Phaser v3.60 Beta 11 #6240
photonstorm
announced in
Announcements
Replies: 0 comments
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Uh oh!
There was an error while loading. Please reload this page.
-
Version 3.60.0 - Miku - in development
New Features - Sprite FX
renderTargetsin a WebGL Pipeline config, you can now set optionalwidthandheightproperties, which will create a Render Target of that exact size, ignoring thescalevalue (if also given).WebGLPipeline.isSpriteFXis a new boolean property that defines if the pipeline is a Sprite FX Pipeline, or not. The default isfalse.GameObjects.Components.FXis a new component that provides access to FX specific properties and methods. The Image and Sprite Game Objects have this component by default.fxPaddingand its related methodsetFXPaddingallow you to set extra padding to be added to the texture the Game Object renders with. This is especially useful for Sprite FX shaders that modify the sprite beyond its bounds, such as glow or shadow effects.WebGLPipeline.setShadermethod has a new optional parameterbufferthat allows you to set the vertex buffer to be bound before the shader is activated.WebGLPipeline.setVertexBuffermethod has a new optional parameterbufferthat allows you to set the vertex buffer to be bound if you don't want to bind the default one.WebGLRenderer.createTextureFromSourcemethod has a new optional boolean parameterforceClampthat will for the clamp wrapping mode even if the texture is a power-of-two.RenderTargetwill now automatically set the wrapping mode to clamp.WebGLPipeline.flipProjectionMatrixis a new method that allows you to flip the y and bottom projection matrix values via a parameter.PipelineManager.renderTargetsis a new property that holds an array ofRenderTargetobjects that allSpriteFXpipelines can share, to keep texture memory as low as possible.PipelineManager.maxDimensionis a new property that holds the largest possible target dimension.PipelineManager.frameIncis a new property that holds the amount theRenderTargets 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.targetIndexis a new property that holds the internal target array offset index. Treat it as read-only.RenderTargetobjects during itsbootmethod. These are sized incrementally from 32px and up (use theframeIncvalue to alter this). These targets are shared by all Sprite FX Pipelines.PipelineManager.getRenderTargetis a new method that will return the aRenderTargetthat best fits the dimensions given. This is typically called by Sprite FX Pipelines, rather than directly.PipelineManager.getSwapRenderTargetis a new method that will return a 'swap'RenderTargetthat matches the size of the main target. This is called by Sprite FX pipelines and not typically called directly.PipelineManager.getAltSwapRenderTargetis a new method that will return a 'alternative swap'RenderTargetthat matches the size of the main target. This is called by Sprite FX pipelines and not typically called directly.New Features - Compressed Texture Support
Phaser 3.60 contains support for Compressed Textures. It can parse both KTX and PVR containers and within those has support for the following formats: ETC, ETC1, ATC, ASTC, BPTC, RGTC, PVRTC, S3TC and S3TCSRB. Compressed Textures differ from normal textures in that their structure is optimized for fast GPU data reads and lower memory consumption. Popular tools that can create compressed textures include PVRTexTool, ASTC Encoder and Texture Packer.
Compressed Textures are loaded using the new
this.load.texturemethod, 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.compressionAlgorithmis now populated with the compression format used by the texture.Types.Textures.CompressedTextureDatais the new compressed texture configuration object type.TextureManager.addCompressedTextureis a new method that will add a compressed texture, and optionally atlas data into the Texture Manager and return aTextureobject than any Sprite can use.Textures.Parsers.KTXParseris a new parser for the KTX compression container format.Textures.Parsers.PVRParseris a new parser for the PVR compression container format.WebGLRenderer.compressionproperty now holds a more in-depth object containing supported compression formats.WebGLRenderer.createTextureFromSourcemethod now accepts theCompressedTextureDatadata objects and creates WebGL textures from them.WebGLRenderer.getCompressedTexturesis a new method that will populate theWebGLRenderer.compressionobject and return its value. This is called automatically when the renderer boots.WebGLRenderer.getCompressedTextureNameis a new method that will return a compressed texture format GLenum based on the given format.New Features - New and Updated WebGL Pipelines
WebGL Renderer Updates
Due to all of the changes with how WebGL texture batching works a lot of mostly internal methods and properties have been removed. This is the complete list:
WebGLRenderer.currentActiveTextureproperty has been removed.WebGLRenderer.startActiveTextureproperty has been removed.WebGLRenderer.tempTexturesproperty has been removed.WebGLRenderer.textureZeroproperty has been removed.WebGLRenderer.normalTextureproperty has been removed.WebGLRenderer.textueFlushproperty has been removed.WebGLRenderer.isTextureCleanproperty has been removed.WebGLRenderer.setBlankTexturemethod has been removed.WebGLRenderer.setTextureSourcemethod has been removed.WebGLRenderer.isNewNormalMapmethod has been removed.WebGLRenderer.setTextureZeromethod has been removed.WebGLRenderer.clearTextureZeromethod has been removed.WebGLRenderer.setNormalMapmethod has been removed.WebGLRenderer.clearNormalMapmethod has been removed.WebGLRenderer.unbindTexturesmethod has been removed.WebGLRenderer.resetTexturesmethod has been removed.WebGLRenderer.setTexture2Dmethod has been removed.WebGLRenderer.pushFramebuffermethod has had theresetTexturesargument removed.WebGLRenderer.setFramebuffermethod has had theresetTexturesargument removed.WebGLRenderer.popFramebuffermethod has had theresetTexturesargument removed.WebGLRenderer.deleteTexturemethod has had theresetargument removed.Textures.TextureSource.glIndexproperty has been removed.Textures.TextureSource.glIndexCounterproperty has been removed.Previously,
