Phaser v3.60 Beta 23
Pre-releaseVersion 3.60.0 - Miku - in development
New Features - Timeline Class
Phaser 3.60 has a new Timeline Class which allows for fine-grained control of sequenced events. Previously in 3.55 the Timeline was part of the Tween system and it never quite worked as intended. In 3.60 it has been removed from Tweens entirely, replaced with the much more solid and reliable Tween Chains and Timeline has now becomes its own first-class citizen within Phaser. It allows you to sequence any event you like, not just tweens.
A Timeline is a way to schedule events to happen at specific times in the future. You can think of it as an event sequencer for your game, allowing you to schedule the running of callbacks, events and other actions at specific times in the future.
A Timeline is a Scene level system, meaning you can have as many Timelines as you like, each belonging to a different Scene. You can also have multiple Timelines running at the same time.
If the Scene is paused, the Timeline will also pause. If the Scene is destroyed, the Timeline will be automatically destroyed. However, you can control the Timeline directly, pausing, resuming and stopping it at any time.
Create an instance of a Timeline via the Game Object Factory:
const timeline = this.add.timeline();
The Timeline always starts paused. You must call play
on it to start it running.
You can also pass in a configuration object on creation, or an array of them:
const timeline = this.add.timeline({
at: 1000,
run: () => {
this.add.sprite(400, 300, 'logo');
}
});
timeline.play();
In this example we sequence a few different events:
const timeline = this.add.timeline([
{
at: 1000,
run: () => { this.logo = this.add.sprite(400, 300, 'logo'); },
sound: 'TitleMusic'
},
{
at: 2500,
tween: {
targets: this.logo,
y: 600,
yoyo: true
},
sound: 'Explode'
},
{
at: 8000,
event: 'HURRY_PLAYER',
target: this.background,
set: {
tint: 0xff0000
}
}
]);
timeline.play();
There are lots of options available to you via the configuration object. See the TimelineEventConfig
typedef for more details.
New Features - ESM Support
Phaser 3.60 uses the new release of Webpack 5 in order to handle the builds. The configurations have been updated to follow the new format this upgrade introduced. As a bonus, Webpack 5 also bought a new experimental feature called 'output modules', which will take a CommonJS code-base, like Phaser uses and wrap the output in modern ES Module declarations.
We are now using this as part of our build. You will find in the dist
folder a new phaser.esm.js
file, which is also linked in from our package.json
module property. Using this build you can access any of the Phaser modules directly via named imports, meaning you can code like this:
import { AUTO, Scene, Game } from './phaser.esm.js';
class Test extends Scene
{
constructor ()
{
super();
}
create ()
{
this.add.text(10, 10, 'Welcome to Phaser ESM');
}
}
const config = {
type: AUTO,
width: 800,
height: 600,
parent: 'phaser-example',
scene: [ Test ]
};
const game = new Game(config);
Note that we're importing from the local esm bundle. By using this approach you don't need to even use a bundler for quick local prototyping or testing, you can simply import and code directly.
The dist folder still also contains phaser.js
which, as before, uses a UMD export.
Because the Webpack feature is experimental we won't make the ESM version the default just yet, but if you're curious and want to explore, please go ahead!
New Features - Built-in Special FX
We have decided to bundle a selection of highly flexible special effect shaders in to Phaser 3.60 and provide access to them via an easy to use set of API calls. The FX included are:
- Barrel - A nice pinch / bulge distortion effect.
- Bloom - Add bloom to any Game Object, with custom offset, blur strength, steps and color.
- Blur - 3 different levels of gaussian blur (low, medium and high) and custom distance and color.
- Bokeh / TiltShift - A bokeh and tiltshift effect, with intensity, contrast and distance settings.
- Circle - Add a circular ring around any Game Object, useful for masking / avatar frames, with custom color, width and background color.
- ColorMatrix - Add a ColorMatrix to any Game Object with access to all of its methods, such as
sepia
,greyscale
,lsd
and lots more. - Displacement - Use a displacement texture, such as a noise texture, to drastically (or subtly!) alter the appearance of a Game Object.
- Glow - Add a smooth inner or outer glow, with custom distance, strength and color.
- Gradient - Draw a gradient between two colors across any Game Object, with optional 'chunky' mode for classic retro style games.
- Pixelate - Make any Game Object appear pixelated, to a varying degree.
- Shadow - Add a drop shadow behind a Game Object, with custom depth and color.
- Shine - Run a 'shine' effect across a Game Object, either additively or as part of a reveal.
- Vignette - Apply a vignette around a Game Object, with custom offset position, radius and color.
- Wipe - Set a Game Object to 'wipe' or 'reveal' with custom line width, direction and axis of the effect.
What's more, the FX can be stacked up. You could add, for example, a Barrel
followed by a Blur
and then topped-off with a Circle
effect. Just by adjusting the ordering you can achieve some incredible and unique effects, very quickly.
We've worked hard to make the API as easy to use as possible, too. No more messing with pipelines or importing plugins. You can simply do:
const player = this.add.sprite(x, y, texture);
player.preFX.addGlow(0xff0000, 32);
This will add a 32 pixel red glow around the player
Sprite.
Each effect returns a new FX Controller instance, allowing you to easily adjust the special effects in real-time via your own code, tweens and similar:
const fx = container.postFX.addWipe();
this.tweens.add({
targets: fx,
progress: 1
});
This will add a Wipe Effect to a Container instance and then tween its progress value from 0 to 1, causing the wipe to play out.
All texture-based Game Objects have access to Pre FX
(so that includes Images, Sprites, TileSprites, Text, RenderTexture and Video). However, all Game Objects have access to Post FX
, as do cameras. The difference is just when the effect is applied. For a 'pre' effect, it is applied before the Game Object is drawn. For a 'post' effect, it's applied after it has been drawn. All of the same effects are available to both.
this.cameras.main.postFX.addTiltShift();
For example, this will apply a Tilt Shift effect to everything being rendered by the Camera. Which is a much faster way of doing it than applying the same effect to every child in a Scene. You can also apply them to Containers, allowing more fine-grained control over the display.
