Phaser v3.53.1
Version 3.53.1 - Anastasia - 8th March 2021
- Fixed an issue where Container children were not removed from the display list properly.
Version 3.53.0 - Anastasia - 8th March 2021
New Features
- You can now run Phaser from within a Web Worker. You must use the
type: 'classic'
method and then useimportScripts('phaser.js')
within your workers, but it will no longer throw window errors and allows you access to lots of the core Phaser functions from Workers. Scenes.Events.PRE_RENDER
is a new event fired after the display list is sorted and before the Scene is rendered (thanks @samme)- You can now set the boolean
preserveDrawingBuffer
in the Game Config (either directly, or in the Render Config). This is passed to the WebGL context during creation and controls if the buffers are automatically cleared each frame or not. The default is to clear them. Set totrue
to retain them. GameObjects.Shape.setDisplaySize
is a new method that helps setting the display width and height of a Shape object in a chainable way. Fix #5526 (thanks @samme)Tilemaps.Parsers.Tiled.ParseTilesets
has been updated so it now retains thetype
field information that can be optionally specified within Tiled. This is useful when creating objects from tiles and tile variants (thanks @lackhand)Tilemaps.Parsers.Tiled.ParseWangsets
is a new function that will parse the Wangset information from Tiled map data, if present, and retain it so you can access the data (thanks @lackhand)WebGLPipeline.glReset
is a new boolean property that keeps track of when the GL Context was last reset by the Pipeline Manager. It then redirects calls tobind
torebind
instead to restore the pipeline state.
Display List Updates
GameObject.addToDisplayList
is a new method that allows you to add a Game Object to the given Display List. If no Display List is given, it will default to the Scene Display List. A Game Object can only exist on one Display List at any given time, but may move freely between them.GameObject.addToUpdateList
is a new method that adds the Game Object to the Update List belonging to the Scene. When a Game Object is added to the Update List it will have itspreUpdate
method called every game frame.GameObject.removeFromDisplayList
is a new method that removes the Game Object from the Display List it is currently on.GameObject.removeFromUpdateList
is a new method that removes the Game Object from the Scenes Update List.GameObject.destroy
will now call the newremoveFromDisplayList
andremoveFromUpdateList
methods.DisplayList.addChildCallback
will now use the newaddToDisplayList
andremoveFromDisplayList
Game Object methods.Container.addHandler
will now use the newaddToDisplayList
andremoveFromDisplayList
Game Object methods.Layer.addChildCallback
andremoveChildCallback
will now use the newaddToDisplayList
andremoveFromDisplayList
Game Object methods.Group
now listens for theADDED_TO_SCENE
andREMOVED_FROM_SCENE
methods and adds and removes itself from the Update List accordingly.Group.add
andcreate
now uses the newaddToDisplayList
andaddToUpdateList
Game Object methods.Group.remove
now uses the newremoveFromDisplayList
andremoveFromUpdateList
Game Object methods.Group.destroy
has a new optional boolean parameterremoveFromScene
, which will remove all Group children from the Scene if specified.
Updates
- Phaser no longer includes the IE9 polyfills. All polyfills have been removed from the core builds and moved to their own specific version called
phaser-ie9
, which can be found in thedist
folder. - All of the Device functions will now check to see if Phaser is running inside of a Web Worker, or not. If it is, they will return early, avoiding trying to make calls to
window
or other elements not present within Workers. - The Webpack loaders have been moved to dev dependencies to avoid peer issues during use of Phaser as a package (thanks @andrewstart)
- The
WebAudioSoundManager.createAudioContext
method is no longer private. - The
WebAudioSoundManager.context
property is no longer private. - The
WebAudioSoundManager.masterMuteNode
property is no longer private. - The
WebAudioSoundManager.masterVolumeNode
property is no longer private. - The
WebAudioSoundManager.destination
property is no longer private. - The
WebAudioSound.audioBuffer
property is no longer private. - The
WebAudioSound.source
property is no longer private. - The
WebAudioSound.loopSource
property is no longer private. - The
WebAudioSound.muteNode
property is no longer private. - The
WebAudioSound.volumeNode
property is no longer private. - The
WebAudioSound.pannerNode
property is no longer private. - The
WebAudioSound.hasEnded
property is no longer private, but is read only. - The
WebAudioSound.hasLooped
property is no longer private, but is read only. - The
WebAudioSoundManager.createAudioContext
method will now usewebkitAudioContext
if defined inwindow
(rather than using the polyfill) to handle audio on Safari. - If a loaded JSON File fails to parse it will now issue a console warning along with the file key (thanks @samme)
- The Canvas Renderer will no longer run a
fillRect
ifclearBeforeRender
isfalse
in the Game Config. - The
LightsManager.addPointlight
method now has full JSDocs and theattenuation
parameter. LightPipeline.lightsActive
is a new boolean property that keeps track if the Lights Manager in a Scene is active, or not.- The