WebGLRenderer.whiteTextureandWebGLRenderer.blankTexturehad a data-type ofWebGLTexturebut they were actuallyPhaser.Textures.Frameinstances. This has now been corrected and the two properties are now actuallyWebGLTextureinstances, not Frames. If your code relies on this mistake being present, please adapt it.Mobile Pipeline
shaders/Mobile.vertandshaders/Mobile.fragare the two shaders used for the Mobile Pipeline.PipelineManager#MOBILE_PIPELINEis a new constant-style reference to the Mobile Pipeline instance.autoMobilePipelineis 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 tofalseto force use of the Multi Tint pipeline (or if you need more advanced conditions to check when to enable it)defaultPipelineis 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.defaultis a new propery that is used by most Game Objects to determine which pipeline they will init with.PipelineManager.setDefaultPipelineis a new method that allows you to change the default Game Object pipeline. You could use this to allow for more fine-grained conditional control over when to use Multi or Mobile (or another pipeline)PipelineManager.bootmethod is now passed the default pipeline and auto mobile setting from the Game Config.Multi Tint Pipeline
%forloop%declaration, you should update it to follow the new format defined inMulti.frag. This new shader uses a function calledgetSamplerinstead. Please see the shader code and update your own shaders accordingly. You can also see the documentation for the MultiPipeline for details.Multi.fragshader now uses ahighpprecision, ormediumpif the device doesn't support it (thanks @arbassic)WebGL.Utils.checkShaderMaxfunction 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).WebGL.Utils.parseFragmentShaderMaxTexturesfunction no longer supports the%forloop%declaration.GenerateSrchas been removed as it's no longer required internally.batchSprite,batchTexture,batchTextureFrameandbatchFillRectwould all make heavy use of theTransformMatrix.getXRoundandgetYRoundmethods, which in turn calledgetXandgetYand 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
maxLightscopies of the Light shader on boot. Previously it would then pick which shader to use, based on the number of visible lights in the Scene. Now, the number of lights is passed to the shader and branches accordingly. This means rather than compiling n shaders on boot, it now only ever needs to create one.Light.fragshader now uses a newuLightCountuniform to know when to stop iterating through the max lights.LightPipeline.LIGHT_COUNTconstant has been removed as it's not used internally.LightPipelineprevious created a global level temporary vec2 for calculations. This is now part of the class as the newtempVec2property.Removed - Graphics Pipeline
The WebGL Graphics Pipeline has been removed. This pipeline wasn't used in v3.55, as all Graphics rendering is handled by the MultiTint pipeline, for better batching support. No Phaser Game Objects use the Graphics pipeline any longer, so to save space it has been removed and is no longer installed by the Pipeline Manager.
New Features - Matter Physics v0.18
We have updated the version of Matter Physics to the latest v0.18 release. This is a big jump and brings with it quite a few internal changes to Matter. The following are the differences we have identified in this release:
Matter.Gridwith a faster and more efficient broadphase inMatter.Detector.Matter.SATrelated to collision reuse.Matter.Grid.MatterPhysics.collisionis a new reference to theCollisionmodule, which now handles all Matter collision events.MatterPhysics.gridhas been removed as this is now handled by theCollisionmodule.MatterPhysics.sathas been removed as this is now handled by theCollisionmodule.Matter.Body.previousPositionImpulseproperty has been removed as it's no longer used.New Features - New Tween Manager
TODO - TweenData to class
TODO - TweenData and Tween State methods
TODO - CONST removals
The Phaser 3.60 Tween system has been recoded to help with performance and resolving some of its lingering issues and unifying the Tween events and callbacks.
The following are breaking changes:
chainmethod. This should give most developers the same level of sequencing they had using Timelines, without the timing issues.duration,hold,repeatandrepeatDelay. These should be numbers only. You can, however, still provide a function fordelay, to keep it compatible with the StaggerBuilder.TweenManager#getAllTweensmethod has been renamed toTweenManager#getTweens. Functionally, it is the same.Tween.useFrameshas been removed and is no longer a valid Tween Config option. Tweens are now entirely ms/time based.TweenOnUpdateCallbacknow 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 theonUpdateParamsarray when the Tween was created.TweenOnYoyoCallbacknow 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 theonYoyoParamsarray when the Tween was created.TweenOnRepeatCallbacknow 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 theonRepeatParamsarray when the Tween was created.Tween.stophas had theresetToparameter removed from it. Callingstopon a Tween will now prepare the tween for immediate destruction. If you only wish to pause the tween, seeTween.pauseinstead.persistsboolean flag when creating it, or toggle theTween.persistproperty before playback. This will force the Tween to not be destroyed by the Tween Manager, allowing you to replay it at any later point. The trade-off is that you are now entirely responsible for destroying the Tween when you are finished with it, in order to free-up resources.onActiveScope,onCompleteScope,onLoopScope,onPauseScope,onRepeatScope,onResumeScope,onStartScope,onStopScope,onUpdateScopeandonYoyoScope. You should set thecallbackScopeproperty instead, which will globally set the scope for all callbacks. You can also set theTween.callbackScopeproperty.The following are to do with the new Chained Tweens feature:
TweenManager.chain- TODOTween.getChainedTweensis 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.addandTweenManager.createcan 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.pauseis a new method that allows you to pause a Tween. This will emit the PAUSE event and, if set, fire theonPausecallback.Tween.resumeis a new method that allows you to resume a paused Tween. This will emit the RESUME event and, if set, fire theonResumecallback.TweenOnPauseCallbackavailable when creating a Tween (via theonPauseproperty). This comes with associatedonPauseParamsandonPauseScopeproperties, too, like all other callbacks and can also be added via theTween.setCallbacksmethod. This callback is invoked if you pause the Tween.TweenOnResumeCallbackavailable when creating a Tween (via theonResumeproperty). This comes with associatedonResumeParamsandonResumeScopeproperties, too, like all other callbacks and can also be added via theTween.setCallbacksmethod. This callback is invoked if you resume a previously paused Tween.x: [ 100, 300, 200, 600 ]in which case the Tween will use interpolation to determine the value.interpolationproperty 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,bezierandcatmull(orcatmullrom), or you can provide your own function to use.scaleproperty in a Tween config and, if the target does not have ascaleproperty itself (i.e. a GameObject) then it will automatically apply the value to bothscaleXandscaleYtogether 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 thetargetparameter. Fix scene.tweens.killTweensOf(myArray, myObject) doesnt kill tweens on myArray objects #6016 (thanks @michalfialadev)killTweensOf(target)did not stop target tweens if called immediately after tween creation. Fix killTweensOf(target) does not stop target tweens, if called immediately after tween creation. #6173 (thanks @michalfialadev)Tween.setCallback()without specifying theparamsargument would cause an error invoking the callback params. This parameter is now fully optional. Fix Tween.setCallback bugs if optional argument (param) is not passed, also the function gets called 3 times instead of once #6047 (thanks @orcomarcio)Tween.playimmediately after creating a tween withpaused: truein the config wouldn't start playback. Fix Calling play() on fresh paused tween doesn't play it #6005 (thanks @MartinEyebab)timeScalevalue unless they were using frame-based timing instead of delta timing.Tween.seek,toPositionnow defaults to zero. Previously, you had to specify a value.TweenBuildernow uses the newGetInterpolationFunctionfunction internally.TweenBuilderhas been optimized to perform far less functions when creating the TweenData instances.interpolationhas been added to the Reserved Words list and Defaults list (it defaults tonull).persistshas been added to the Reserved Words list and Defaults list (it defaults tofalse).Tween.initTweenDatais a new method that handles the initialisation of all the Tween Data and Tween values. This replaces what took place in theinitandseekmethods previously. This is called automatically and should not usually be invoked directly.Tween.calcDurationmethod has been removed. This is now handled as part of theinitTweenDatacall.repeatandholdwould 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
textureproperty:TextureManager.addDynamicTexture(key, width, height)is a new method that will create a Dynamic Texture and store it in the Texture Manager, available globally for use by any Game Object.Phaser.Textureclass, meaning you can use it for any texture based object and also call all of the native Texture methods, such as the ability to add frames to it, use it as the backing source for a sprite sheet or atlas, and more.DynamicTexture.isDrawingis a new boolean that allows you to tell if a batch draw has been started and is in process.DynamicTexture.isSpriteTextureis a new boolean that informs the texture if it is being used as a backing texture for Sprite Game Objects, or not. If it is (which is the default) then items drawn to the texture are automatically inversed. Doing this ensures that images drawn to the Render Texture are correctly inverted for rendering in WebGL. Not doing so can cause inverted frames. If you use this method, you must use it before drawing anything to the Render Texture. Fix WebGL: RenderTexture frames do not render correctly #6057 Spritsheet to texture is reversed #6017 (thanks @andymikulski @Grandnainconnu)DynamicTexture.setIsSpriteTextureis a new method that allows you to toggle theisSpriteTextureproperty in a chained manner.DynamicTexture.renderTargetis 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.stampis 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.repeatis 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)batchGameObjectnow splits based on the renderer, allowing us to combine lots of the rendering code together, saving space.snapshotandsnapshotPixelmethods now use thesnapshotAreamethod to reduce code and filesize.snapshotPixelfunction, used by the Canvas and WebGL Renderers and the RenderTexture would mistakenly divide the alpha value. These values now return correctly (thanks @samme)DynamicTexture.batchTextureFramewill now skip thedrawImagecall in canvas if the frame width or height are zero. Fix iOS drawImage fails with IndexSizeError: The index is not in allowed range #5951 (thanks @Hoshinokoe)DynamicTexture.fillin CANVAS mode only would produce a nearly always black color due to float conversion (thanks @andymikulski)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 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
keyandframearguments 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
RenderTextureproperties have changed:rendereris now available viatexture.renderer.textureManagerhas been removed.globalTinthas been removed.globalAlphahas been removed.canvasis now available viatexture.canvas.contextis now available viatexture.context.dirtyis now available viatexture.dirty.camerais now available viatexture.camera.renderTargetis now available viatexture.renderTarget.The following
RenderTexturemethods have changed:drawGameObjecthas been removed, this is now handled by the batch methods.resizehas been renamed. UsesetSize(width, height)instead.setGlobalTinthas been removed as it's no longer used internally.setGlobalAlphahas been removed as it's no longer used internally.batchGameObjectWebGLhas been removed, now handled bybatchGameObject.batchGameObjectCanvashas 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.
Bitmap Mask Updates
There are breaking changes from previous versions of Phaser.