The full list of new methods are as follows:
Available only to texture-based Game Objects:
-
GameObject.preFX
an instance of the FX Controller, which allows you to add and remove Pre FX from the Game Object. It features methods such asadd
,remove
andclear
. Plus the following: -
GameObject.preFX.addGlow
adds a Glow Pre FX effect to the Game Object. -
GameObject.preFX.addShadow
adds a Shadow Pre FX effect to the Game Object. -
GameObject.preFX.addPixelate
adds a Pixelate Pre FX effect to the Game Object. -
GameObject.preFX.addVignette
adds a Vignette Pre FX effect to the Game Object. -
GameObject.preFX.addShine
adds a Shine Pre FX effect to the Game Object. -
GameObject.preFX.addBlur
adds a Blur Pre FX effect to the Game Object. -
GameObject.preFX.addGradient
adds a Gradient Pre FX effect to the Game Object. -
GameObject.preFX.addBloom
adds a Bloom Pre FX effect to the Game Object. -
GameObject.preFX.addColorMatrix
adds a ColorMatrix Pre FX effect to the Game Object. -
GameObject.preFX.addCircle
adds a Circle Pre FX effect to the Game Object. -
GameObject.preFX.addBarrel
adds a Barrel Pre FX effect to the Game Object. -
GameObject.preFX.addDisplacement
adds a Displacement Pre FX effect to the Game Object. -
GameObject.preFX.addWipe
adds a Wipe Pre FX effect to the Game Object. -
GameObject.preFX.addReveal
adds a Reveal Pre FX effect to the Game Object. -
GameObject.preFX.addBokeh
adds a Bokeh Pre FX effect to the Game Object. -
GameObject.preFX.addTiltShift
adds a TiltShift Pre FX effect to the Game Object.
Available to all Game Objects:
-
GameObject.clearFX
removes both Pre and Post FX from the Game Object. -
GameObject.postFX
an instance of the FX Controller, which allows you to add and remove Post FX from the Game Object. It features methods such asadd
,remove
andclear
. Plus the following: -
GameObject.postFX.addGlow
adds a Glow Post FX effect to the Game Object. -
GameObject.postFX.addShadow
adds a Shadow Post FX effect to the Game Object. -
GameObject.postFX.addPixelate
adds a Pixelate Post FX effect to the Game Object. -
GameObject.postFX.addVignette
adds a Vignette Post FX effect to the Game Object. -
GameObject.postFX.addShine
adds a Shine Post FX effect to the Game Object. -
GameObject.postFX.addBlur
adds a Blur Post FX effect to the Game Object. -
GameObject.postFX.addGradient
adds a Gradient Post FX effect to the Game Object. -
GameObject.postFX.addBloom
adds a Bloom Post FX effect to the Game Object. -
GameObject.postFX.addColorMatrix
adds a ColorMatrix Post FX effect to the Game Object. -
GameObject.postFX.addCircle
adds a Circle Post FX effect to the Game Object. -
GameObject.postFX.addBarrel
adds a Barrel Post FX effect to the Game Object. -
GameObject.postFX.addDisplacement
adds a Displacement Post FX effect to the Game Object. -
GameObject.postFX.addWipe
adds a Wipe Post FX effect to the Game Object. -
GameObject.postFX.addReveal
adds a Reveal Post FX effect to the Game Object. -
GameObject.postFX.addBokeh
adds a Bokeh Post FX effect to the Game Object. -
GameObject.postFX.addTiltShift
adds a TiltShift Post FX effect to the Game Object.
New Features - Spatial Sound
Thanks to a contribution from @alxwest the Web Audio Sound system now supports spatial sound. The Web Audio Sound Manager now has the ability to set the listener position and each sound can be positioned in 3D space:
this.music = this.sound.add('theme');
this.sound.setListenerPosition(400, 300);
this.music.play({
loop: true,
source: {
x: 400,
y: 300,
refDistance: 50,
follow: this.playerSprite
}
});
This allows you to create a 3D sound environment in your game. The following new methods and properties have been added to the Web Audio Sound Manager and Web Audio Sound classes:
SpatialSoundConfig
is a new configuration object that contains the properties required to create and set the values of a spatial sound:SpatialSoundConfig.x
sets the horizontal position of the audio in a right-hand Cartesian coordinate system.SpatialSoundConfig.y
sets the vertical position of the audio in a right-hand Cartesian coordinate system.SpatialSoundConfig.z
sets the longitudinal (back and forth) position of the audio in a right-hand Cartesian coordinate system.SpatialSoundConfig.panningModel
is an enumerated value determining which spatialization algorithm to use to position the audio in 3D space. Can be eitherequalpower
orHRTF
. The default value isequalpower
.SpatialSoundConfig.distanceModel
sets which algorithm to use to reduce the volume of the audio source as it moves away from the listener. Possible values are "linear", "inverse" and "exponential". The default value is "inverse".SpatialSoundConfig.orientationX
sets the horizontal position of the audio source's vector in a right-hand Cartesian coordinate system.SpatialSoundConfig.orientationY
sets the vertical position of the audio source's vector in a right-hand Cartesian coordinate system.SpatialSoundConfig.orientationZ
sets the longitudinal (back and forth) position of the audio source's vector in a right-hand Cartesian coordinate system.SpatialSoundConfig.refDistance
is a double value representing the reference distance for reducing volume as the audio source moves further from the listener. For distances greater than this the volume will be reduced based onrolloffFactor
anddistanceModel
.SpatialSoundConfig.maxDistance
is the maximum distance between the audio source and the listener, after which the volume is not reduced any further.SpatialSoundConfig.rolloffFactor
is a double value describing how quickly the volume is reduced as the source moves away from the listener. This value is used by all distance models.SpatialSoundConfig.coneInnerAngle
sets the angle, in degrees, of a cone inside of which there will be no volume reduction.SpatialSoundConfig.coneOuterAngle
sets the angle, in degrees, of a cone outside of which the volume will be reduced by a constant value, defined by theconeOuterGain
property.SpatialSoundConfig.coneOuterGain
sets the amount of volume reduction outside the cone defined by theconeOuterAngle
attribute. Its default value is 0, meaning that no sound can be heard. A value between 0 and 1.SpatialSoundConfig.follow
sets this Sound object to automatically track the x/y position of this object. Can be a Phaser Game Object, Vec2 or anything that exposes public x/y properties.WebAudioSoundManager.setListenerPosition
is a new method that allows you to set the position of the Spatial Audio listener.BaseSoundManager.listenerPosition
is a new Vector2 that stores the position of the Spatial Audio listener.WebAudioSound.spatialNode
is a new property that holds thePanNode
that is used to position the sound in 3D space.WebAudioSound.spatialSource
is a new property that holds a Vector2 that stores the position of the sound in 3D space.WebAudioSound.x
is a new property that sets the x position of the sound in 3D space. This only works if the sound was created with a SpatialSoundConfig object.WebAudioSound.y
is a new property that sets the y position of the sound in 3D space. This only works if the sound was created with a SpatialSoundConfig object.
New Features - Spine 4 Support
Thanks to a contribution from @justintien we now have a Spine 4 Plugin available.
You can find it in the plugins/spine4.1
folder in the main repository. There are also a bunch of new npm scripts to help build this plugin:
npm run plugin.spine4.1.full.dist
- To build new dist files for both canvas and WebGL.
npm run plugin.spine4.1.dist
- To build new dist files.
npm run plugin.spine4.1.watch
- To enter watch mode when doing dev work on the plugin.
npm run plugin.spine4.1.runtimes
- To build new versions of the Spine 4 runtimes.
The core plugin API remains largely the same. You can find lots of updated examples in the Phaser 3 Examples repo in the 3.60/spine4.1
folder.
