Releases: phaserjs/phaser
Phaser v3.10.0 Release
Version 3.10.0 - Hayashi - 13th June 2018
Input System New Features + Updates
- All Input classes are now covered 100% by JSDocs.
- The Input Manager and Input Plugin have been updated to support multiple simultaneous Pointers. Before, only one active pointer (mouse or touch) was supported. Now, you can have as many active pointers as you need, allowing for complex multi-touch games. These are stored in the Input Manager
pointers
array. addPointer
allows you to add one, or more, new pointers to the Input Manager. There is no hard-coded limit to the amount you can have, although realistically you should never need more than 10. This method is available on both the Input Manager and Plugin, allowing you to usethis.input.addPointer
from within your game code.- InputManager
pointersTotal
contains the total number of active pointers, which can be set in the Game Config using theinput.activePointers
property. Phaser will create 2 pointers on start unless a different value is given in the config, or you can add them at run-time. mousePointer
is a new property that is specifically allocated for mouse use only. This is perfect for desktop only games but should be ignored if you're creating a mouse + touch game (use activePointer instead).activePointer
will now reflect the most recently active pointer on the game, which is considered as being the pointer to have interacted with the game canvas most recently.- The InputManager and InputPlugin have three new methods:
addUpCallback
,addDownCallback
andaddMoveCallback
. These methods allow you to add callbacks to be invoked whenever native DOM mouse or touch events are received. Callbacks passed to this method are invoked immediately when the DOM event happens, within the scope of the DOM event handler. Therefore, they are considered as 'native' from the perspective of the browser. This means they can be used for tasks such as opening new browser windows, or anything which explicitly requires user input to activate. However, as a result of this, they come with their own risks, and as such should not be used for general game input, but instead be reserved for special circumstances. The callbacks can be set asisOnce
so you can control if the callback is called once then removed, or every time the DOM event occurs. - Pointer has two new properties
worldX
andworldY
which contain the position of the Pointer, translated into the coordinate space of the most recent Camera it interacted with. - When checking to see if a Pointer has interacted with any objects it will now iterate through the Camera list. Previously, it would only check against the top-most Camera in the list, but now if the top-most camera doesn't return anything, it will move to the next camera and so on. This also addresses #3631 (thanks @samid737)
InputManager.dirty
is a new internal property that reflects if any of the Pointers have updated this frame.InputManager.update
now uses constants internally for the event type checking, rather than string-based like before.InputManager.startPointer
is a new internal method, called automatically by the update loop, that handles touch start events.InputManager.updatePointer
is a new internal method, called automatically by the update loop, that handles touch move events.InputManager.stopPointer
is a new internal method, called automatically by the update loop, that handles touch end events.InputManager.hitTest
has had its arguments changed. It no longer takes x/y properties as the first two arguments, but instead takes a Pointer object (from which the x/y coordinates are extracted).TouchManager.handler
has been removed as it's no longer used internally.TouchManager.onTouchStart
,onTouchMove
andonTouchEnd
are the new DOM Touch Event handlers. They pass the events on to the InputManagersqueueTouchStart
,queueTouchMove
andqueueTouchEnd
methods respectively.MouseManager.handler
has been removed as it's no longer used internally.MouseManager.onMouseDown
,onMouseMove
andonMouseUp
are the new DOM Mouse Event handlers. They pass the events on to the InputManagersqueueMouseDown
,queueMouseMove
andqueueMouseUp
methods respectively.- Setting
enabled
to false on either the TouchManager, MouseManager or KeyboardManager will prevent it from handling any native DOM events until you set it back again. - InputPlugin has the following new read-only properties:
mousePointer
,pointer1
,pointer2
,pointer3
,pointer4
,pointer5
,pointer6
,pointer7
,pointer8
,pointer9
andpointer10
. Most of these will be undefined unless you calladdPointer
first, or set the active pointers quantity in your Game Config. - InputManager has a new method
transformPointer
which will set the transformed x and y properties of a Pointer in one call, rather than the 2 calls it took before. This is now used by all Pointer event handlers. - InputPlugin has a new method
makePixelPerfect
which allows you to specify a texture-based Game Object as being pixel perfect when performing all input checks against it. You use it like this:this.add.sprite(x, y, key).setInteractive(this.input.makePixelPerfect())
, or the easier:setInteractive({ pixelPerfect: true })
- you can also pass or set an optional alpha tolerance level. See the method docs for full details and the new examples to see it in action. Note that as a pointer interacts with the Game Object it will constantly poll the texture, extracting a single pixel from the given coordinates and checking its color values. This is an expensive process, so should only be enabled on Game Objects that really need it.