BitmapMaskconstructor is now capable of creating an Image Game Object from the new optional arguments:x, y, texture, frameif no masked object is provided.this.add.bitmapMask()from within a Scene, for easier creation.renderer,maskTexture,mainTexture,dirty,mainFramebufferandmaskFramebuffer. The following methods have also been removed:createMaskandclearMask.WebGLRendererhas 2 new properties:maskSourceandmaskTarget. These are the new global mask framebuffers.WebGLRenderer.beginBitmapMaskis a new method that starts the process of using the mask target framebuffer for drawing. This is called by theBitmapMaskPipeline.WebGLRenderer.drawBitmapMaskis a new method that completes the process of rendering using the mask target framebuffer. This is called by theBitmapMaskPipeline.BitmapMaskPipelinenow hands over most control of the framebuffers to the WebGLRenderer.TimeStep Updates
fps: { limit: 30 }value in your game config. In this case, it will set an fps rate of 30. This forces Phaser to not run the game step more than 30 times per second (or whatever value you set) and works for both Request Animation Frame and SetTimeOut.TimeStep._limitRateis a new internal private property allowing the Timestep to keep track of fps-limited steps.TimeStep.hasFpsLimitis a new internal boolean so the Timestep knows if the step is fps rate limited, or not.TimeStep.stepmethod andTimeStep.setLimitFPSmethod. Which one is called depends on if you have fps limited your game, or not. This switch is made internally, automatically.TimeStep.smoothDeltais a new method that encapsulates the delta smoothing.TimeStep.updateFPSis a new method that calculates the moving frame rate average.TimeStep.wakewill now automatically reset the fps limits and internal update counters.TimeStep.destroywill now callRequestAnimationFrame.destroy, properly cleaning it down.RequestAnimationFrame.stepwill now no longer callrequestAnimationFrameifisRunninghas been set tofalse(via thestopmethod)TimeStepno longer calculates or passes theinterpolationvalue to Game.step as it was removed several versions ago, so is redundant.RequestAnimationFrame.tickproperty has been removed as it's no longer used internally.RequestAnimationFrame.lastTimeproperty has been removed as it's no longer used internally.RequestAnimationFrameclass no longer calculates the tick or lastTime values and doesn't callperformance.nowas these values were never used internally and were not used by the receiving callback either.RequestAnimationFrame.targetproperty has been renamed todelayto better describe what it does.deltaSmoothingMaxvalue set in the game config. This is now clamped correctly (thanks @vzhou842)New Features
TextureManager.silentWarningsis 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.parseFrameis 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.stableSortandDevice.features.stableSortis 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.sortimplementation, 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.es2019is 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.sourceparameter:addSpriteSheet,addAtlas,addAtlasJSONArray,addAtlasJSONHash,addAtlasXMLandaddAtlasUnity. 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.pauseis a new method that will pause the entire game and all Phaser systems.Game.resumeis a new method that will resume the entire game and resume all of Phaser's systems.ScaleManager.getViewPortis a new method that will return a Rectangle geometry object that matches the visible area of the screen, or the given Camera instance (thanks @rexrainbow)GameObjects.Layer.addToDisplayListandremoveFromDisplayListare new methods that allows for you to now add a Layer as a child of another Layer. Fix Error adding Layer to Layer #5799 (thanks @samme)GameObjects.Video.loadURLhas a new optional 4th parametercrossOrigin. This allows you to specify a cross origin request type when loading the video cross-domain (thanks @rmartell)loader.imageLoadType: "HTMLImageElement"in your Game Configuration and the Phaser Loader will use an Image Tag to load all images, rather than XHR and a Blob object which is the default. This is a global setting, so all file types that use images, such as Atlas or Spritesheet, will be changed via this flag (thanks @hanzooo)Tileset.tileOffset(which is a Vector2). This property is set automatically when Tiled data is parsed and found to contain it. Fix Phaser 3.54 draw offset layer #5633 (thanks @moJiXiang @kainage)Tilemap.createFromObjectsmethod 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.resetis 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.Videoconfig will now detect forx-m4vplayback support for video formats and store it in theVideo.m4vproperty. This is used automatically by theVideoFilefile loader. Fix Using M4V extension instead of mp4 breaks loading #5719 (thanks @patrickkeenan)KeyboardPlugin.removeKeymethod has a new optional parameterremoveCapture. This will remove any keyboard capture events for the given Key. Fix Removing aKeydoesn't remove capturing fromKeyboardPlugin#5693 (thanks @cyantree)KeyboardPlugin.removeAllKeysmethod has a new optional parameterremoveCapture. This will remove any keyboard capture events for all of the Keys owned by the plugin.WebGLShader.fragSrcis a new property that holds the source of the fragment shader.WebGLShader.vertSrcis a new property that holds the source of the vertex shader.WebGLShader#.createProgramis 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.setBooleanis a new method that allows you to set a boolean uniform on a shader.WebGLPipeline.setBooleanis a new method that allows you to set a boolean uniform on a shader.Phaser.Scenes.Systems.getStatusis a new method that will return the current status of the Scene.Phaser.Scenes.ScenePlugin.getStatusis a new method that will return the current status of the given Scene.Math.LinearXYis a new function that will interpolate between 2 given Vector2s and return a new Vector2 as a result (thanks @GregDevProjects)Curves.Path.getCurveAtis a new method that will return the curve that forms the path at the given location (thanks @natureofcode)ShapeGame Object as a Geometry Mask. Fix [Feature request] Allow Shape game object to be a mask #5900 (thanks @rexrainbow)Mesh.setTintis a new method that will set the tint color across all vertices of a Mesh (thanks @rexrainbow)Mesh.tintis a new setter that will set the tint color across all vertices of a Mesh (thanks @rexrainbow)Mesh.clearTintis a new method that will clear the tint from all vertices of a Mesh (thanks @rexrainbow)Vector2.projectis a new method that will project the vector onto the given vector (thanks @samme)TilemapLayernow has theMaskcomponent - meaning you can apply a mask to tilemaps (thanks @samme)TilemapLayer.setTintis 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.blitFramehas a new optional boolean parameterflipYwhich, if set, will invert the source Render Target while drawing it to the destination Render Target.GameObjects.Polygon.setTois a new method that allows you to change the points being used to render a Polygon Shape Game Object. Fix The GO Polygon is missing a method for adding points #6151 (thanks @PhaserEditor2D)maxAliveParticlesis 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.Flattenis a new function that will return a flattened version of an array, regardless of how deeply-nested it is.GameObjects.Text.appendTextis 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_KEYis 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_KEYis a new event dispatched by the Texture Manager when a texture with the given key is removed, allowing you to listen for the removal of a specific texture (thanks @samme)Geom Updates
