension, the snapshot methods in Dynamic Textures and Render Textures, has been updated to ensure that the width and height never exceed the framebuffer dimensions, or it'll cause a runtime error. The methodsnapshotArea
has had this limitation removed as a result, allowing you to snapshot areas that are larger than the Canvas. Fix RenderTexture snapshotFramebuffer cannot exceed the size of the drawingBuffer #5707 (thanks @teng-z)Animation.stop
is always called when a new animation is loaded, regardless if the animation was playing or not and thedelayCounter
is reset to zero. This stops animations with delays preventing other animations from being started until the delay has expired. Fix [3.50] "delay" property in animation config results in uninterruptible/unstable animation #5680 (thanks @enderandpeter)ScaleManager.listeners
has been renamed todomlisteners
to avoid conflicting with the EventEmitter listeners object. Fix EventEmitter#listeners & ScaleManager#listeners #6260 (thanks @x-wk)Geom.Intersects.LineToLine
will no longer create an internalPoint
object, as it's not required internally (thanks @Trissolo)tempZone
used byGridAlign
has now hadsetOrigin(0, 0)
applied to it. This leads to more accurate / expected zone placement when aligning grid items.GetBitmapTextSize
function now includes an extra property in the resultingBitmapTextCharacter
object calledidx
which is the index of the character within the Bitmap Text, without factoring in any word wrapping (thanks @JaroVDH)Camera.isSceneCamera
is a new boolean that controls if the Camera belongs to a Scene (the default), or a Texture. You can set this via theCamera.setScene
method. Once set theCamera.updateSystem
method is skipped, preventing the WebGL Renderer from setting a scissor every frame.Camera.preRender
will now applyMath.floor
instead ofMath.round
to the values, keeping it consistent with the Renderer when following a sprite.roundPixels
it will now runMath.floor
on the Matrix position, preventing you from noticing 'jitters' as much when Camera following sprites in heavily zoomed Camera systems.TransformMatrix.setQuad
is a new method that will perform the 8 calculations required to create the vertice positions from the matrix and the given values. The result is stored in the newTransformMatrix.quad
Float32Array, which is also returned from this method.TransformMatrix.multiply
now directly updates the Float32Array, leading to 6 less getter invocations.CameraManager.getVisibleChildren
method now uses the native Array filter function, rather than a for loop. This should improve performance in some cases (thanks @JernejHabjan)SceneManager.systemScene
is a new property that is set during the game boot and is a system Scene reference that plugins and managers can use, that lives outside of the Scene list.TextureManager.get
methof can now accept aFrame
instance as its parameter, which will return the frames parent Texture.GameObject.setFrame
method can now accept aFrame
instance as its parameter, which will also automatically update the Texture the Game Object is using.Device.safariVersion
is now set to the version of Safari running, previously it was always undefined.hitArea
parameter of theGameObjects.Zone.setDropZone
method is now optional and if not given it will try to create a hit area based on the size of the Zone Game Object (thanks @rexrainbow)DOMElement.preUpdate
method has been removed. If you overrode this method, please now seepreRender
instead.DOMElement.preRender
is a new method that will check parent visibility and improve its behavior, responding to the parent even if the Scene is paused or the element is inactive. Dom Elements are also no longer added to the Scene Update List. Fix setVisible not working for DOM elements in a container #5816 (thanks @prakol16 @samme)Particle.fire
will now throw an error if the particle has no texture frame. This prevents an uncaught error later when the particle fails to render. Fix Please add useful information when a particles emitter has an invalid/null frame #5838 (thanks @samme @monteiz)ParticleEmitterManager.setEmitterFrames
will now print out console warnings if an invalid texture frame is given, or if no texture frames were set. Fix Please add useful information when a particles emitter has an invalid/null frame #5838 (thanks @samme @monteiz)SceneManager.stop
andsleep
will now ignore the call if the Scene has already been shut down, avoiding potential problems with duplicate event handles. Fix Shutdown shouldn't be repeated for stopped scenes #5826 (thanks @samme)Tint
andFlip
components from theCamera