Input - Custom Cursors
- You can now set a custom cursor for your game via
this.input.setDefaultCursor()
. This will take any valid CSS cursor string, including URLs to cursor image files. - You can now set a custom cursor for specific Game Objects. This will take any valid CSS cursor string, including URLs to cursor image files, and is used when-ever a pointer is over that Game Object. For example, to have a hand cursor appear when over a button Sprite, you can do:
button.input.cursor = 'pointer'
, or to have a help cursor appear:button.input.cursor = 'help'
, or to have a custom image:button.input.cursor = 'url(assets/cursors/sword.cur), pointer'
. - You can also set a custom cursor in the new Input Configuration Object. To use the
pointer
(hand cursor) there is a new short-cut:setInteractive({ useHandCursor: true })
. To use anything else:setInteractive({ cursor: CSSString })
whereCSSString
is any valid CSS for setting a cursor. - Please be aware of limitations when it comes to image based cursors between browsers. It's up to you to find a suitable format and size that fits the browsers you wish to support (note: virtually all modern browsers no longer support animated CSS cursors.)
Input - Configuration Objects
- The
setInteractive
method can now take an Input Configuration object as its only argument. This allows you to set multiple input related properties in a single call, i.e.:setInteractive({ draggable: true, pixelPerfect: true })
. The available properties are: hitArea
- The object / shape to use as the Hit Area. If not given it will try to create a Rectangle based on the texture frame.hitAreaCallback
- The callback that determines if the pointer is within the Hit Area shape or not.draggable
- Iftrue
the Interactive Object will be set to be draggable and emit drag events.dropZone
- Iftrue
the Interactive Object will be set to be a drop zone for draggable objects.useHandCursor
- Iftrue
the Interactive Object will set thepointer
hand cursor when a pointer is over it. This is a short-cut for settingcursor: 'pointer'
.cursor
- The CSS string to be used when the cursor is over this Interactive Object.pixelPerfect
- Iftrue
the a pixel perfect function will be set for the hit area callback. Only works with texture based Game Objects.alphaTolerance
- IfpixelPerfect
is set, this is the alpha tolerance threshold value used in the callback.
Input - Keyboard Manager Updates
- The
KeyboardManager
class has been removed. It has been replaced withKeyboardPlugin
which is now an Input level plugin, that registers itself with the newInputPluginCache
. The Input Plugin class (which belongs to a Scene) will now automatically inject registered plugins into itself on boot. Every Scene has its own instance of the Input Plugin (if enabled in the scene plugins), which in turn has its own instance of the KeyboardPlugin. TheInputManager
no longer has any reference to the Keyboard class at all. The benefits of this are two-fold: First, it allows you to now entirely exclude all of the keyboard classes from a custom build, saving a lot of space if not required. Secondly, it means that the Scenes themselves are now responsible for keyboard events, where-as before they were entirely global. This means a Scene can be paused and stop processing keyboard events, and stop having its Key objects updated, while another Scene can still carry on doing this. It also prevents key related callbacks in sleeping Scenes from being fired (which resolves issue #3733, thanks @JoeMoov2) KeyboardManager.handler
has been renamed toonKeyHandler
.- The
KeyboardManager.captures
property has been removed as it can be more effectively handled by polling thekeys
object instead. - The Keyboard Manager will no longer process key down or up events if its
enabled
property is set to false, or if the Scene to which it belongs is not active. - The Keyboard Manager will now call
event.preventDefault
on the native DOM event as long as the Key exists in the keys array and has itspreventDefault
property set totrue
(which is the default). This means you can now control specifically which ke...