We will maintain both the Spine 3 and 4 plugins for the forseeable future.
Additional Spine 3 Bug Fixes
- Using
drawDebug
on a Spine Game Object to view its skeleton would cause the next object in the display list to be skipped for rendering, if it wasn't a Spine Game Object too. This is because the Spine 3 skeleton debug draw ends the spine batch but the Scene Renderer wasn't rebound. Fix #6380 (thanks @spayton) - The Spine Plugin
add
andmake
functions didn't clear and rebind the WebGL pipeline. This could cause two different visual issues: The first is that a Phaser Game Object (such as a Sprite) could be seen to change its texture to display the Spine atlas texture instead for a single frame, and then on the next pass revert back to normal again. The second issue is that if the Spine skeleton wasn't added to the display list, but just created (viaaddToScene: false
) then the Sprite would take on the texture frame entirely from that point on. Fix #6362 (thanks @frissonlabs) - Previously, it wasn't possible for multiple Spine Atlases to use PNGs with the exact same filename, even if they were in different folders. The
SpineFile
loader has now been updated so that the always-unique Spine key is pre-pended to the filename, for example if the key wasbonus
and the PNG in the atlas wascoin.png
then the final key (as stored in the Texture Manager) is nowbonus:coin.png
. TheSpinePlugin.getAtlasCanvas
andgetAtlasWebGL
methods have been updated to reflect this change. Fix #6022 (thanks @orjandh) - If a
SpineContainer
had a mask applied to it and the next immediate item on the display list was another Spine object (outside of the Container) then it would fail to rebind the WebGL pipeline, causing the mask to break. It will now rebind the renderer at the end of the SpineContainer batch, no matter what, if it has a mask. Fix #5627 (thanks @FloodGames)
New Features - Plane Game Object
Phaser v3.60 contains a new native Plane Game Object. The Plane Game Object is a helper class that takes the Mesh Game Object and extends it, allowing for fast and easy creation of Planes. A Plane is a one-sided grid of cells, where you specify the number of cells in each dimension. The Plane can have a texture that is either repeated (tiled) across each cell, or applied to the full Plane.
The Plane can then be manipulated in 3D space, with rotation across all 3 axis.
This allows you to create effects not possible with regular Sprites, such as perspective distortion. You can also adjust the vertices on a per-vertex basis. Plane data becomes part of the WebGL batch, just like standard Sprites, so doesn't introduce any additional shader overhead. Because the Plane just generates vertices into the WebGL batch, like any other Sprite, you can use all of the common Game Object components on a Plane too, such as a custom pipeline, mask, blend mode or texture.
You can use the uvScroll
and uvScale
methods to adjust the placement and scaling of the texture if this Plane is using a single texture, and not a frame from a texture atlas or sprite sheet.
The Plane Game Object also has the Animation component, allowing you to play animations across the Plane just as you would with a Sprite.
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 - Nine Slice Game Object
Phaser v3.60 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:
A B
+---+----------------------+---+
C | 1 | 2 | 3 |
+---+----------------------+---+
| | | |
| 4 | 5 | 6 |
| | | |
+---+----------------------+---+
D | 7 | 8 | 9 |
+---+----------------------+---+
When changing this objects width and / or height:
areas 1, 3, 7 and 9 (the corners) will remain unscaled
areas 2 and 8 will be stretched horizontally only
areas 4 and 6 will be stretched vertically only
area 5 will be stretched both horizontally and vertically
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:
A B
+---+----------------------+---+
| | | |
C | 1 | 2 | 3 |
| | | |
+---+----------------------+---+
When changing this objects width (you cannot change its height)
areas 1 and 3 will remain unscaled
area 2 will be stretched horizontally
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
and rightWidth
parameters. To create a 9 slice
you must supply all parameters.
The minimum width this Game Object can be is the total of leftWidth
+ rightWidth
. The minimum height this Game Object
can 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 - Pre FX Pipeline
- When defining the
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.isPreFX
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 Pre FX shaders that modify the sprite beyond its bounds, such as glow or shadow effects.- The
WebGLPipeline.setShader
method has a new optional parameterbuffer
that allows you to set the vertex buffer to be bound before the shader is activated. - The
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. - The
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 allPreFX
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.- The Pipeline Manager will now create a bunch of
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 Pre 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 Pre 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 Pre FX pipelines and not typically called directly.- The
WebGLPipeline.setTime
method has a new optional parametershader
, which allows you to control the shader on which the time value is set. - If you add
#define SHADER_NAME
to the start of your shader then it will be picked up as theWebGLShader
name during thesetShadersFromConfig
process withinWebGLPipeline
. - Calling
setPostPipeline
on a Game Object will now pass thepipelineData
configuration object (if provided) to the pipeline instance being created. PipelineManager.getPostPipeline
now has an optional 3rd parameter, aconfig
object that is passed to the pipeline instance in its constructor, which can be used by the pipeline during its set-up.
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.- The
WebGLRenderer.compression
property now holds a more in-depth object containing supported compression formats. - The
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 a ParticleEmitterManager
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 call this.add.particles
you're now creating a ParticleEmitter
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 the GameObject
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.:
const emitter = this.add.particles(100, 300, 'flares', {
frame: 'red',
angle: { min: -30, max: 30 },
speed: 150
});
This will create a 'red flare' emitter at 100 x 300.
Prior to 3.60 it would have looked like:
const manager = this.add.particles('flares');
const emitter = manager.createEmitter({
x: 100,
y: 300,
frame: 'red',
angle: { min: -30, max: 30 },
speed: 150
});
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:
const emitter = this.add.particles(100, 300, 'flares', {
x: 100,
y: 100,
frame: 'red',
angle: { min: -30, max: 30 },
speed: 150
});
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:
const emitter = this.add.particles(400, 300, 'gems', {
anim: 'prism'
...
});
You can also allow it to select a random animation by providing an array:
const emitter = this.add.particles(400, 300, 'gems', {
anim: [ 'prism', 'square', 'ruby', 'square' ]
...
});
You've also the ability to cycle through the animations in order, so each new particle gets the next animation in the array:
const emitter = this.add.particles(400, 300, 'gems', {
anim: { anims: [ 'prism', 'square', 'ruby', 'square' ], cycle: true }
...
});
Or even set a quantity. For example, this will emit 10 'prism' particles, then 10 'ruby' particles and then repeat:
const emitter = this.add.particles(400, 300, 'gems', {
anim: { anims: [ 'prism', 'ruby' ], cycle: true, quantity: 10 }
...
});
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
- You can now 'fast forward' a Particle Emitter. This can be done via either the emitter config, using the new
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. - The
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
- It's now possible to create a new Interpolation EmitterOp. You do this by providing an array of values to interpolate between, along with the function name:
const emitter = this.add.particles(0, 0, 'texture', {
x: { values: [ 50, 500, 200, 800 ], interpolation: 'catmull' }
...