class. Neither were ever used internally, or during rendering, so it was just confusing having them in the API.console.error
will be printed if theFile
,MultiFile
,JSONFile
orXMLFile
fail to process or parse correctly, even if they manage to load. Fix Warn for file processing failures #5862 Warn when there is a multiFile load failure #5851 (thanks @samme @ubershmekel)ScriptFile
Loader File Type has a new optional parameter:type
. This is a string that controls the type attribute of the<script>
tag that is generated by the Loader. By default it is 'script', but you can change it to 'module' or any other valid type.Scene.pause
will now check to see if the Scene is in either a RUNNING or CREATING state and throw a warning if not. You cannot pause non-running Scenes.Mesh.addVertices
will now throw a console warning if invalid vertices data is given to the method (thanks @omniowl)Mesh.addVerticesFromObj
will now throw a console warning if invalid vertices data is given to the method (thanks @omniowl)TouchManager.onTouchOver
andonTouchOut
have been removed, along with all of their related event calls as they're not used by any browser any more.TouchManager.isTop
is a new property, copied from the MouseManager, that retains if the window the touch is interacting with is the top one, or not.InputManager.onTouchMove
method will now check if the changed touch is over the canvas, or not, via the DOMelementFromPoint
function. This means if the touch leaves the canvas, it will now trigger theGAME_OUT
andGAME_OVER
events, where-as before this would only happen for a Mouse. If the touch isn't over the canvas, no Pointer touch move happens, just like with the mouse. Fix Touch moving event still fires when moving outside of canvas at mobile device #5592 (thanks @rexrainbow)TileMap.createBlankDynamicLayer
has now been removed as it was deprecated in 3.50.TileMap.createDynamicLayer
has now been removed as it was deprecated in 3.50.TileMap.createStaticLayer
has now been removed as it was deprecated in 3.50.Animations.AnimationManager.createFromAseprite
has a new optional 3rd parametertarget
. This allows you to create the animations directly on a Sprite, instead of in the global Animation Manager (thanks Telemako)Animations.AnimationState.createFromAseprite
is a new method that allows you to create animations from exported Aseprite data directly on a Sprite, rather than always in the global Animation Manager (thanks Telemako)path
package used by the TS Defs generator has been moved todevDependencies
(thanks @antkhnvsk)GetValue
function has a new optional parameteraltSource
which allows you to provide an alternative object to source the value from.Renderer.Snapshot.WebGL
function has had its first parameter changed from anHTMLCanvasElement
to aWebGLRenderingContext
. This is now passed in from thesnapshot
methods inside the WebGL Renderer. The change was made to allow it to work with WebGL2 custom contexts (thanks @andymikulski)disableContextMenu
function, but instead now uses the MouseManager / TouchManager targets, which if not specified defaults to the game canvas. Fix # (thanks @lukashass)Key.reset
method no longer resets theKey.enabled
orKey.preventDefault
booleans back totrue
again, but only resets the state of the Key. Fix key.enabled = false losing effect when changing window/tab #6098 (thanks @descodifica)gameObject.hitAreaDebug.strokeColor
in real-time (thanks @spayton)Light
Game Object now has theOrigin
andTransform
components, along with 4 new properties:width
,height
,displayWidth
anddisplayHeight
. This allows you to add a Light to a Container, or enable it for physics. Fix Possible Bug?? #6126 (thanks @jcoppage)Transform
Component has a new boolean read-only propertyhasTransformComponent
which is set totrue
by default.World.enableBody
method will now only create and add aBody
to an object if it has the Transform component, tested by checking thehasTransformComponent
property. Without the Transform component, creating a Body would error with NaN values, causing the rest of the bodies in the world to fail.ProcessQueue.isActive
is a new method that tests if the given object is in the active list, or not.ProcessQueue.isPending
is a new method that tests if the given object is in the pending insertion list, or not.ProcessQueue.isDestroying
is a new method that tests if the given object is pending destruction, or not.ProcessQueue.add
will no longer place the item into the pending list if it's already active or pending.ProcessQueue.remove
will check if the item is in the pending list, and simply remove it, rather than destroying it.Container.addHandler