Phaser v3.9.0 Release
New Features
- The command
npm run help
will display a friendly list of all the scripts available (runnpm install
first) - Game has a new property
hasFocus
which is a read-only boolean that lets you know if the window the game is embedded in (including in an iframe) currently has focus or not. - Game.Config has a new property
autoFocus
, which istrue
by default, and will automatically callwindow.focus()
when the game starts. - Clicking on the canvas will automatically call
window.focus
. This means in games that use keyboard controls if you tab or click away from the game, then click back on it again, the keys will carry on working (where-as before they would remain unfocused) - Arcade Physics Body has a new method
setAllowDrag
which toggles theallowDrag
property (thanks @samme) - Arcade Physics Body has a new method
setAllowGravity
which toggles theallowGravity
property (thanks @samme) - Arcade Physics Body has a new method
setAllowRotation
which toggles theallowRotation
property (thanks @samme) - Arcade Physics Group Config has 3 new properties you can use:
allowDrag
,allowGravity
andallowRotation
(thanks @samme) - PluginManager.registerFileType has a new property
addToScene
which allows you to inject the new file type into the LoaderPlugin of the given Scene. You could use this to add the file type into the Scene in which it was loaded. - PluginManager.install has a new property
mapping
. This allows you to give a Global Plugin a property key, so that it is automatically injected into any Scenes as a Scene level instance. This allows you to have a single global plugin running in the PluginManager, that is injected into every Scene automatically. - Camera.lerp has been implemented and allows you to specify the linear interpolation value used when following a target, to provide for smoothed camera tracking.
- Camera.setLerp is a chainable method to set the Camera.lerp property.
- Camera.followOffset is a new property that allows you to specify an offset from the target position that the camera is following (thanks @hermbit)
- Camera.setFollowOffset is a chainable method to set the Camera.followOffset property.
- Camera.startFollow has 4 new arguments:
lerpX
andlerpY
which allow you to set the interpolation value used when following the target. The default is 1 (no interpolation) andoffsetX
andoffsetY
which allow you to set the follow offset values. - Camera.startFollow will now immediately set the camera
scrollX
andscrollY
values to be that of the target position to avoid a large initial lerps during the first few preUpdates. - Math.Interpolation.SmoothStep is a new method that will return the smooth step interpolated value based on the given percentage and left and right edges.
- Math.Interpolation.SmootherStep is a new method that will return the smoother step interpolated value based on the given percentage and left and right edges.
Updates
- Container.setInteractive can now be called without any arguments as long as you have called Container.setSize first (thanks rex)
- Bob.reset will now reset the position, frame, flip, visible and alpha values of the Bob.
- VisibilityHandler now takes a game instance as its sole argument, instead of an event emitter.
- PluginManager.createEntry is a new private method to create a plugin entry and return it. This avoids code duplication in several other methods, which now use this instead.
- The Plugin File Type has a new optional argument
mapping
, which allows a global plugin to be injected into a Scene as a reference. - TileSprite.destroy has been renamed to
preDestroy
to take advantage of the preDestroy callback system. - RenderTexture.destroy has been renamed to
preDestroy
to take advantage of the preDestroy callback system. - Group.destroy now respects the
ignoreDestroy
property. - Graphics.preDestroy now clears the command buffer array.
- Container addHandler will now remove a child's Scene shutdown listener and only listens to
destroy
once. - Container removeHandler will re-instate a child's Scene shutdown listener.
- Container preDestroy now handles the pre-destroy calls, such as clearing the container.
- Blitter preDestroy will now clear the children List and renderList.