The following are API-breaking, in that a new optional parameter has been inserted prior to the output parameter. If you use any of the following functions, please update your code:
Geom.Intersects.GetLineToLinemethod has a new optional parameterisRay. Iftrueit will treat the first line parameter as a ray, if false, as a line segment (the default).Geom.Intersects.GetLineToPointsmethod has a new optional parameterisRay. Iftrueit will treat the line parameter as a ray, if false, as a line segment (the default).Geom.Intersects.GetLineToPolygonmethod has a new optional parameterisRay. Iftrueit will treat the line parameter as a ray, if false, as a line segment (the default).Geom.Intersects.GetRaysFromPointToPolygonuses the newisRayparameter to enable this function to work fully again.Loader Updates
MultiFile.pendingDestroyis a new method that is called by the Loader Plugin and manages preparing the file for deletion. It also emits theFILE_COMPLETEandFILE_KEY_COMPLETEevents, fixing a bug whereMultiFilerelated files, such as an Atlas JSON or a Bitmap Font File, wouldn't emit thefilecompleteevents for the parent file, only for the sub-files. This means you can now listen for the file completion event formultiatlasfiles, among others.MultiFile.destroyis a new method that clears down all external references of the file, helping free-up resources.File.addToCacheno longer callsFile.pendingDestroy, instead this is now handled by the Loader Plugin.FILE_PENDING_DESTROYwhich is used to ensure Files aren't flagged for destruction more than once.LoaderPlugin.localSchemesis a new array of scheme strings that the Loader considers as being local files. This is populated by the newPhaser.Core.Config#loaderLocalSchemegame / scene config property. It defaults to[ 'file://', 'capacitor://' ]but additional schemes can be defined or pushed onto this array. Based on Fix WebAudio for Crodova based apps #6010 (thanks @kglogocki)Updates
Camera.isSceneCamerais a new boolean that controls if the Camera belongs to a Scene (the default), or a Texture. You can set this via theCamera.setScenemethod. Once set theCamera.updateSystemmethod is skipped, preventing the WebGL Renderer from setting a scissor every frame.Camera.preRenderwill now applyMath.floorinstead ofMath.roundto the values, keeping it consistent with the Renderer when following a sprite.roundPixelsit will now runMath.flooron the Matrix position, preventing you from noticing 'jitters' as much when Camera following sprites in heavily zoomed Camera systems.TransformMatrix.setQuadis 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.quadFloat32Array, which is also returned from this method.TransformMatrix.multiplynow directly updates the Float32Array, leading to 6 less getter invocations.CameraManager.getVisibleChildrenmethod now uses the native Array filter function, rather than a for loop. This should improve performance in some cases (thanks @JernejHabjan)SceneManager.systemSceneis a new property that is set during the game boot and is a system Scene reference that plugins and managers can use, that lives outside of the Scene list.TextureManager.getmethof can now accept aFrameinstance as its parameter, which will return the frames parent Texture.GameObject.setFramemethod can now accept aFrameinstance as its parameter, which will also automatically update the Texture the Game Object is using.Device.safariVersionis now set to the version of Safari running, previously it was always undefined.Display.Masks.BitmapMaskdestroymethod will now remove the context-lost event handler.hitAreaparameter of theGameObjects.Zone.setDropZonemethod 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)BitmapMask.sceneis a new property that allows the Bitmap Mask to reference the Scene it was created in.DOMElement.preUpdatemethod has been removed. If you overrode this method, please now seepreRenderinstead.DOMElement.preRenderis a new method that will check parent visibility and improve its behavior, responding to the parent even if the Scene is paused or the element is inactive. Dom Elements are also no longer added to the Scene Update List. Fix setVisible not working for DOM elements in a container #5816 (thanks @prakol16 @samme)Particle.firewill now throw an error if the particle has no texture frame. This prevents an uncaught error later when the particle fails to render. Fix Please add useful information when a particles emitter has an invalid/null frame #5838 (thanks @samme @monteiz)ParticleEmitterManager.setEmitterFrameswill now print out console warnings if an invalid texture frame is given, or if no texture frames were set. Fix Please add useful information when a particles emitter has an invalid/null frame #5838 (thanks @samme @monteiz)SceneManager.stopandsleepwill now ignore the call if the Scene has already been shut down, avoiding potential problems with duplicate event handles. Fix Shutdown shouldn't be repeated for stopped scenes #5826 (thanks @samme)TintandFlipcomponents from theCameraclass. Neither were ever used internally, or during rendering, so it was just confusing having them in the API.console.errorwill be printed if theFile,MultiFile,JSONFileorXMLFilefail to process or parse correctly, even if they manage to load. Fix Warn for file processing failures #5862 Warn when there is a multiFile load failure #5851 (thanks @samme @ubershmekel)ScriptFileLoader File Type has a new optional parameter:type. This is a string that controls the type attribute of the<script>tag that is generated by the Loader. By default it is 'script', but you can change it to 'module' or any other valid type.Scene.pausewill 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.addVerticeswill now throw a console warning if invalid vertices data is given to the method (thanks @omniowl)Mesh.addVerticesFromObjwill now throw a console warning if invalid vertices data is given to the method (thanks @omniowl)TouchManager.onTouchOverandonTouchOuthave been removed, along with all of their related event calls as they're not used by any browser any more.TouchManager.isTopis a new property, copied from the MouseManager, that retains if the window the touch is interacting with is the top one, or not.InputManager.onTouchMovemethod will now check if the changed touch is over the canvas, or not, via the DOMelementFromPointfunction. This means if the touch leaves the canvas, it will now trigger theGAME_OUTandGAME_OVERevents, where-as before this would only happen for a Mouse. If the touch isn't over the canvas, no Pointer touch move happens, just like with the mouse. Fix Touch moving event still fires when moving outside of canvas at mobile device #5592 (thanks @rexrainbow)TileMap.createBlankDynamicLayerhas now been removed as it was deprecated in 3.50.TileMap.createDynamicLayerhas now been removed as it was deprecated in 3.50.TileMap.createStaticLayerhas now been removed as it was deprecated in 3.50.Animations.AnimationManager.createFromAsepritehas 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.createFromAsepriteis 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)pathpackage used by the TS Defs generator has been moved todevDependencies(thanks @antkhnvsk)GetValuefunction has a new optional parameteraltSourcewhich allows you to provide an alternative object to source the value from.Renderer.Snapshot.WebGLfunction has had its first parameter changed from anHTMLCanvasElementto aWebGLRenderingContext. This is now passed in from thesnapshotmethods inside the WebGL Renderer. The change was made to allow it to work with WebGL2 custom contexts (thanks @andymikulski)disableContextMenufunction, but instead now uses the MouseManager / TouchManager targets, which if not specified defaults to the game canvas. Fix # (thanks @lukashass)Key.resetmethod no longer resets theKey.enabledorKey.preventDefaultbooleans back totrueagain, but only resets the state of the Key. Fix key.enabled = false losing effect when changing window/tab #6098 (thanks @descodifica)gameObject.hitAreaDebug.strokeColorin real-time (thanks @spayton)LightGame Object now has theOriginandTransformcomponents, along with 4 new properties:width,height,displayWidthanddisplayHeight. This allows you to add a Light to a Container, or enable it for physics. Fix Possible Bug?? #6126 (thanks @jcoppage)TransformComponent has a new boolean read-only propertyhasTransformComponentwhich is set totrueby default.World.enableBodymethod will now only create and add aBodyto an object if it has the Transform component, tested by checking thehasTransformComponentproperty. Without the Transform component, creating a Body would error with NaN values, causing the rest of the bodies in the world to fail.ProcessQueue.isActiveis a new method that tests if the given object is in the active list, or not.ProcessQueue.isPendingis a new method that tests if the given object is in the pending insertion list, or not.ProcessQueue.isDestroyingis a new method that tests if the given object is pending destruction, or not.ProcessQueue.addwill no longer place the item into the pending list if it's already active or pending.ProcessQueue.removewill check if the item is in the pending list, and simply remove it, rather than destroying it.Container.addHandlerwill now callGameObject.addedToScene.Container.removeHandlerwill now callGameObject.removedFromScene.TextStyleconfiguration object to the Text Game ObjectssetStylemethod, it would ignore anymetricsdata it may contain and reset it back to the defaults. It will now respect themetricsconfig and use it, if present. Fix Setting TextStyle with TextMetrics doesn't apply TextMetrics #6149 (thanks @michalfialadev)ScaleModewill now override the Game Configantialiassetting under the Canvas Renderer, where-as before ifantialiaswastruethen it would ignore the scale mode of the texture (thanks @cirras)Device.Audiomodule has been rewritten to use a new internalCanPlayfunction that cuts down on the amount of code required greatly.Device.Audio.aacis a new boolean property that defines if the browser can play aac audio files or not, allowing them to be loaded via the Loader (thanks @Ariorh1337)Device.Audio.flacis a new boolean property that defines if the browser can play flac audio files or not, allowing them to be loaded via the Loader (thanks @Ariorh1337)Physics.Arcade.Body.reset()method will now callBody.checkWorldBoundsas part of the process, moving the body outside of the bounds, should you have positioned it so they overlap during the reset. Fix Body Center is wrong when reset(x,y) and collideWorldBounds is enabled #5978 (thanks @lukasharing)CanvasFeaturesfor thecheckInverseAlphatest is now removed from the CanvasPool after use.CanvasFeaturestests and the TextureManager_tempContextnow specify the{ willReadFrequently: true }hint to inform the browser the canvas is to be read from, not composited.TextureManager.getTextureKeysit will now exclude the default__WHITEtexture from the results (thanks @samme)NoAudioSoundManagernow has all of the missing methods, such asremoveAllandgetto allow it to be a direct replacement for the HTML5 and WebAudio Sound Managers (thanks @orjandh @samme)Texture.destroymethod will only destroy sources, dataSources and frames if they exist, protecting against previously destroyed instances.Bug Fixes
TimerEventwith adelayof zero it will now throw a runtime error as it would lead to an infinite loop. Fix Timer add event with loop and no delay #6225 (thanks @JernejHabjan)endFrameandstartFrameproperties of theSpriteSheetparser wouldn't correctly apply themselves, the Texture would still end up with all of the frames. It will now start at the givenstartFrameso that is frame zero and end atendFrame, regardless how many other frames are in the sheet.WebAudioSoundin the same game step as destroying the Game itself would cause an error when trying to disconnect already disconnected Web Audio nodes.WebAudioSoundwill now bail out of its destroy sequence if it's already pending removal.Animation.createFromAsepritewould calculate an incorrect frame duration if the frames didn't all have the same speed.capacitor://has been added to the protocol check to prevent malformed double-urls in some environments (thanks @consolenaut)Config.domBehindCanvasproperty as it's never used internally. Fix GameConfig dom behindCanvas setting true not working #5749 (thanks @iamallenchang)dispatchTweenEventwould overwrite one of the callback's parameters. This fix ensures thatTween.setCallbacknow works consistently. Fix dispatchTweenEvent overwrites one of the callback's parameters #5753 (thanks @andrei-pmbcn @samme)Phaser.WEBGLwill now fail with an error. Previously, it would fall back to Canvas. Now it