will now callGameObject.addedToScene
.Container.removeHandler
will now callGameObject.removedFromScene
.TextStyle
configuration object to the Text Game ObjectssetStyle
method, it would ignore anymetrics
data it may contain and reset it back to the defaults. It will now respect themetrics
config and use it, if present. Fix Setting TextStyle with TextMetrics doesn't apply TextMetrics #6149 (thanks @michalfialadev)ScaleMode
will now override the Game Configantialias
setting under the Canvas Renderer, where-as before ifantialias
wastrue
then it would ignore the scale mode of the texture (thanks @Cirras)Device.Audio
module has been rewritten to use a new internalCanPlay
function that cuts down on the amount of code required greatly.Device.Audio.aac
is a new boolean property that defines if the browser can play aac audio files or not, allowing them to be loaded via the Loader (thanks @Ariorh1337)Device.Audio.flac
is a new boolean property that defines if the browser can play flac audio files or not, allowing them to be loaded via the Loader (thanks @Ariorh1337)Physics.Arcade.Body.reset()
method will now callBody.checkWorldBounds
as part of the process, moving the body outside of the bounds, should you have positioned it so they overlap during the reset. Fix Body Center is wrong when reset(x,y) and collideWorldBounds is enabled #5978 (thanks @lukasharing)CanvasFeatures
for thecheckInverseAlpha
test is now removed from the CanvasPool after use.CanvasFeatures
tests and the TextureManager_tempContext
now specify the{ willReadFrequently: true }
hint to inform the browser the canvas is to be read from, not composited.TextureManager.getTextureKeys
it will now exclude the default__WHITE
texture from the results (thanks @samme)NoAudioSoundManager
now has all of the missing methods, such asremoveAll
andget
to allow it to be a direct replacement for the HTML5 and WebAudio Sound Managers (thanks @orjandh @samme)Texture.destroy
method will only destroy sources, dataSources and frames if they exist, protecting against previously destroyed instances.Bug Fixes
maxSpeed
setting in Arcade Physics wasn't recalculated during the Body update, prior to being compared, leading to inconsistent results. Fix Arcade Physics: maxSpeed not applied consistently #6329 (thanks @Bambosh)phaser-core.js
entry point (thanks @pavle-goloskokovic)POST_UPDATE
event from firing after the transition is over. Fix inactive scene is updated after transition complete #5550 (thanks @mijinc0 @samme)Layer
Game Object to anotherLayer
Game Object, it will no longer error because it cannot find theremoveFromDisplayList
function. Fix Can not add a layer to another layer. #5595 (thanks @tringcooler)Actions.Spread
method will now place the final item correctly and abort early if the array only contains 1 or 0 items (thanks @EmilSV)setDisplayOrigin
on aVideo
Game Object would cause the origins to be set toNaN
if the Video was created without an asset key. It will now give Videos a default size, preventing this error, which is reset once a video is loaded. Fix Setting displayOrigin on Video that uses loadURL makes it disappear #5560 (thanks @mattjennings)ImageFile
loads with a linked Normal Map and the map completes first, but the Image is still in a pending state, it would incorrectly add itself to the cache instead of waiting. It now checks this process more carefully. Fix Spritesheet with a normal map loads texture twice #5886 (thanks @inmylo)dataKey
to specify a part of a JSON file when usingload.pack
would fail as it wouldn't correctly assign the right part of the pack file to the Loader. You can now use this parameter properly. Fix Use json data with dataKey in Pack loader #6001 (thanks @rexrainbow)Text.advancedWordWrap
function would incorrectly merge the current and next lines when wrapping words with carriage-returns in. Fix Text new line does not work properly with word wrap #6187 (thanks @Ariorh1337 @robinheidrich)HexagonalTileToWorldXY
function as it was incorrect. Now returns world coordinates correctly.Tilemap.copy
would error if you copied a block of tiles over itself, even partially, as it tried to copy already replaced tiles as part of the function. It will now copy correctly, regardless of source or destination areas. Fix tilemap.copy() Bug #6188 (thanks @Arkyris)Tile.copy
will now use theDeepCopy
function to copy theTile.properties
object, as otherwise it just gets copied by reference.HexagonalWorldToTileXY
function as it was incorrect. Now detects any dimension hexagon correctly. Fix WorldToTileX not working for Hex Tilesets (TileY and TileXY works) #5608 (thanks @stonerich)IsometricWorldToTileXY