- The AudioContextMonkeyPatch has been updated to use an iife. Fix #3437 (thanks @NebSehemvi)
Bug Fixes
- PluginManager.destroy didn't reference the plugin correctly, throwing an Uncaught TypeError if you tried to destroy a game instance. Fix #3668 (thanks @Telokis)
- If a Container and its child were both input enabled they will now be sorted correctly in the InputPlugin (thanks rex)
- Fix TypeError when colliding a Group as the only argument in Arcade Physics. Fix #3665 (thanks @samme)
- The Particle tint value was incorrectly calculated, causing the color channels to be inversed. Fix #3643 (thanks @rgk)
- All Game Objects that were in Containers were being destroyed twice when a Scene was shutdown. Although not required it still worked in most cases, except with TileSprites. TileSprites specifically have been hardened against this now but all Game Objects inside Containers now have a different event flow, stopping them from being destroyed twice (thanks @laptou @PaNaVTEC)
- Camera.cull will now accurately return only the Game Objects in the camera view, instead of them all. Fix #3646 (thanks @KingCosmic @Yora)
- The
dragend
event would be broadcast even if the drag distance or drag time thresholds were not met. Fix #3686 (thanks @RollinSafary) - Restarting a Tween immediately after creating it, without it having first started, would cause it to get stuck permanently in the Tween Managers add queue (thanks @Antriel @zacharysarette)
- Setting an existing Game Object as a static Arcade Physics body would sometimes incorrectly pick-up the dimensions of the object, such as with TileSprites. Fix #3690 (thanks @fariazz)
- Interactive Objects were not fully removed from the Input Plugin when cleared, causing the internal list array to grow. Fix #3645 (thanks @tjb295 for the fix and @rexrainbow for the issue)
- Camera.shake would not effect dynamic tilemap layers. Fix #3669 (thanks @kainage)
Examples, Documentation and TypeScript
Thanks to the work of @hexus we have now documented nearly all of the Math namespace. This is hundreds of functions now covered by full docs and is work we'll continue in the coming weeks.
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:
Phaser v3.8.0 Release
New Plugin Manager
New in this release is a revamped Plugin Manager. Phaser has always used plugins extensively internally but this release opens them up and builds in a lot of new features making them easy for you to both create and digest.
There is a new Phaser.Plugins
namespace in which the classes live. The functions of the old PluginManager have moved to the new PluginCache and the PluginManager, which is available under this.plugins
from all Scenes by default, now allows you to install and access any plugin.
Plugins are split into two different types: A Global Plugin and a Scene Plugin.
A Global Plugin is a plugin that lives within the Plugin Manager rather than a Scene. You can get access to it by calling PluginManager.get
and providing a key. Any Scenes that request a plugin in this way all get access to the same plugin instance, allowing you to use a single plugin across multiple Scenes.
A Scene Plugin is a plugin dedicated to running within a Scene. These are different to Global Plugins in that their instances do not live within the Plugin Manager, but within the Scene Systems class instead. And that every Scene created is given its own unique instance of a Scene Plugin. Examples of core Scene Plugins include the Input Plugin, the Tween Plugin and the physics Plugins.
Plugins can now be installed in 3 different ways: 1) You can preload them, using the load.plugin
and the new load.scenePlugin
methods. This will allow you to load externally hosted plugins into your game, or pull down a plugin dynamically at run-time. 2) You can install global and scene plugins in your Game Configuration. The plugin code can be bundled with your game code into a single bundle. By specifying plugins in the game config they're instantly available as soon as your game boots. Finally, you can install plugins at run-time directly from within a Scene.
Plugins can also create brand new Game Objects and File Types, which install themselves into the respective factories. This means you can now write a plugin that adds a new file type and Game Object in a single package.
The new Plugin Manager and associated classes are 100% covered by JSDocs and there are stacks of new examples in the plugins
folder in the Phaser 3 Labs too, so please dig in and have a play with these powerful new things!