});
This will interpolate the x
property of each particle through the data set given, using a catmull rom interpolation function. You can also use linear
or bezier
functions. Interpolation can be combined with an ease
type, which controls the progression through the time value. The related EmitterOpInterpolationConfig
types have also been added.
Particle Emitter Duration
- The Particle Emitter config has a new optional parameter
duration
:
const emitter = this.add.particles(0, 0, 'texture', {
speed: 24,
lifespan: 1500,
duration: 500
});
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.- The
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. - The
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
- The Particle Emitter config has a new optional
stopAfter
property. This, combined with thefrequency
property allows you to control exactly how many particles are emitted before the emitter then stops:
const emitter = this.add.particles(0, 0, 'texture', {
x: { start: 400, end: 0 },
y: { start: 300, end: 0 },
lifespan: 3000,
frequency: 250,
stopAfter: 6,
quantity: 1
});
In the above code the emitter will launch 1 particle (set by the quantity
property) every 250 ms (set by the frequency
property) and move it to xy 0x0. Once it has fired 6 particles (the stopAfter
property) the emitter will stop and emit the COMPLETE
event.
- The
stopAfter
counter is reset each time you call thestart
orflow
methods.
Particle Hold
- You can configure a Particle to be frozen or 'held in place' after it has finished its lifespan for a set number of ms via the new
hold
configuration option:
const emitter = this.add.particles(0, 0, 'texture', {
lifespan: 2000,
scale: { start: 0, end: 1 },
hold: 1000
...
});
The above will scale a Particle in from 0 to 1 over the course of its lifespan (2 seconds). It will then hold
it on-screen for another second (1000 ms) before the Emitter recycles it and removes it from display.
Particle Emitter Events
- The Particle Emitter will now fire 5 new events. Listen for the events as follows:
const emitter = this.add.particles(0, 0, 'flares');
emitter.on('start', (emitter) => {
// emission started
});
emitter.on('explode', (emitter, particle) => {
// emitter 'explode' called
});
emitter.on('deathzone', (emitter, particle, deathzone) => {
// emitter 'death zone' called
});
emitter.on('stop', (emitter) => {
// emission has stopped
});
emitter.on('complete', (emitter) => {
// all particles fully dead
});
- The
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. - The
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. - The
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. - The
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. - The
Particles.Events.COMPLETE
event is fired when the final alive particle expires.
Multiple Emit Zones
- In v3.60 a Particle Emitter can now have multiple emission zones. Previously, an Emitter could have only a single emission zone. The zones can be created either via the Emitter Config by passing an array of zone objects, or via the new
ParticleEmitter.addEmitZone
method:
const circle = new Phaser.Geom.Circle(0, 0, 160);
const emitter = this.add.particles(400, 300, 'metal');
emitter.addEmitZone({ type: 'edge', source: circle, quantity: 64 });
- When an Emitter has more than one emission zone, the Particles will cycle through the zones in sequence. For example, an Emitter with 3 zones would emit its first particle from zone 1, the second from zone 2, the third from zone 3, the fourth from zone 1, etc.
- You can control how many particles are emitted from a single zone via the new
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. - Because an Emitter now supports multiple Emit Zones, the 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#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.- The property
ParticleEmitter.emitZone
has been removed. It has been replaced with the newParticleEmitter.emitZones
array-based property.
Multiple Death Zones
- In v3.60 a Particle Emitter can now have multiple death zones. Previously, an Emitter could have only a single death zone. The zones can be created either via the Emitter Config by passing an array of zone objects, or via the new
ParticleEmitter.addDeathZone
method:
const circle = new Phaser.Geom.Circle(0, 0, 160);
const emitter = this.add.particles(400, 300, 'metal');
emitter.addDeathZone({ type: 'onEnter', source: circle });
- When an Emitter has more than one Death Zone, the Particles will check themselves against all of the Death Zones, to see if any of them kills them.
- Because an Emitter now supports multiple Emit Zones, the 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.- The property
ParticleEmitter.deathZone
has been removed. It has been replaced with the newParticleEmitter.deathZones
array-based property.
Particle Colors
- You can now specify a new
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:
const flame = this.add.particles(150, 550, 'flares',
{
frame: 'white',
color: [ 0xfacc22, 0xf89800, 0xf83600, 0x9f0404 ],
colorEase: 'quad.out',
lifespan: 2400,
angle: { min: -100, max: -80 },
scale: { start: 0.70, end: 0, ease: 'sine.out' },
speed: 100,
advance: 2000,
blendMode: 'ADD'
});
Here you can see the array of 4 colors it will interpolate through.
- The new
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.- If you define
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
- You now have much more control over the sorting order of particles in an Emitter. You can set the new
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:
const emitter = this.add.particles(100, 300, 'blocks', {
frame: 'redmonster',
lifespan: 5000,
angle: { min: -30, max: 30 },
speed: 150,
frequency: 200
});
emitter.setSortProperty('y', true);
- The new
ParticleEmitter.setSortProperty
method allows you to modify the sort property and order at run-time. - The new
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
- Particles now have the ability to calculate their bounding box, based on their position, scale, rotation, texture frame and the transform of their parent. You can call the new
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 Emitter Bounds
- Prior to v3.60 a Particle Emitter had a
bounds
property. This was a Rectangle and if a Particle hit any of its edges it would rebound off it based on the Particlesbounce
value. In v3.60 this action has been moved to a Particle Processor. You can still configure the bounds via the Emitter config using thebounds
property, as before. And you can configure which faces collide via thecollideLeft
etc properties. However, the following internal changes have taken place: ParticleBounds
is a new Particle Processor class that handles updating the particles.- The
ParticleEmitter.setBounds
method has been replaced withParticleEmitter.addParticleBounds
which now returns a newParticleBounds
Particle Processor instance. - The
ParticleEmitter.bounds
property has been removed. Please see theaddParticleBounds
method if you wish to retain this object. - The
ParticleEmitter.collideLeft
property has been removed. It's now part of theParticleBounds
Particle Processor. - The
ParticleEmitter.collideRight
property has been removed. It's now part of theParticleBounds
Particle Processor. - The
ParticleEmitter.collideTop
property has been removed. It's now part of theParticleBounds
Particle Processor. - The
ParticleEmitter.collideBottom
property has been removed. It's now part of theParticleBounds
Particle Processor. - The
Particle.checkBounds
method has been removed as it's now handled by the Particle Processors.