function and added optional boolean property that allows the setting of the tile origin to the top or base. Fix Incorrect world point in isometric map #5781 (thanks @benjamin-wilson)Tilemap.worldToTileX
orworldToTileY
on a Isometric or Hexagonal Tilemap will now always returnnull
instead of doing nothing, as you cannot convert to a tile index using just one coordinate for these map types, you should useworldToTileXY
instead.Game.headlessStep
method will now resetSceneManager.isProcessing
beforePRE_RENDER
. This fixes issues in HEADLESS mode where the Scene Manager wouldn't process additionally added Scenes created after the Game had started. Fix node +Phaser.HEADLESS
-->(Phaser.Scene).add
function does not add new scene #5872 Adding a scene can fail in HEADLESS mode #5974 (thanks @micsun-al @samme)Rope.setPoints
was called with the exact same number of points as before, it wouldn't set thedirty
flag, meaning the vertices were not updated on the next render (thanks @stupot)Particle.fire
will now check to see if the parent Emitter is set to follow a Game Object and if so, and if the x/y EmitterOps are spread ops, then it'll space the particles out based on the follower coordinates, instead of clumping them all together. Fix Particles - startFollow causes x/y step particle emitters to not emit in steps (all emit from single coordinate) #5847 (thanks @sreadixl)Text
Game Objects, the Text would vanish on iOS15+ if you changed the text or font style. The context RTL properties are now restored when the text is updated, fixing this issue. Fix Text (rtl) are not show on ios (safary and chrome) - #6121 (thanks @liorGameDev)Tilemap.destroyLayer
method would throw an error "TypeError: layer.destroy is not a function". It now correctly destroys the TilemapLayer. Fix TilemapdestroyLayer()
fails with an error #6268 (thanks @samme)MapData
andObjectLayer
will now enforce that theTilemap.objects
property is always an array. Sometimes Tiled willl set it to be a blank object in the JSON data. This fix makes sure it is always an array. Fix Tilemap objects property is not always an array (as it is typed) #6139 (thanks @robbeman)ParseJSONTiled
function will now run aDeepCopy
on the source Tiled JSON, which prevents object mutation, fixing an issue where Tiled Object Layer names would be duplicated if used across multiple Tilemap instances. Fix Tilemap, when read second time, the prefix added #6212 (thanks @temajm @wahur666)Color.setFromHSV
would not change the membersh
,s
andv
, only the RGB properties. It now correctly updates them both. Fix colorObj.setFromHSV() does not change members h,s,v #6276 (thanks @rexrainbow)GameObject.getPostPipeline
and passing in a string for the pipeline name it would error with 'Uncaught TypeError: Right-hand side of 'instanceof' is not an object'. This is now handled correctly internally (thanks @neki-dev)nextAnim
property could get set toundefined
which would stop the next animation in the queue from being set. The check now handles all falsey cases. Fix sprite.anims.nextAnim change to undefined, will not recover from it #5852 (thanks @Pythux)InputPlugin.clear
it will now callremoveDebug
on the Game Object, making sure it clears up any Input Debug Graphics left in the Scene. Fix Input Debug not removed when Input cleared from GameObject #6137 (thanks @spayton)Video.loadURL
method wouldn't load the video or emit theVIDEO_CREATED
event unlessnoAudio
was specified. A load event handler has been added to resolve this (thanks @samme)TimerEvent
with adelay
of zero it will now throw a runtime error as it would lead to an infinite loop. Fix Timer add event with loop and no delay #6225 (thanks @JernejHabjan)endFrame
andstartFrame
properties of theSpriteSheet
parser wouldn't correctly apply themselves, the Texture would still end up with all of the frames. It will now start at the givenstartFrame
so that is frame zero and end atendFrame
, regardless how many other frames are in the sheet.WebAudioSound
in the same game step as destroying the Game itself would cause an error when trying to disconnect already disconnected Web Audio nodes.WebAudioSound
will now bail out of its destroy sequence if it's already pending removal.Animation.createFromAseprite
would calculate an incorrect frame duration if the frames didn't all have the same speed.capacitor://
has been added to the protocol check to prevent malformed double-urls in some environments (thanks @consolenaut)Config.domBehindCanvas
property as it's never used internally. Fix GameConfig dom behindCanvas setting true not working #5749 (thanks @iamallenchang)dispatchTweenEvent