New Features
- You can pass in your own
canvas
andcontext
elements in your Game Config and Phaser will use those to render with instead of creating its own. This also allows you to pass in a WebGL 2 context. Fix #3653 (thanks @tgrajewski) - WebGLRenderer.config has a new property
maxTextures
which is derived fromgl.MAX_TEXTURE_IMAGE_UNITS
, you can get it via the new methodgetMaxTextures()
. - WebGLRenderer.config has a new property
maxTextureSize
which is derived fromgl.MAX_TEXTURE_SIZE
, you can get it via the new methodgetMaxTextureSize()
- WebGLRenderer has a new property
compression
which holds the browser / devices compressed texture support gl extensions, which is populated duringinit
. - When calling
generateFrameNames
to define an animation from a texture atlas you can now leave out all of the config properties and it will create an animation using every frame found in the atlas. Please understand you've no control over the sequence of these frames if you do this and it's entirely dictated by the json data (thanks @Aram19) - The keycodes for 0 to 9 on the numeric keypad have been added. You can now use them in events, i.e.
this.input.keyboard.on('keydown_NUMPAD_ZERO')
(thanks @Gaushao) - All Game Objects have a new method
setRandomPosition
which will randomly position them anywhere within the defined area, or if no area is given, anywhere within the game size.
Updates
- Game.step now emits a
prestep
event, which some of the global systems hook in to, like Sound and Input. You can use it to perform pre-step tasks, ideally from plugins. - Game.step now emits a
step
event. This is emitted once per frame. You can hook into it from plugins or code that exists outside of a Scene. - Game.step now emits a
poststep
event. This is the last chance you get to do things before the render process begins. - Optimized TextureTintPipeline.drawBlitter so it skips bobs that have alpha of zero and only calls
setTexture2D
if the bob sourceIndex has changed, previously it called it for every single bob. - Game.context used to be undefined if running in WebGL. It is now set to be the
WebGLRenderingContext
during WebGLRenderer.init. If you provided your own custom context, it is set to this instead. - The Game
onStepCallback
has been removed. You can now listen for the new step events instead. - Phaser.EventEmitter was incorrectly namespaced, it's now only available under Phaser.Events.EventEmitter (thanks Tigran)
Bug Fixes
- The Script File type in the Loader didn't create itself correctly as it was missing an argument (thanks @TadejZupancic)
- The Plugin File type in the Loader didn't create itself correctly as it was missing an argument.
- WebAudioSoundManager.unlock will now check if
document.body
is available before setting the listeners on it. Fixes old versions of Firefox, apparently. #3649 (thanks @squilibob) - Utils.Array.BringToTop failed to move the penultimate item in an array due to an index error. Fix #3658 (thanks @agar3s)
- The Headless renderer was broken due to an invalid access during TextureSource.init.
- Animation.yoyo was ignored when calculating the next frame to advance to, breaking the yoyo effect. It now yoyos properly (thanks Tomas)
- Corrected an error in Container.getBoundsTransformMatrix that called a missing method, causing a
getBounds
on a nested container to fail. Fix #3624 (thanks @poasher) - Calling a creator, such as GraphicsCreator, without passing in a config object, would cause an error to be thrown. All Game Object creators now catch against this.
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:
@samme @mzguimaraes @nAndreas @Matthew-Herman @melissaelopez @TheColorRed
Phaser v3.7.1 Release
New Features
- The Phaser 3 Labs has gained a nifty 'search' feature box thanks to @NemoStein - it allows you to filter out the example categories.
- We've added a Mask component, which is available on nearly all Game Objects. It includes the methods
setMask
,clearMask
,createBitmapMask
andcreateGeometryMask
. - CanvasTexture is a new extension of the Texture object specifically created for when you've got a Canvas element as the backing source of the texture that you wish to draw to programmatically using the Canvas API. This was possible in previous versions, as a Texture object supported having a Canvas as its source, but we've streamlined the process and made it a lot easier for you to refresh the resulting WebGLTexture on the GPU. To create a CanvasTexture just call the
TextureManager.createCanvas
method as before, only this time you'll get a CanvasTexture back which has helper properties and methods. See the complete JSDocs for more details. - RandomDataGenerator has a new method:
shuffle
which allows you to shuffle an array using the current RNG seed (thanks @wtravO) - The Texture Manager now supports normal maps for Atlas JSON (in both hash and array formats), Atlas XML and Atlas Unity.
- All Game Objects have a new method
disableInteractive
which will disable the Interactive Object bound to them. You can toggle it back again by callingsetInteractive
with no arguments. - All Game Objects have a new method
removeInteractive
which will destroy the Interactive Object bound to them entirely. Use this if a Game Object no longer needs any input at all but you don't want to destroy the Game Object itself.