will not fall back to Canvas. If you require that feature, use the AUTO render type. Fix WEBGL still falls back to CANVAS #5583 (thanks @samme)Tilemap.createFromObjectsmethod will now correctly place both tiles and other objects. Previously, it made the assumption that the origin was 0x1 for all objects, but Tiled only uses this for tiles and uses 0x0 for its other objects. It now handles both. Fix Some offsets are incorrect in createFromObjects() #5789 (thanks @samme)CanvasRenderer.snapshotCanvasmethod used an incorrect reference to the canvas, causing the operation to fail. It will now snapshot a canvas correctly. Fix snapshotCanvas function bug in CanvasRenderer #5792 Cannot use renderTexture.snapshot in canvas rendering mode #5448 (thanks @rollinsafary-inomma @samme @akeboshi1)Tilemap.tileToWorldYmethod incorrectly had the parametertileX. It will worked, but didn't make sense. It is nowtileY(thanks @mayacoda)Tilemap.convertTilemapLayermethod would fail for isometric tilemaps by not setting the physic body alignment properly. It will now callgetBoundscorrectly, allowing for use on non-orthagonal maps. Fix convertTilemapLayer for isometric tilemaps not setting bodies properly #5764 (thanks @mayacoda)PluginManager.installScenePluginmethod will now check if the plugin is missing from the local keys array and add it back in, if it is (thanks @xiamidaxia)GameObject.Shapes.Rectangle.setSizeit will now correctly update the Rectangle object's display origin and default hitArea (thanks @rexrainbow)ParseTileLayersfunction has been updated so that it no longer breaks when using a Tiled infinite map with empty chunks (thanks @jonnytest1)PutTileAtfunction will now set the Tile dimensions from the source Tileset, fixing size related issues when placing tiles manually. Fix Different tile sizes not accounted for when adding tiles with PutTileAt #5644 (thanks @moJiXiang @stuffisthings)Tileset.tileOffsetproperty fixes an issue with drawing isometric tiles when an offset had been defined in the map data (thanks @moJiXiang)Geom.Intersects.GetLineToLinefunction that would fail with colinear lines (thanks @Skel0t)CameraManager.destroyfunction will now remove the Scale ManagerRESIZEevent listener created as part ofboot, where-as before it didn't clean it up, leading to gc issues. Fix 2d CameraManager do not unregister RESIZE event when be destroyed #5791 (thanks @liuhongxuan23)roundPixelsset to true in the game or camera config, Sprites will no longer render at sub-pixel positions under CANVAS. Fix Images can be blurry with CANVAS renderer and roundPixels #5774 (thanks @samme)PRE_RENDERandPOST_RENDERevents under the Canvas Renderer. Fix No camera postrender event with Phaser.CANVAS #5729 (thanks @ddanushkin)highp floatprecision by default, instead ofmediump. This fixes issues with strange blue 'spots' appearing under WebGL on some Android devices. Fix glsl precision mediump float #5751 Blue Artifacts in WEBGL on Mobile #5659 spots appear when rendering #5655 (thanks @actionmoon @DuncanPriebe @ddanushkin)Tilemaps.Tile.getBoundsmethod would take acameraparameter but then not pass it to the methods called internally, thus ignoring it. It now factors the camera into the returned Rectangle.Tilemap.createFromObjectshas had the rendering of Tiled object layers on isometric maps fixed. Objects contained in object layers generated by Tiled use orthogonal positioning even when the map is isometric and this update accounts for that (thanks @lfarroco)Text,TileSpriteandRenderTextureGame Objects would call the pre and post batch functions twice by mistake, potentially applying a post fx twice to them.ScaleManager.getParentBoundswill now also check to see if the canvas bounds have changed x or y position, and if so returntrue, causing the Scale Manager to refresh all of its internal cached values. This fixes an issue where the canvas may have changed position on the page, but not its width or height, so a refresh wasn't triggered. Fix ScaleManager miscalculates mouse position should the canvas move on the page without changing size #5884 (thanks @jameswilddev)SceneManager.bootScenemethod will now always callLoaderPlugin.start, even if there are no files in the queue. This means that the Loader will always dispatch itsSTARTandCOMPLETEevents, even if the queue is empty because the files are already cached. You can now rely on theSTARTandCOMPLETEevents to be fired, regardless, using them safely in your preload scene. Fix Loader plugin 'start' and 'complete' events are not fired in preload #5877 (thanks @sipals)TimerEvent.resetin the Timer callback would cause the timer to be added to the Clock's pending removal and insertion lists together, throwing an error. It will now not add to pending removal if the timer was reset. Fix Can't start the same timer when time-out #5887 (thanks @rexrainbow)ParticleEmitter.setScalewould set thescaleYproperty tonull, causing calls tosetScaleYto throw a runtime error.scaleYis now a required property across both the Particle and Emitter classes and all of the conditional checks for it have been removed (thanks ojg15)Tween.resetwhen a tween was in a state ofPENDING_REMOVEwould cause it to fail to restart. It now restarts fully. Fix Tween restart() doesn't always work #4793 (thanks @spayton)Tween._pausedStatehas changed fromINITtoPENDING_ADD. This fixes a bug where if you calledTween.playimmediately after creating it, it would force the tween to freeze. Fix Calling play() on freshly added tween stops it from playing #5454 (thanks @michal-bures)PathFollowerwith atovalue it will now tween and complete at that value, rather than the end of the path as before (thanks @samme)Textwith RTL enabled wouldn't factor in the left / right padding correctly, causing the text to be cut off. It will now account for padding in the line width calculations. Fix Text with RTL enable and padding left/right #5830 (thanks @rexrainbow)Path.fromJSONfunction would use the wrong name for a Quadratic Bezier curve class, meaning it would be skipped in the exported JSON. It's now included correctly (thanks @natureofcode)Input.Touch.TouchManager.stopListenersforgot to remove thetouchcancelhandler. This is now removed correctly (thanks @teng-z)BitmapMaskshader has been recoded so it now works correctly if you mask a Game Object that has alpha set on it, or in its texture. Previously it would alpha the Game Object against black (thanks stever1388)Uncaught TypeError: Cannot read properties of undefined (reading 'renderList')if multiple children existed in the pointer-out array. Fix Pointer-out bug #5867 Error when dragging constrained object on top of another interactive object #5699 (thanks @rexrainbow @lyger)InputPlugin.sortGameObjectswill now assign a value of 0 to any game object not in the render list, but