would overwrite one of the callback's parameters. This fix ensures thatTween.setCallback
now works consistently. Fix dispatchTweenEvent overwrites one of the callback's parameters #5753 (thanks @andrei-pmbcn @samme)Phaser.WEBGL
will now fail with an error. Previously, it would fall back to Canvas. Now it will not fall back to Canvas. If you require that feature, use the AUTO render type. Fix WEBGL still falls back to CANVAS #5583 (thanks @samme)Tilemap.createFromObjects
method will now correctly place both tiles and other objects. Previously, it made the assumption that the origin was 0x1 for all objects, but Tiled only uses this for tiles and uses 0x0 for its other objects. It now handles both. Fix Some offsets are incorrect in createFromObjects() #5789 (thanks @samme)CanvasRenderer.snapshotCanvas
method used an incorrect reference to the canvas, causing the operation to fail. It will now snapshot a canvas correctly. Fix snapshotCanvas function bug in CanvasRenderer #5792 Cannot use renderTexture.snapshot in canvas rendering mode #5448 (thanks @rollinsafary-inomma @samme @akeboshi1)Tilemap.tileToWorldY
method incorrectly had the parametertileX
. It will worked, but didn't make sense. It is nowtileY
(thanks @mayacoda)Tilemap.convertTilemapLayer
method would fail for isometric tilemaps by not setting the physic body alignment properly. It will now callgetBounds
correctly, allowing for use on non-orthagonal maps. Fix convertTilemapLayer for isometric tilemaps not setting bodies properly #5764 (thanks @mayacoda)PluginManager.installScenePlugin
method will now check if the plugin is missing from the local keys array and add it back in, if it is (thanks @xiamidaxia)GameObject.Shapes.Rectangle.setSize
it will now correctly update the Rectangle object's display origin and default hitArea (thanks @rexrainbow)ParseTileLayers
function has been updated so that it no longer breaks when using a Tiled infinite map with empty chunks (thanks @jonnytest1)PutTileAt
function will now set the Tile dimensions from the source Tileset, fixing size related issues when placing tiles manually. Fix Different tile sizes not accounted for when adding tiles with PutTileAt #5644 (thanks @moJiXiang @stuffisthings)Tileset.tileOffset
property fixes an issue with drawing isometric tiles when an offset had been defined in the map data (thanks @moJiXiang)Geom.Intersects.GetLineToLine
function that would fail with colinear lines (thanks @Skel0t)CameraManager.destroy
function will now remove the Scale ManagerRESIZE
event listener created as part ofboot
, where-as before it didn't clean it up, leading to gc issues. Fix 2d CameraManager do not unregister RESIZE event when be destroyed #5791 (thanks @liuhongxuan23)roundPixels
set to true in the game or camera config, Sprites will no longer render at sub-pixel positions under CANVAS. Fix Images can be blurry with CANVAS renderer and roundPixels #5774 (thanks @samme)PRE_RENDER
andPOST_RENDER
events under the Canvas Renderer. Fix No camera postrender event with Phaser.CANVAS #5729 (thanks @ddanushkin)highp float
precision by default, instead ofmediump
. This fixes issues with strange blue 'spots' appearing under WebGL on some Android devices. Fix glsl precision mediump float #5751 Blue Artifacts in WEBGL on Mobile #5659 spots appear when rendering #5655 (thanks @actionmoon @DuncanPriebe @ddanushkin)Tilemaps.Tile.getBounds
method would take acamera
parameter but then not pass it to the methods called internally, thus ignoring it. It now factors the camera into the returned Rectangle.Tilemap.createFromObjects
has had the rendering of Tiled object layers on isometric maps fixed. Objects contained in object layers generated by Tiled use orthogonal positioning even when the map is isometric and this update accounts for that (thanks @lfarroco)Text
,TileSprite
andRenderTexture
Game Objects would call the pre and post batch functions twice by mistake, potentially applying a post fx twice to them.ScaleManager.getParentBounds
will now also check to see if the canvas bounds have changed x or y position, and if so returntrue
, causing the Scale Manager to refresh all of its internal cached values. This fixes an issue where the canvas may have changed position on the page, but not its width or height, so a refresh wasn't triggered. Fix ScaleManager miscalculates mouse position should the canvas move on the page without changing size #5884 (thanks @jameswilddev)SceneManager.bootScene
method will now always callLoaderPlugin.start
, even if there are no files in the queue. This means that the Loader will always dispatch itsSTART
andCOMPLETE