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.- The
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 were EmitterOp
instances. They are now public getter / setters, so calling, for example, emitter.particleX
will now return a numeric value - whereas before it would return the EmitterOp
instance. This gives developers a lot more freedom when using Particle Emitters. Before v3.60 it was impossible to do this, for example:
this.tweens.add({
targets: emitter,
particleX: 400
});
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:
// Phaser 3.55
emitter.x.onChange(value)
// Phaser 3.60
emitter.particleX = value
// Phaser 3.55
let x = emitter.x.propertyValue
// Phaser 3.60
let x = emitter.particleX
// Phaser 3.55
emitter.x.onEmit()
emitter.x.onUpdate()
// Phaser 3.60
emitter.ops.x.onEmit()
emitter.ops.x.onUpdate()
All of following EmitterOp functions can now be found in the new ParticleEmitter.ops
property and have been replaced with getters:
- accelerationX
- accelerationY
- alpha
- angle
- bounce
- color
- delay
- lifespan
- maxVelocityX
- maxVelocityY
- moveToX
- moveToY
- quantity
- rotate
- scaleX
- scaleY
- speedX
- speedY
- tint
- x
- y
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:
- The Particle
DeathZone.willKill
method now takes aParticle
instance as its only parameter, instead of x and y coordinates, allowing you to perform more complex checks before deciding if the Particle should be killed, or not. - The
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. - The
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. - Setting
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. - Calling
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.- The WebGL Renderer will now use the new
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. - Particles with a scaleX or scaleY value of zero will no longer be rendered.
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.- The
ParticleEmitter._frameLength
property is now specified on the class, rather than added dynamically at run-time, helping preserve class shape. - The
ParticleEmitter.defaultFrame
property has been removed as it's not required. - Calling
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. - The
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. - The
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.- The
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.- The
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. - The
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. - We've also greatly improved the documentation around the Particle classes.
ParticleEmitter.setConfig
is a new method that allows you to set the configuration of the Emitter. Previously this was known asfromJSON
.- The
ParticleEmitter.setPosition
method no longer changes the position of the particle emission point, but of the Emitter itself. - The
ParticleEmitter.setBounds
method has been renamed tosetParticleBounds
. - The
ParticleEmitter.setSpeed
method has been renamed tosetParticleSpeed
. - The
ParticleEmitter.setScale
method has been renamed tosetParticleScale
assetScale
will now set the scale of the whole Emitter. - The
ParticleEmitter.setScaleX
andsetScaleY
methods have been removed. Please usesetParticleScale
. - The
ParticleEmitter.setGravity
method has been renamed tosetParticleGravity
. - The
ParticleEmitter.setGravityX
andsetGravityY
methods have been removed. Please usesetParticleGravity
. - The
ParticleEmitter.setAlpha
method has been renamed tosetParticleAlpha
assetAlpha
will now set the alpha of the whole Emitter. - The
ParticleEmitter.setTint
method has been renamed tosetParticleTint
. - The
ParticleEmitter.setLifespan
method has been renamed tosetParticleLifespan
. - The
ParticleEmitter.on
property has been renamed toemitting
to avoid conflicts with the Event Emitter. - The
ParticleEmitter.x
property has been renamed toparticleX
and is a new EmitterOp capable of being tweened. - The
ParticleEmitter.y
property has been renamed toparticleY
and is a new EmitterOp capable of being tweened. - The
ParticleEmitter.scaleX
property has been renamed toparticleScaleX
and is a new EmitterOp capable of being tweened. - The
ParticleEmitter.scaleY
property has been renamed toparticleScaleY
and is a new EmitterOp capable of being tweened. - The
ParticleEmitter.tint
property has been renamed toparticleTint
and is a new EmitterOp capable of being tweened. - The
ParticleEmitter.alpha
property has been renamed toparticleAlpha
and is a new EmitterOp capable of being tweened. - The
ParticleEmitter.angle
property has been renamed toparticleAngle
and is a new EmitterOp capable of being tweened. - The
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:
- The
WebGLRenderer.currentActiveTexture
property has been removed. - The
WebGLRenderer.startActiveTexture
property has been removed. - The
WebGLRenderer.tempTextures
property has been removed. - The
WebGLRenderer.textureZero
property has been removed. - The
WebGLRenderer.normalTexture
property has been removed. - The
WebGLRenderer.textueFlush
property has been removed. - The
WebGLRenderer.isTextureClean
property has been removed. - The
WebGLRenderer.setBlankTexture
method has been removed. - The
WebGLRenderer.setTextureSource
method has been removed. - The
WebGLRenderer.isNewNormalMap
method has been removed. - The
WebGLRenderer.setTextureZero
method has been removed. - The
WebGLRenderer.clearTextureZero
method has been removed. - The
WebGLRenderer.setNormalMap
method has been removed. - The
WebGLRenderer.clearNormalMap
method has been removed. - The
WebGLRenderer.unbindTextures
method has been removed. - The
WebGLRenderer.resetTextures
method has been removed. - The
WebGLRenderer.setTexture2D
method has been removed. - The
WebGLRenderer.pushFramebuffer
method has had theresetTextures
argument removed. - The
WebGLRenderer.setFramebuffer
method has had theresetTextures
argument removed. - The
WebGLRenderer.popFramebuffer
method has had theresetTextures
argument removed. - The
WebGLRenderer.deleteTexture
method has had thereset
argument removed. - The
Textures.TextureSource.glIndex
property has been removed. - The
Textures.TextureSource.glIndexCounter
property has been removed.
Previously, WebGLRenderer.whiteTexture
and WebGLRenderer.blankTexture
had a data-type of WebGLTexture
but they were actually Phaser.Textures.Frame
instances. This has now been corrected and the two properties are now actually WebGLTexture
instances, not Frames. If your code relies on this mistake being present, please adapt it.
- The
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 #5802 (thanks @mijinc0) - When calling
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. - The
mipmapFilter
property in the Game Config now defaults to '' (an empty string) instead of 'LINEAR'. The WebGLRenderer has been updated so that it will no longer create mipmaps at all with a default config. This potential saves a lot of VRAM (if your game has a lot of power-of-two textures) where before it was creating mipmaps that may never have been used. However, you may notice scaling doesn't look as crisp as it did before if you were using this feature without knowing it. To get it back, just addmipmapFilter: 'LINEAR'
to your game config. Remember, as this is WebGL1 it only works with power-of-two sized textures.
Mobile Pipeline
- The Mobile Pipeline is a new pipeline that extends the Multi Tint pipeline, but uses customized shaders and a single-bound texture specifically for mobile GPUs. This should restore mobile performance back to the levels it was around v3.22, before Multi Tint improved it all for desktop at the expense of mobile.
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)- The
PipelineManager.boot
method is now passed the default pipeline and auto mobile setting from the Game Config.