still viable for input, such as an invisible object withalwaysEnabledset to true. This fixes an issue where non-render list objects would be skipped. Fix Input.alwaysEnabled does not work when a interactive game object is below it #5507 (thanks @EmilSV)GameObject.willRendermethod will now factor in the parentdisplayList, if it has one, to the end result. This fixes issues like that where an invisible Layer will still process input events. Fix Game object on a camera-ignored layer is still touchable #5883 (thanks @rexrainbow)InputPlugin.disablewill now also reset the drag state of the Game Object as well as remove it from all of the internal temporary arrays. This fixes issues where if you disabled a Game Object for input during an input event it would still remain in the temporary internal arrays. This method now also returns the Input Plugin, to matchenable. Fix "pointerout" interaction event triggers afterdisableInteractive()#5828 (thank @natureofcode @thewaver)GetBoundscomponent has been removed from the Point Light Game Object. Fix Reset a point light that has a body takes a lot of time #5934 (thanks @x-wk @samme)SceneManager.moveAboveandmoveBelownow take into account the modified indexes after the move (thanks @EmilSV)setTimeoutand then sending the game to sleep, it would accidentally restart by using Request Animation Frame instead (thanks @andymikulski)renderobject within the Game Config will no longer erase any top-level config render settings. Therenderobject will now take priority over the game config, but both will be used (thanks @vzhou842)Tween.stop(0)would run for an additional delta before stopping, causing the Tween to not be truly 100% "reset". Fix Calling tween.stop(0) runs for an additional delta before stopping, so tween isn't truly 100% "reset" #5986 (thanks @Mesonyx)Utils.Array.SafeRangefunction would exclude valid certain ranges. Fix SafeRange bug restricts certain ranges #5979 (thanks @ksritharan)Container.pointToContainermethod would ignore the providedoutputparameter, but now uses it (thanks @vforsh)PolygonGame Object would ignore itsclosePathproperty when rendering in Canvas. Fix Phaser.GameObject.Polygon ignores closePath with Phaser.CANVAS #5983 (thanks @optimumsuave)BlitterCanvasRendererwill now skip thedrawImagecall in canvas if the frame width or height are zero.ParticleManagerCanvasRendererwill now skip thedrawImagecall in canvas if the frame width or height are zero.CanvasSnapshotwill now skip thedrawImagecall in canvas if the frame width or height are zero.TextureManager.getBase64will now skip thedrawImagecall in canvas if the frame width or height are zero.TilemapLayerCanvasRendererwill now skip thedrawImagecall in canvas if the frame width or height are zero.moveToXandmoveToYnow default to null instead of 0 (thanks @samme)GetBitmapTextSizefunction caused kerning to not be applied correctly to Bitmap Text objects. This now works across WebGL and Canvas (thanks @arbassic @TJ09)WebGLSnapshotandCanvasSnapshotwill now Math.floor the width/height values to ensure no sub-pixel dimensions, which corrupts the resulting texture. Fix snapshotArea function not working properly if size is not integer #6099 (thanks @orjandh)ContainerCanvasRendererwould pass in a 5thcontainerparameter to the childrenderCanvascall, which was breaking theGraphicsCanvasRendererand isn't needed by any Game Object, so has been removed. Fix Graphics inside a Container bugs out since v3.60 #6093 (thanks @Antriel)Utils.Objects.GetValuewhere it would return an incorrect result if asourceandaltSourcewere provided that didn't match in structure. Fix Possible bug in latest GetValue method #5952 (thanks @rexrainbow)render: {}would cause set properties to be overriden with the default value. Fix Having render: {} in phaser's config adds black background to Phaser. #6097 (thanks @michalfialadev)SceneManager.moveAboveandmoveBelowmethods didn't check the order of the Scenes being moved, so moved them even if one was already above / below the other. Both methods now check the indexes first. Fix Phaser.Scenes.ScenePlugin moveBelow swaps scenes regardless of order #6040 (thanks @yuupsup)scale.modein the Game Config would be ignored. It now accepts either this, orscaleModedirectly. Fixscale.modein game config is ignored #5970 (thanks @samme)AnimationManager.createFromAsepritemethod would be incorrect if they contained a mixture of long and very short duration frames (thanks @martincapello)TilemapLayer.getTilesWithinShapemethod would not return valid results when used with a Line geometry object. Fix TilemapLayer#getTilesWithinShape does not return valid results when run with Phaser.Geom.Line #5640 (thanks @hrecker @samme)requirestatements in order to fix an issue in Google's closure-compiler when variables are re-assigned to new values (thanks @TJ09)MatterTileBodyfrom an isometric tile the tiles top value would be incorrect. ThegetTopmethod has been fixed to address this (thanks @adamazmil)Container.removeHandlernow specifies the context forEvents.DESTROY, fixing an issue where objects moved from one container, to another, then destroyed, would causesysreference errors. Fix 5846 (thanks @sreadixl)Container.removeAll(which is also called when a Container is destroyed) will now directly destroy the children, if the given parameter is set, rather than doing it after removing them via the event handler. This fixes an issue where nested Containers would add destroyed children back to the Scene as part of their shutdown process. Fix Phaser.GameObjects.Container inside another Container call addedToScene when the scene is removed only #6078 (thanks @BenoitFreslon)DisplayList.addChildCallbackmethod will now check to see if the child has a parent container, and if it does, remove it from there before adding it to the Scene Display List. Fix GameObject duplication when moving GO between Scene and Container. #6091 (thanks @michalfialadev)Display.RGB.equalswill now return the correct result. Previously, it would always returnfalse(thanks @samme)Graphics.strokeRoundedRectwould incorrectly draw the rectangle if you passed in a radius greater than half of the smaller side. This is now clamped internally (thanks @temajm)Examples, Documentation and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@necrokot Golen @Pythux @samme @danfoster @eltociear @sylvainpolletvillard @hanzooo @etherealmachine @DeweyHur @twoco @austinlyon @Arcanorum OmniOwl @EsteFilipe @PhaserEditor2D @Fake @jonasrundberg @xmahle @arosemena @monteiz @VanaMartin @lolimay @201flaviosilva @orjandh @florestankorp @YeloPartyHat @hacheraw @kootoopas @joegaffey @rgk @ubershmekel @Nero0 @xuxucode @Smirnov48 @jerricko
This discussion was created from the release Phaser v3.60 Beta 11.
Beta Was this translation helpful? Give feedback.
All reactions