LightPipeline
now only callsbatchSprite
,batchTexture
andbatchTextureFrame
if the Scene Lights Manager is active. Fix #5522 (thanks @inmylo) - The Tiled Parser has been updated so it now supports object properties defined in an array with name / type values (thanks @veleek)
LineCurve.getTangent
can now take an output vector to receive the tangent value (thanks @samme)DOMElementCSSRenderer
no longer sets thepointerEvents
style attribute toauto
. This is the default value anyway and it now means you can override it from your code by setting thepointer-events
attribute directly. Fix #5470 (thanks @hayatae @endel)SceneManager.loadComplete
will no longer try to unlock the Sound Manager, preventingAudioContext was not allowed to start
console warnings after each Scene finishes loading.WebGLRenderer.deleteTexture
will now runresetTextures(true)
first, incase the requested texture to be deleted is currently bound. Previously, it would delete the texture and then reset them.- If
TextureSource.destroy
has a WebGL Texture it will tell the WebGL Renderer to reset the textures first, before deleting its texture. Cameras.Controls.FixedKeyControl.minZoom
is a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)Cameras.Controls.FixedKeyControl.maxZoom
is a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)Cameras.Controls.SmoothedKeyControl.minZoom
is a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)Cameras.Controls.SmoothedKeyControl.maxZoom
is a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)- The
WebGLPipeline.rebind
method now accepts an optional parametercurrentShader
. If provided it will set the current shader to be this after the pipeline reset is complete. - The
PipelineManager.rebind
method will now flag all pipelines asglReset = true
, so they know to fully rebind the next time they are invoked.
Bug Fixes
BlitterWebGLRenderer
was calling an out-dated functionsetRenderDepth
instead ofaddToRenderList
(thanks Harm)- When a loaded JSON file fails to parse, it's marked
FILE_ERRORED
and the Loader continues. Before this change the Loader would stall (thanks @samme) Math.FromPercent
silently assumed themin
parameter to be 0. It can now be any value, allowing you to generate percentages betweenmin
andmax
correctly (thanks @somechris)- The Container and Zone Game Objects were not handling being added to the render list, causing them to fail input detection tests. Fix #5506 #5508 (thanks @rexrainbow @vforsh @Nightspeller)
IsometricWorldToTileXY
was returning a tile incorrectly offset from the given coordinates. It now returns from the expected location (thanks @veleek)DOMElementCSSRenderer
will now return early ifsrc.node
doesn't exist or is null, rather than trying to extract thestyle
property from it. Fix #5566 (thanks @rattias)- The BitmapMask will now check to see if
renderer
exists before trying to hook to its event emitter (thanks @mattjennings) - TileSprite will now check to see if
renderer
exists before trying to restore itself during a context loss (thanks @mattjennings) - A Texture will now check to see if
renderer
exists before resetting the WebGL textures (thanks @mattjennings) - Destroying a Text Game Object when using the HEADLESS renderer would cause an
Uncaught TypeError
. Fix #5558 (thanks @mattjennings) - The
Actions.PlayAnimation
arguments have been updated to match the new animation system introduced in Phaser 3.50. It will now take either a string-key, or a play animation configuration object, and thestartFrame
parameter has been replaced withignoreIfPlaying
. The function will also only callplay
if the Game Object has an animation component, meaning you can now supply this action with a mixed-content array without errors. Fix #5555 (thanks @xuxucode) RenderTarget.resize
will nowMath.floor
the scaled width and height as well as ensure they're not <= 0 which causesFramebuffer status: Incomplete Attachment
errors. Fix #5563 #5478 (thanks @orjandh @venarius)Matter.Components.Sleep.setToSleep
andsetAwake
were documented as returningthis
, however they didn't return anything. Both nowreturn this
correctly. Fix #5567 (thanks @micsun-al)- The Particle position would be wrong when set to follow a Sprite using the Canvas Renderer. Fix #5457 (thanks @samme)
- Fixed a conditional bug in Arcade Physics
ProcessX
when Body2 is Immovable and Body1 is not. - The Spine Plugin would throw an error while unloading and restarting the game. Fix #5477 (thanks @ayamomiji @Pong420)
- The Spine Plugin would cause all textures to render as blue if a Spine object followed any Game Object using the Graphics Pipeline on the display list, due to the gl context restoration not being properly handled. Fix #5493 #5449 (thanks @EmilSV @FloodGames)
- Spine Game Objects and Containers will now add themselves to the Camera render list, fixing issues where input didn't work if depth was used or they were overlapped with another interactive Game Object.
- Calling
Group.destroy
would cause a runtime error ifGroup.runChildUpdate
had been set. Fix #5576 (thanks @samme) - Moving a Sprite from a Container or Layer to the Scene would fail without first resetting the display list. Fix #5535 (thanks @malahaas @samme @tringcooler)
Examples, Documentation and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs: