Phaser v3.80.0 Beta 2
Pre-release
Pre-release
photonstorm
released this
09 Feb 14:46
·
529 commits
to master
since this release
Version 3.80.0 - Nino - in dev
New Features
- The Scale Manager has a new scale mode called
EXPAND
. This is inspired by the Expand mode in Godot: "Keep aspect ratio when stretching the screen, but keep neither the base width nor height. Depending on the screen aspect ratio, the viewport will either be larger in the horizontal direction (if the screen is wider than the base size) or in the vertical direction (if the screen is taller than the original size)" (thanks @rexrainbow) - Phaser now performs a WebGL Context Restore to keep the game running after losing WebGL context. This affects many parts of the rendering system, but everything should work just the same unless you're doing something very technical. See the link for more details.
New Features - Base64 Loader
The Phaser LoaderPlugin and related classes have been updated so that they now work natively with base64 encoded files and Data URIs. This means you can now load a base64 encoded image, audio file or text file directly into the Loader. The Loader will then decode the data and process it as if it was a normal file. This is particularly useful for environments such as Playable Ads where you have to provide a single html file with all assets embedded and no XHR requests.
Loader.File.base64
is a new read-only boolean property that is set if the file contains a Data URI encoded string.Loader.File.onBase64Load
is a new method that is called when the file has finished decoding from a Data URI.- The
ImageFile
will now default to using the Image Load Element if a base64 file is detected, instead of throwing a console warning about unsupported types. - The
XHRLoader
will now return a fake XHR result object containing the decoded base64 data if a base64 file is detected, skipping the creation of a real XML Http Request object.
Spine Updates
- The Spine 3 and 4.1 Plugins will now call
preUpdate
automatically when theplay
method is called. This forces the new animation state to update and apply itself to the skeleton. This fixes an issue where Spine object would show the default frame in the Spine atlas for a single update before the animation started. Fix #5443 (thanks @spayton) SpineGameObject.setSlotAlpha
is a new method that allows you to set the alpha on a specific slot in a Spine skeleton.- The
SpineGameObject.setAlpha
method has had its 2nd parameter removed. This fixes needless slot look-ups during rendering when a Spine Game Object is inside a regular Container. If you need to set slot alpha, use the newsetSlotAlpha
method instead. Fix #6571 (thanks @spayton) - The
SpineFile.onFileComplete
handler was running a regular expression againstfile.src
instead offile.url
, sometimes leading to double paths in the atlas paths on loading. Fix #6642 (thanks @rez23)
Updates
- The
TweenChainBuilder
was incorrectly setting thepersist
flag on the Chain totrue
, which goes against what the documentation says. It now correctly sets it tofalse
. This means if you previously had a Tween Chain that was persisting, it will no longer do so, so add the property to regain the feature. - The
dropped
argument has now been adeded to the documentation for theDRAG_END
andGAMEOBJECT_DRAG_END
events. (thanks @samme) Container.onChildDestroyed
is a new internal method used to destroy Container children. Previously, if you destroyed a Game Object in an exclusive Container, the game object would (momentarily) move onto the Scene display list and emit an ADDED_TO_SCENE event. Also, if you added a Sprite to a non-exclusive Container and stopped the Scene, you would get a TypeError (evaluating 'this.anims.destroy'). This happened because the fromChild argument in the DESTROY event was misinterpreted as destroyChild in the Container's remove(), and the Container was calling the Sprite's destroy() again. (thanks @samme)- The
Text
andTileSprite
Game Objects now place their textures into the globalTextureManager
and a_textureKey
private string property has been added which contains a UUID to reference that texture. - The
Tilemaps.Components.WeightedRandomize
method now uses the PhaserMath.RND.frac
method with a seed instead of theMath.Random
static method. (thanks @jorbascrumps) Tilemaps.Components.IsometricCullTiles
does theCheckIsoBounds
method check last when building the outputArray, as to help optimize in situations where the tile would not be visible anyways. (thanks @zegenie)Tilemaps.Components.WeightedRandomize
now uses the PhaserMath.RND.frac
method with a seed instead theMath.Random
static method. (thanks @jorbascrumps)- The
Layer
Game Object has had itsremoveAll
,remove
andadd
methods removed. These methods are all still available via theList
class that Layer inherits, but thedestroyChild
parameters are no longer available. - The
Renderer.Canvas
andRenderer.WebGL
will now only be included in the build file if the corresponding feature flagsCANVAS_RENDERER
and/orWEBGL_RENDERER
are set totrue
. For Canvas only builds this saves a lot of space in the build. (thanks @samme) - You can now specify an
autoResize
boolean in theRenderTargetConfig
which is passed to the Render Targets when they are created by a pipeline. - The
UtilityPipeline
now setsautoResize
totrue
in its Render Target Config, so that the globalfullFrame
andhalfFrame
Render Targets will automatically resize if the renderer changes. Actions.PlaceOnLine
now has an addedease
parameter which accepts a string from the EaseMap or a custom ease function to allow for different distrubutions along a line. (thanks @sB3p)- If you enable a Game Object for Input Debugging, the debug shape will no longer be rendered if the Game Object itself is not visible. Fix #6364 (thanks @orjandh)
- The
XHRLoader
will now listen forontimeout
and if triggered it will hand over to theFile.onError
handler. This prevents the Loader from stalling if a file times out. Fix #6472 (thanks @343dev) LightPipeline.currentNormalMap
was incorrectly documented as being a property ofWebGLRenderer
.Mesh
based Game Objects now can use an input config with thesetInteractive
method, which supports the optionsdraggable
,dropzone
,cursor
anduserHandCursor
. Fix #6510 #6652 (thanks @Baegus @Neppord)
Bug Fixes
- The
InputManager.onTouchMove
function has been fixed so it now correctly handles touch events on pages that have scrolled horizontally or vertically and shifted the viewport. Fix #6489 (thanks @somechris @hyewonjo) Factory.staticBody
had the wrong return type in the docs/TS defs. Fix #6693 (thanks @ddhaiby)- The
Time.Timeline
class didn't show as extending the Event Emitter, or haveconfig
as an optional argument in the docs / TS defs. Fix #6673 (thanks @ghclark2) - The
Animations.AnimationFrame
memberduration
is now the complete duration of the frame, which is a breaking change. Before thisAnimations.AnimationState#msPerFrame
was combined withAnimations.AnimationFrame#duration
which wasn't intuitive. The fix to removeAnimations.AnimationState#msPerFrame
fromAnimations.AnimationFrame#duration
has been removed from theAnimations.AnimationManager
methodcreateFromAseprite
because of this clarification. Fix #6712 (thanks @Nerodon @TomMalitz) - The
NineSlice
Game Object methodsetSize
now recalculates its origin by calling theupdateDisplayOrigin
method. (thanks @dhashvir) - When a
Layer
Game Object is destroyed, i.e. from changing or restarting a Scene, it will no longer cause an error when trying to destroy the children on its display list. Fix #6675 (thanks @crockergd @gm0nk) DynamicTexture
will now automatically callsetSize(width, height)
for both WebGL and Canvas. Previously it only did it for WebGL. This fixes an issue where DynamicTextures in Canvas mode would have a width and height of -1. Fix #6682 (thanks @samme)DynamicTexture.setSize
will now check to see if theglTexture
bound to the current frame is stale, and if so, destroy it before binding the one from the Render Target. This fixes an issue where constantly destroying and creating Dynamic Textures would cause a memory leak in WebGL. Fix #6669 (thanks @DavidTalevski)- The
BloomFX
andBlurFX
and any custom pipeline that relies on using theUtilityPipeline
full or half frame targets will now correctly draw even after the renderer size changes. Fix #6677 (thanks @Nerodon) - The
PostFXPipeline.postBatch
method will now skiponDraw
if the pipeline hasn't booted, introducing an artificial frame skip. This should potentially fix glitch errors on mobile devices where Post FX would appear corrupted for a single frame. Fix #6681 (thanks @moufmouf @tongliang999) - The
Matter.Body
functionscale
has been updated so if the Body originally had aninertia
ofInfinity
this will be restored at the end of the call. This happens if you set a Matter Body to have fixed rotation. Fix #6369 (thanks @sushovande) - Modified the
RandomDataGenerator.weightedPick
method to avoid sampling past the last element. Fix #6701 (thanks @jameskirkwood) - The touch event handler
onTouchEndWindow
now stops pointer events when clicking through DOM elements to input. Fix #6697 (thanks @laineus) - The
Physics.Matter.Factory
methodpointerConstraint
no longer returns an error when it can't find the camera. Fix #6684 (thanks @spritus) - The
Physics.Arcade.StaticBody
methodreset
now re-appliesoffset
values. Fix #6729 (thanks @samme) - The
Input.InputPlugin
methoddisable
which is called byGameObjects.GameObject#disableInteractive
keeps its temp hit box value which stops propagation to interactive Game Objects in another scene. Fix #6601 (thanks @UnaiNeuronUp) - Using
setInteractive
andremoveInteractive
methods of a Game Object outside of the game loop would cause an error in whichInput.InputManager#resetCursor
would lose input context. Fix #6387 (thanks @TomorrowToday)
Examples, Documentation, Beta Testing and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@AlvaroEstradaDev
@stevenwithaph
@paxperscientiam
@samme
@actionmoon
@rafael-lua
@Byvire