Loader New Features and Important Updates
The Loader has been given an overhaul to improve its performance and extensibility and gains the following new features:
- A popular feature from Phaser 2 is back: Loader Packs. These are JSON files that contain a bunch of files to load. You can now load a pack into the Loader, and it will parse it and then add the contents into the current load queue automatically. Those contents can be anything the Loader can handle, including other packs! Please see the documentation and examples for more details.
- The Loader is no longer locked during load. New files can be added into the load queue, even while a load is in process. Indeed, this is how the new Pack files feature works. A side effect is that if you do it a lot, your progress bar may jump around, as it's based on the number of files in the loader at that point in time. So if you add a bunch more it may look like it has reduced. It's up to you to handle this in your code, or create a type of loader graphic that doesn't highlight this (such as a spinning circle instead of a progress bar).
- The Loader now handles the flow slightly differently. Before, it would load every file, and once they were all complete it would then process them in turn. Which would add them into the various caches, create textures, and so on. This now happens as soon as the file has loaded because the browser is likely mostly idle during this time anyway, so it allows us to distribute the file processing throughout the load time, rather than in one lump at the end.
- Loading an Audio Sprite has changed. You now specify the JSON file first, and if you wish you can leave out the audio file URLs and let the Loader figure it out from the JSON meta data.
- The Loader has a new file type:
atlasXML
which will load a Shoebox / Starling / Flash CC format XML Texture Atlas. - The Loader
multiatlas
file type has changed. You no longer have to specify the URLs of the images, instead it reads them from the JSON data and adds them into the loader automatically. - Every file type the Loader supports can now be loaded either via the method arguments, or a configuration object, or an array of configuration objects. Before only some of them could, but they all use the same code now. See the new examples demonstrating this.
- If you used a Scene files payload then the format of the object has changed. It used to be a property in the Scene Config called
files
which was an array of files to load. It has been renamed topack
and it's an object that exactly matches the new Pack File format. Please see the loader examplescene files payload.js
for an example. In short, where you had:files: []
before, just change it topack: { files: [] }
and it'll work. - The Loader now supports Texture Atlases with normal maps. Before it would only support single images loaded with normal maps, but now you can provide them for all the atlas formats (json, xml and Unity)
- The Loader
multiatlas
feature will now automatically load texture normal maps, if specified in the json. - Binary Files have a new optional
dataType
argument and property which will cast the binary data to that format after load, before inserting it into the cache, i.e.:load.binary('mod', 'music.mod', Uint8Array)
- The method
LoaderPlugin.tilemapWeltmeister
has been renamed to the far more friendlyLoaderPlugin.tilemapImpact
. Everything else about it remains the same, but please update to use the new method name.
Loader Updates
- The Loader and all associated file types are now covered 100% by JSDocs.
- LinkFile is a new type of file used by the Loader that handles multiple files that need to be joined together. For example, loading a JSON and an Image for a Texture Atlas. This is now handled by a LinkFile.
- File has a new argument in its constructor which is an instance of the LoaderPlugin. It stores this in the
loader
property. It also has a new propertycache
which is a reference to the cache that the file type will be stored in. - File has a new method
hasCacheConflict
which checks if a key matching the one used by this file exists in the target Cache or not. - File has a new method
addToCache
which will add the file to its target cache and then emit afilecomplete
event, passing its key and a reference to itself to the listener (thanks to @kalebwalton for a related PR) - The Loader has a new property
cacheManager
which is a reference to the global game cache and is used by the File Types. - The Loader has a new property
textureManager
which is a reference to the global Texture Manager and is used by the File Types. - The Loader will now check to see if loading a file would cache a cache conflict or not, and prevent it if it will.
- The Loader now hands off processing of the file data to the file itself, which will now self-add itself to its target cache.
- The Loader will now call 'destroy' on all Files when it finishes processing them. They now tidy-up references and extra data, freeing them for gc.