events, even if the queue is empty because the files are already cached. You can now rely on theSTART
andCOMPLETE
events to be fired, regardless, using them safely in your preload scene. Fix Loader plugin 'start' and 'complete' events are not fired in preload #5877 (thanks @sipals)TimerEvent.reset
in the Timer callback would cause the timer to be added to the Clock's pending removal and insertion lists together, throwing an error. It will now not add to pending removal if the timer was reset. Fix Can't start the same timer when time-out #5887 (thanks @rexrainbow)ParticleEmitter.setScale
would set thescaleY
property tonull
, causing calls tosetScaleY
to throw a runtime error.scaleY
is now a required property across both the Particle and Emitter classes and all of the conditional checks for it have been removed (thanks ojg15)Tween.reset
when a tween was in a state ofPENDING_REMOVE
would cause it to fail to restart. It now restarts fully. Fix Tween restart() doesn't always work #4793 (thanks @spayton)Tween._pausedState
has changed fromINIT
toPENDING_ADD
. This fixes a bug where if you calledTween.play
immediately after creating it, it would force the tween to freeze. Fix Calling play() on freshly added tween stops it from playing #5454 (thanks @michal-bures)PathFollower
with ato
value it will now tween and complete at that value, rather than the end of the path as before (thanks @samme)Text
with RTL enabled wouldn't factor in the left / right padding correctly, causing the text to be cut off. It will now account for padding in the line width calculations. Fix Text with RTL enable and padding left/right #5830 (thanks @rexrainbow)Path.fromJSON
function would use the wrong name for a Quadratic Bezier curve class, meaning it would be skipped in the exported JSON. It's now included correctly (thanks @natureofcode)Input.Touch.TouchManager.stopListeners
forgot to remove thetouchcancel
handler. This is now removed correctly (thanks @teng-z)BitmapMask
shader has been recoded so it now works correctly if you mask a Game Object that has alpha set on it, or in its texture. Previously it would alpha the Game Object against black (thanks stever1388)Uncaught TypeError: Cannot read properties of undefined (reading 'renderList')
if multiple children existed in the pointer-out array. Fix Pointer-out bug #5867 Error when dragging constrained object on top of another interactive object #5699 (thanks @rexrainbow @lyger)GameObject.willRender
method will now factor in the parentdisplayList
, if it has one, to the end result. This fixes issues like that where an invisible Layer will still process input events. Fix Game object on a camera-ignored layer is still touchable #5883 (thanks @rexrainbow)InputPlugin.disable
will now also reset the drag state of the Game Object as well as remove it from all of the internal temporary arrays. This fixes issues where if you disabled a Game Object for input during an input event it would still remain in the temporary internal arrays. This method now also returns the Input Plugin, to matchenable
. Fix "pointerout" interaction event triggers afterdisableInteractive()
#5828 (thank @natureofcode @thewaver)GetBounds
component has been removed from the Point Light Game Object. Fix Reset a point light that has a body takes a lot of time #5934 (thanks @x-wk @samme)SceneManager.moveAbove
andmoveBelow
now take into account the modified indexes after the move (thanks @EmilSV)setTimeout
and then sending the game to sleep, it would accidentally restart by using Request Animation Frame instead (thanks @andymikulski)render
object within the Game Config will no longer erase any top-level config render settings. Therender
object will now take priority over the game config, but both will be used (thanks @vzhou842)Tween.stop(0)
would run for an additional delta before stopping, causing the Tween to not be truly 100% "reset". Fix Calling tween.stop(0) runs for an additional delta before stopping, so tween isn't truly 100% "reset" #5986 (thanks @Mesonyx)Utils.Array.SafeRange
function would exclude valid certain ranges. Fix SafeRange bug restricts certain ranges #5979 (thanks @ksritharan)Container.pointToContainer
method would ignore the providedoutput
parameter, but now uses it (thanks @vforsh)Polygon
Game Object would ignore itsclosePath
property when rendering in Canvas. Fix Phaser.GameObject.Polygon ignores closePath with Phaser.CANVAS #5983 (thanks @optimumsuave)BlitterCanvasRenderer
will now skip thedrawImage
call in canvas if the frame width or height are zero.ParticleManagerCanvasRenderer
will now skip thedrawImage