Multi Tint Pipeline
- The
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 #5429 (thanks @fkoch-tgm @sreadixl) - The
Multi.frag
shader now uses ahighp
precision, ormediump
if the device doesn't support it (thanks @arbassic) - The
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)
. - The internal WebGL Utils function
GenerateSrc
has been removed as it's no longer required internally. - Previously, the Multi Tint methods
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
- The Light fragment shader will now use the
outTintEffect
attribute meaning the Light Pipeline will now correctly light both tinted and fill-tinted Game Objects. Fix #5452 (thanks @kainage) - The Light Pipeline will now check to see if a Light2D enabled Game Object has a parent Container, or not, and factor the rotation and scale of this into the light calculation. Fix #6086 (thanks @irongaze)
- The Light Pipeline no longer creates up to
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. - You can now have no lights in a Scene, but the Scene will still be impacted by the ambient light. Previously, you always needed at least 1 light to trigger ambient light (thanks jstnldrs)
- The
Light.frag
shader now uses a newuLightCount
uniform to know when to stop iterating through the max lights. - The
LightPipeline.LIGHT_COUNT
constant has been removed as it's not used internally. - The
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 v0.19
We have updated the version of Matter Physics to the latest v0.19 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:
- Improves general consistency of results between different timesteps based on 60hz as a baseline
- Changes
Body.setAngularVelocity
andBody.setVelocity
functions to be timestep independent - Adds timestep independent
Body.setSpeed
,Body.setAngularSpeed
,Body.getSpeed
,Body.getVelocity
andBody.getAngularVelocity
- Adds optional
updateVelocity
argument toBody.setPosition
,Body.setAngle
,Body.translate
andBody.rotate
- Removes
correction
parameter fromEngine.update
as it is now built-in - Changed
Body.setAngularVelocity
andBody.setVelocity
to be timestep independent - Improved similarity of results between different timesteps based on
60hz
as a baseline - Added timestep independent
Body.setSpeed
,Body.setAngularSpeed
,Body.getSpeed
,Body.getVelocity
,Body.getAngularVelocity
- Added optional
updateVelocity
argument toBody.setPosition
,Body.setAngle
,Body.translate
,Body.rotate
- Added extended documentation for
Body.applyForce
- Moved time correction feature from
Engine.update
to be built-in toMatter.Body
- Added readonly
body.deltaTime
property - Added
speed
setters toBody.set
- Added
updateVelocity
argument toBody.setPosition
,Body.setAngle
,Body.translate
andBody.rotate
- Changed engine
collisionStart
event to trigger after resolving and after updating body velocities - Derive velocity from position in setters
- Fixed issues with engine event.delta
- Handle null constraint points in
Constraint.pointAWorld
andConstraint.pointBWorld
- Improved
Body.applyForce
docs - Improved delta factors in resolver and constraint stiffness
- Improved Matter.Body docs for functions and properties including readonly
- Improved Matter.Engine docs
- Improved delta consistency
- Removed render element warning
- Removed unused delta params
- Updated body velocity properties after resolving
- Updated timing improvements
- Used Body.getVelocity in Matter.Render
- Used speed getter in Matter.Sleeping and Matter.Render
Notes
When using a fixed timestep of 60hz (~16.666ms engine delta) results should look similar to before, as this was taken as the baseline.
If you're using a non-fixed timestep or one other than 60hz (~16.666ms) results should now become more similar to the 60hz baseline, therefore you may need to adjust e.g. body and constraint properties.
Since Body.setAngularVelocity
and Body.setVelocity
are now timestep independent, you may need to adjust code you may have been using that factored in the timestep.
For timestep independence, the Matter.Body
speed and velocity getter and setter functions now relate to a fixed time unit rather than timestep, currently set as 1000/60 for easier backwards compatibility at the baseline 60hz.
Note that Body.applyForce
naturally still remains timestep dependent as before, see the updated Body.applyForce docs for details.
While the properties body.velocity
and body.speed
(and angular versions) still exist they are not typically recommended for user code, in most cases you should switch to the new Body.getVelocity
and Body.getSpeed
functions as they are timestep independent.
The following changes came from the v0.18 release, which are also part of v0.19:
- Up to ~40% performance improvement (on average measured over all examples, in Node on a Mac Air M1)
- Replaces
Matter.Grid
with a faster and more efficient broadphase inMatter.Detector
. - Reduced memory usage and garbage collection.
- Resolves issues in
Matter.SAT
related to collision reuse. - Removes performance issues from
Matter.Grid
. - Improved collision accuracy.
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.- The
Matter.Body.previousPositionImpulse
property has been removed as it's no longer used.
Because of the changes above, the following new methods are available to any Phaser Matter Physics Game Object:
getVelocity
- Returns the current linear velocity of the Body as a Vec2.getAngularVelocity
- Returns the current rotation velocity of the Body.setAngularSpeed
- Sets the current rotational speed of the body. Direction is maintained. Affects body angular velocity.getAngularSpeed
- Returns the current rotational speed of the body. Equivalent to the magnitude of its angular velocity.
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:
- Tween Timelines have been removed entirely. Due to the way they were implemented they tended to cause a range of esoteric timing bugs which were non-trivial to resolve. To that end, we made the decision to remove Timelines entirely and introduced the ability to chain tweens together using the new
chain
method. This should give most developers the same level of sequencing they had using Timelines, without the timing issues. - The
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. - When creating a Tween, you can no longer pass a function for the following properties:
duration
,hold
,repeat
andrepeatDelay
. These should be numbers only. You can, however, still provide a function fordelay
, to keep it compatible with the StaggerBuilder. - The
TweenManager#getAllTweens
method has been renamed toTweenManager#getTweens
. Functionally, it is the same. - The property and feature
Tween.useFrames
has been removed and is no longer a valid Tween Config option. Tweens are now entirely millisecond based. - The
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. - The
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. - The
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.- Tweens will now be automatically destroyed by the Tween Manager upon completion. This helps massively in reducing stale references and memory consumption. However, if you require your Tween to live-on, even after playback, then you can now specify a new
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. - All of the 'Scope' tween configuration callback properties have been removed, including
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
- TODO -
Tween.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.- There is a new
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. - There is a new
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. - The property value of a Tween can now be an array, i.e.
x: [ 100, 300, 200, 600 ]
in which case the Tween will use interpolation to determine the value. - You can now specify an
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. - You can now specify a
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 #6016 (thanks @michalfialadev)killTweensOf(target)
did not stop target tweens if called immediately after tween creation. Fix #6173 (thanks @michalfialadev)- It wasn't possible to resume a Tween that was immediately paused after creation. Fix #6169 (thanks @trynx)
- Calling
Tween.setCallback()
without specifying theparams
argument would cause an error invoking the callback params. This parameter is now fully optional. Fix #6047 (thanks @orcomarcio) - Calling
Tween.play
immediately after creating a tween withpaused: true
in the config wouldn't start playback. Fix #6005 (thanks @MartinEyebab) - Fixed an issue where neither Tweens or Timelines would factor in the Tween Manager
timeScale
value unless they were using frame-based timing instead of delta timing. - The first parameter to
Tween.seek
,toPosition
now defaults to zero. Previously, you had to specify a value. - The
TweenBuilder
now uses the newGetInterpolationFunction
function internally. - The
TweenBuilder
has been optimized to perform far less functions when creating the TweenData instances. - The keyword
interpolation
has been added to the Reserved Words list and Defaults list (it defaults tonull
). - The keyword
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.- The internal
Tween.calcDuration
method has been removed. This is now handled as part of theinitTweenData
call. - Fixed a bug where setting
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.- Unlike the old Render Texture, Dynamic Texture extends the native
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. - Dynamic Textures no longer create both Render Targets and Canvas objects, only the one that they require based on the renderer. This means Render Textures and Dynamic Textures now use 50% less memory under WebGL and don't create Canvas DOM elements.
- You can now directly use a Dynamic Texture as the source for a Bitmap Mask.
- Game Objects that have a mask will now reflect this when drawn to a Dynamic Texture.
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 #6057 #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.- The
snapshot
andsnapshotPixel
methods now use thesnapshotArea
method to reduce code and filesize. - The
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 #5951 (thanks @Hoshinokoe)- Using
DynamicTexture.fill
in CANVAS mode only would produce a nearly always black color due to float conversion (thanks @andymikulski) - Using
DynamicTexture.fill
in CANVAS mode only, after using theerase
method, wouldn't reset the global composite operation correctly, resulting in fills. Fix #6124 (thanks @mateuszkmiecik) - Drawing a frame via
draw
,drawFrame
orbatchDrawFrame
and specifying atint
value would inverse the Red and Blue channels. These are now handled properly. Fix #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.
Post Pipeline Updates
In order to add clarity in the codebase we have created a new PostPipeline
Component and moved all of the relevant functions from the Pipeline
component in to it. This leads to the following changes:
PostPipeline
is a new Game Object Component that is now inherited by all Game Objects that are capable of using it.- Game Objects with the
PostPipeline
component now have a new property calledpostPipelineData
. This object is used for storing Post Pipeline specific data in. Previously, both regular and post pipelines used the samepipelineData
object, but this has now been split up for flexibility. - The
Pipeline.resetPipeline
method no longer has its firstresetPostPipelines
argument. It now has just one argumentresetData
so please be aware of this if you call this function anywhere in your code. PostPipeline.initPostPipeline
is a new method that should be called by any Game Object that supports Post Pipelines.- The following Game Objects now have the new
PostPipeline
Component exclusively:Container
andLayer
.
Input System Updates
There are breaking changes from previous versions of Phaser.
- The
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.
- Previously, every unique Bitmap Mask would create two full renderer sized framebuffers and two corresponding WebGL textures for them. The Bitmap Mask would listen for resize events from the renderer and then re-create these framebuffers accordingly. However, as the Bitmap Mask pipeline would clear and re-render these framebuffers every single frame it made no sense to have them use such large amounts of GPU memory. As of 3.60, the WebGL Renderer creates and manages two RenderTargets which all Bitmap Masks now use. If you previously used multiple Bitmap Masks in your game this change will dramatically reduce memory consumption at no performance cost.
- The Bitmap Mask constructor is now capable of creating an Image Game Object from the new optional arguments:
x, y, texture, frame
if no masked object is provided. - The Bitmap Mask now registers itself with the Game Object Factory. This means you can do
this.add.bitmapMask()
from within a Scene, for easier creation. - Due to the change in ownership of the framebuffers, the following properties have been removed from the BitmapMask class:
renderer
,maskTexture
,mainTexture
,dirty
,mainFramebuffer
andmaskFramebuffer
. The following methods have also been removed:createMask
andclearMask
. - The
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
.- The
BitmapMaskPipeline
now hands over most control of the framebuffers to the WebGLRenderer. - The
GameObjects.Components.Mask.createBitmapMask
method can now accept thex
,y
,texture
andframe
parameters new to the BitmapMask constructor. - Previously, calling
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. Fix #5976 (thanks @samme)
TimeStep Updates
- You can now enforce an FPS rate on your game by setting the
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.- There is now a
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)- The
TimeStep
no longer calculates or passes theinterpolation
value to Game.step as it was removed several versions ago, so is redundant. - The
RequestAnimationFrame.tick
property has been removed as it's no longer used internally. - The
RequestAnimationFrame.lastTime
property has been removed as it's no longer used internally. - The
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. - The
RequestAnimationFrame.target
property has been renamed todelay
to better describe what it does. - The TimeStep would always allocate 1 more entry than the
deltaSmoothingMax
value set in the game config. This is now clamped correctly (thanks @vzhou842)
New Features
- The Hexagonal Tilemap system now supports all 4 different types of layout as offered by Tiled:
staggeraxis-y + staggerindex-odd
,staggeraxis-x + staggerindex-odd
,staggeraxis-y + staggerindex-even
andstaggeraxis-x, staggerindex-even
(thanks @rexrainbow) - The Arcade Physics World has a new property
tileFilterOptions
which is an object passed to theGetTilesWithin
methods used by the Sprite vs. Tilemap collision functions. These filters dramatically reduce the quantity of tiles being checked for collision, potentially saving thousands of redundant math comparisons from taking place. - The
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.- The
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.- When using
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) - When running a Scene transition there is a new optional callback
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.- All of the following Texture Manager methods will now allow you to pass in a Phaser Texture as the
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.Game.isPaused
is a new boolean that tracks if the Game loop is paused, or not (and can also be toggled directly)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)- When starting a Scene and using an invalid key, Phaser will now raise a console warning informing you of this, instead of silently failing. Fix #5811 (thanks @ubershmekel)
GameObjects.Layer.addToDisplayList
andremoveFromDisplayList
are new methods that allows for you to now add a Layer as a child of another Layer. Fix #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)- You can now set
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) - You can now control the drawing offset of tiles in a Tileset using the new optional property
Tileset.tileOffset
(which is a Vector2). This property is set automatically when Tiled data is parsed and found to contain it. Fix #5633 (thanks @moJiXiang @kainage) - You can now set the alpha value of the Camera Flash effect before running it, where-as previously it was always 1 (thanks @kainage)
- The
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.- The
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 #5719 (thanks @patrickkeenan) - The
KeyboardPlugin.removeKey
method has a new optional parameterremoveCapture
. This will remove any keyboard capture events for the given Key. Fix #5693 (thanks @cyantree) - The
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)- You can now use any
Shape
Game Object as a Geometry Mask. Fix #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)- You can now use dot notation as the datakey when defining a Loader Pack File (thanks @rexrainbow)
Vector2.project
is a new method that will project the vector onto the given vector (thanks @samme)- Experimental feature: The
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 #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:
- The
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). - The
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). - The
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.- There is a new File constant
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 #6010 (thanks @kglogocki)
Updates
- You will now get a warning from the
AnimationManager
andAnimationState
if you try to add an animation with a key that already exists. Fix #6434. Tilemap.addTilesetImage
has a new optional parametertileOffset
which, if given, controls the rendering offset of the tiles. This was always available on the Tileset itself, but not from this function (thanks @imothee)- The
GameObject.getBounds
method will now return aGeom.Rectangle
instance, rather than a plain Object (thanks @samme) - The
GetBounds.getCenter
method now has an optionalincludeParent
argument, which allows you to get the value in world space. - The
MatterTileBody