call in canvas if the frame width or height are zero.CanvasSnapshot
will now skip thedrawImage
call in canvas if the frame width or height are zero.TextureManager.getBase64
will now skip thedrawImage
call in canvas if the frame width or height are zero.TilemapLayerCanvasRenderer
will now skip thedrawImage
call in canvas if the frame width or height are zero.moveToX
andmoveToY
now default to null instead of 0 (thanks @samme)GetBitmapTextSize
function caused kerning to not be applied correctly to Bitmap Text objects. This now works across WebGL and Canvas (thanks @arbassic @TJ09)WebGLSnapshot
andCanvasSnapshot
will now Math.floor the width/height values to ensure no sub-pixel dimensions, which corrupts the resulting texture. Fix snapshotArea function not working properly if size is not integer #6099 (thanks @orjandh)ContainerCanvasRenderer
would pass in a 5thcontainer
parameter to the childrenderCanvas
call, which was breaking theGraphicsCanvasRenderer
and isn't needed by any Game Object, so has been removed. Fix Graphics inside a Container bugs out since v3.60 #6093 (thanks @Antriel)Utils.Objects.GetValue
where it would return an incorrect result if asource
andaltSource
were provided that didn't match in structure. Fix Possible bug in latest GetValue method #5952 (thanks @rexrainbow)render: {}
would cause set properties to be overriden with the default value. Fix Having render: {} in phaser's config adds black background to Phaser. #6097 (thanks @michalfialadev)SceneManager.moveAbove
andmoveBelow
methods didn't check the order of the Scenes being moved, so moved them even if one was already above / below the other. Both methods now check the indexes first. Fix Phaser.Scenes.ScenePlugin moveBelow swaps scenes regardless of order #6040 (thanks @yuupsup)scale.mode
in the Game Config would be ignored. It now accepts either this, orscaleMode
directly. Fixscale.mode
in game config is ignored #5970 (thanks @samme)AnimationManager.createFromAseprite
method would be incorrect if they contained a mixture of long and very short duration frames (thanks @martincapello)TilemapLayer.getTilesWithinShape
method would not return valid results when used with a Line geometry object. Fix TilemapLayer#getTilesWithinShape does not return valid results when run with Phaser.Geom.Line #5640 (thanks @hrecker @samme)require
statements in order to fix an issue in Google's closure-compiler when variables are re-assigned to new values (thanks @TJ09)MatterTileBody
from an isometric tile the tiles top value would be incorrect. ThegetTop
method has been fixed to address this (thanks @adamazmil)Container.removeHandler
now specifies the context forEvents.DESTROY
, fixing an issue where objects moved from one container, to another, then destroyed, would causesys
reference errors. Fix 5846 (thanks @sreadixl)Container.removeAll
(which is also called when a Container is destroyed) will now directly destroy the children, if the given parameter is set, rather than doing it after removing them via the event handler. This fixes an issue where nested Containers would add destroyed children back to the Scene as part of their shutdown process. Fix Phaser.GameObjects.Container inside another Container call addedToScene when the scene is removed only #6078 (thanks @BenoitFreslon)DisplayList.addChildCallback
method will now check to see if the child has a parent container, and if it does, remove it from there before adding it to the Scene Display List. Fix GameObject duplication when moving GO between Scene and Container. #6091 (thanks @michalfialadev)Display.RGB.equals
will now return the correct result. Previously, it would always returnfalse
(thanks @samme)Graphics.strokeRoundedRect
would incorrectly draw the rectangle if you passed in a radius greater than half of the smaller side. This is now clamped internally (thanks @temajm)Examples, Documentation, Beta Testing and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@0day-oni
@201flaviosilva
@AlbertMontagutCasero
@Arcanorum
@arosemena
@austinlyon
@chrisl8
@christian-post
@danfoster
@darrylpizarro
@DeweyHur
@ef4
@eltociear
@EsteFilipe
@etherealmachine
@Fake
@florestankorp
@hacheraw
@hanzooo
@jerricko
@joegaffey
@jonasrundberg
@kootoopas
@lolimay
@MaffDev
@michalfialadev
@monteiz
@necrokot
@Nero0
@orjandh
@PhaserEditor2D
@Pythux
@quocsinh
@rgk
@rollinsafary-inomma
@rstanuwijaya
@samme
@Smirnov48
@steveja42
@sylvainpolletvillard
@twoco
@ubershmekel
@VanaMartin
@vforsh
@Vidminas
@x-wk
@xmahle
@xuxucode
@YeloPartyHat
FromChris
Golen
OmniOwl
This discussion was created from the release Phaser 3.60 Beta 18.
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