class, which is created when you convert a Tilemap into a Matter Physics world, will now check to see if the Tile hasflipX
orflipY
set on it and rotate the body accordingly. Fix #5893 (thanks @Olliebrown @phaserhelp) - The
BaseCamera
has had itsAlpha
component replaced withAlphaSingle
. Previously you had access to properties such asalphaTopLeft
that never worked, now it correctly has just a single alpha property (thanks @samme) Time.Clock.startTime
is a new property that stores the time the Clock (and therefore the Scene) was started. This can be useful for comparing against the current time to see how much real world time has elapsed (thanks @samme)ColorMatrix._matrix
and_data
are now Float32Arrays.- Calling the
ColorMatrix.set
,reset
andgetData
methods all now use the built-in Float32 Array operations, making them considerably faster. ColorMatrix.BLACK_WHITE
is a new constant used by blackwhite operations.ColorMatrix.NEGATIVE
is a new constant used by negative operations.ColorMatrix.DESATURATE_LUMINANCE
is a new constant used by desaturation operations.ColorMatrix.SEPIA
is a new constant used by sepia operations.ColorMatrix.LSD
is a new constant used by LSD operations.ColorMatrix.BROWN
is a new constant used by brown operations.ColorMatrix.VINTAGE
is a new constant used by vintage pinhole operations.ColorMatrix.KODACHROME
is a new constant used by kodachrome operations.ColorMatrix.TECHNICOLOR
is a new constant used by technicolor operations.ColorMatrix.POLAROID
is a new constant used by polaroid operations.ColorMatrix.SHIFT_BGR
is a new constant used by shift BGR operations.- If no Audio URLs match the given device a new warning is now displayed in the console (thanks @samme)
Texture.has
will now return a strict boolean, rather than an object that can be cooerced into a boolean (thanks @samme)- The
CanvasTexture.draw
method has a new optional parameterupdate
which allows you to control if the internal ImageData is recalculated, or not (thanks @samme) - The
CanvasTexture.drawFrame
method has a new optional parameterupdate
which allows you to control if the internal ImageData is recalculated, or not (thanks @samme) - The
CanvasTexture.clear
method has a new optional parameterupdate
which allows you to control if the internal ImageData is recalculated, or not (thanks @samme) - The
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. - The
GenerateVerts
function has a new optional parameterflipUV
which, if set, will flip the UV texture coordinates (thanks cedarcantab) - The
GenerateVerts
function no longer errors if the verts and uvs arrays are not the same size andcontainsZ
is true (thanks cedarcantab) - The
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) - The
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 #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 #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.- The
Vertex.update
method now returnsthis
to allow it to be chained. - You can now optionally specify the
maxSpeed
value in the Arcade Physics Group config (thanks @samme) - You can now optionally specify the
useDamping
boolean in the Arcade Physics Group config (thanks @samme) - Removed the
HexagonalTileToWorldY
function as it cannot work without an X coordinate. UseHexagonalTileToWorldXY
instead. - Removed the
HexagonalWorldToTileY
function as it cannot work without an X coordinate. UseHexagonalWorldToTileXY
instead. - Earcut has been updated to version 2.2.4. This release improves performance by 10-15% and fixes 2 rare race conditions that could leave to infinite loops. Earcut is used internally by Graphics and Shape game objects when triangulating polygons for complex shapes.
- The
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. - The
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 #5353 (thanks @helloyoucan) - The
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. - The
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 #6123 (thanks @yaasinhamidi)- The
BitmapText
Game Object has two new read-only propertiesdisplayWidth
anddisplayHeight
. This allows the BitmapText to correctly use theGetBounds
component. - The
BitmapText
Game Object now has theGetBounds
component added to it, meaning you can now correctly get its dimensions as part of a Container. Fix #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 #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 #5680 (thanks @enderandpeter)ScaleManager.listeners
has been renamed todomlisteners
to avoid conflicting with the EventEmitter listeners object. Fix #6260 (thanks @x-wk)Geom.Intersects.LineToLine
will no longer create an internalPoint
object, as it's not required internally (thanks @Trissolo)- The
tempZone
used byGridAlign
has now hadsetOrigin(0, 0)
applied to it. This leads to more accurate / expected zone placement when aligning grid items. - The
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.- When rendering a Sprite with a Camera set to
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.- The
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.- The
TextureManager.get
methof can now accept aFrame
instance as its parameter, which will return the frames parent Texture. - The
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.- When you try to use a frame that is missing on the Texture, it will now give the key of the Texture in the console warning (thanks @samme)
- The
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) - The
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 #5816 (thanks @prakol16 @samme)- Phaser 3 is now built with webpack 5 and all related packages have been updated.
- Previously, an Array Matrix would enforce it had more than 2 rows. This restriction has been removed, allowing you to define and rotate single-row array matrices (thanks @andriibarvynko)
- The Gamepad objects now have full TypeScript definitions thanks to @sylvainpolletvillard
- Lots of configuration objects now have full TypeScript definitions thanks to @16patsle
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 #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 #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 #5826 (thanks @samme)- Removed the
Tint
andFlip
components from theCamera
class. Neither were ever used internally, or during rendering, so it was just confusing having them in the API. - A new
console.error
will be printed if theFile
,MultiFile
,JSONFile
orXMLFile
fail to process or parse correctly, even if they manage to load. Fix #5862 #5851 (thanks @samme @ubershmekel) - The
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. - The JSON Hash and Array Texture Parsers will now throw a console.warn if the JSON is invalid and contains identically named frames.
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.- The
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 #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)- The
path
package used by the TS Defs generator has been moved todevDependencies
(thanks @antkhnvsk) - The
GetValue
function has a new optional parameteraltSource
which allows you to provide an alternative object to source the value from. - The
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) - If you start a Scene that is already starting (START, LOADING, or CREATING) then the start operation is now ignored (thanks @samme)
- If you start a Scene that is Sleeping, it is shut down before starting again. This matches how Phaser currently handles paused scenes (thanks @samme)
- The right-click context menu used to be disabled on the document.body via the
disableContextMenu
function, but instead now uses the MouseManager / TouchManager targets, which if not specified defaults to the game canvas. Fix # (thanks @lukashass) - The Particle 'moveTo' calculations have been simplied and made more efficient (thanks @samme)
- The
Key.reset
method no longer resets theKey.enabled
orKey.preventDefault
booleans back totrue
again, but only resets the state of the Key. Fix #6098 (thanks @descodifica) - When setting the Input Debug Hit Area color it was previously fixed to the value given when created. The value is now taken from the object directly, meaning you can set
gameObject.hitAreaDebug.strokeColor
in real-time (thanks @spayton) - You can now have a particle frequency smaller than the delta step, which would previously lead to inconsistencies in emission rates (thanks @samme)
- The
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 #6126 (thanks @jcoppage) - The
Transform
Component has a new boolean read-only propertyhasTransformComponent
which is set totrue
by default. - The Arcade Physics
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