- The File Types are now responsible for adding themselves to their respective caches and any extra processing that needs to happen. This has removed all of the code from the Loader that was doing this, meaning the file types are now properly abstracted away and the Loader is no longer bound to them. This allows you to exclude file types if you don't need them, creating smaller bundles as a result. It also means we can drop in new file types easily without touching the Loader itself and Plugins can register new file types.
- The XMLFile type will no longer throw an error if it can't parse the XML, instead it'll log a console warning and not add the XML to the cache.
- Loading a BitmapFont will add the image used as the font texture into the Texture Manager and the XML into the XML cache, using the key you specified for the font, so you can extract it more easily if needed.
- The default number of max parallel file loads has increased from 4 to 32. You can still change it in the game config.
- Normal Maps can now be loaded using a config object:
load.image({ key: 'shinyRobot', url: 'rob.png', normalMap: 'rob_n.png' });
- you can still use the previous array method too. - Loader.enableParallel has been removed. If you don't want parallel file loads then set the maximum parallel limit to 1. Related to this, the Game Config
loaderEnableParallel
property has been removed. - You can now set the
X-Requested-With
header in the XHR requests by specifying it in your XHRSettings config, either in the game, scene or file configs. - Files will consider themselves as errored if the xhr status is >= 400 and <= 599, even if they didn't throw an onerror event.
Updates
- If you're using Webpack with Phaser you'll need to update your config to match our new one. The two changes are: We've removed the need for
raw-loader
and we've changed the syntax of the DefinePlugin calls: - We've swapped use of the Webpack DefinePlugin so instead of setting a global flag for the compilation of the Canvas and WebGL renderers, we use a typeof check instead. This means you should now be able to ingest the Phaser source more easily outside of Webpack without having to define any global vars (thanks @tgrajewski)
- Under Webpack we still no longer use
raw-loader
to import our shader source. Instead it's compiled to plain JS files during our in-house workflow. This should allow you to bundle Phaser with packages other than Webpack more easily. - The Texture Manager will now emit an
addtexture
event whenever you add a new texture to it, which includes when you load image files from the Loader (as it automatically populates the Texture Manager). Once you receive anaddtexture
event you know the image is loaded and the texture is safe to be applied to a Game Object. - BitmapMask and GeometryMask both have new
destroy
methods which clear their references, freeing them for gc. - CanvasPool has a new argument
selfParent
which allows the canvas itself to be the parent key, used for later removal. - Frame has a new method
setSize
which allows you to set the frame x, y, width and height and have it update all of the internal properties automatically. This is now called directly in the constructor.
*...
Phaser v3.6.0 Release
New Features
- Containers are now fully available! We have removed the beta warning and fixed the way in which they work with Cameras, input and scroll factors. They are also fully documented, so please see their docs and examples for use.
- Group.getLast will return the last member in the Group matching the search criteria.
- Group.getFirstNth will return the nth member in the Group, scanning from top to bottom, that matches the search criteria.
- Group.getLastNth will return the nth member in the Group, scanning in reverse, that matches the search criteria.
- Group.remove has a new optional argument
destroyChild
that will calldestroy
on the child after removing it. - Group.clear has a new optional argument
destroyChild
that will calldestroy
on all children in the Group after removing them.
Updates
- Impact Physics Game Objects have changed
setLite
tosetLiteCollision
. - Impact Physics Game Objects have changed
setPassive
tosetPassiveCollision
. - Impact Physics Game Objects have changed
setFixed
tosetFixedCollision
. - Impact Physics Game Objects have changed
setActive
tosetActiveCollision
, previously thesetActive
collision method was overwriting the Game ObjectssetActive
method, hence the renaming. - The modifications made to the RTree class in Phaser 3.4.0 to avoid CSP policy violations caused a significant performance hit once a substantial number of bodies were involved. We have recoded how the class deals with its accessor formats and returned to 3.3 level performance while still maintaining CSP policy adherence. Fix #3594 (thanks @16patsle)
- The Retro Font namespace has changed to
Phaser.GameObjects.RetroFont
. Previously, you would access the parser and constants viaBitmapText
, i.e.:Phaser.GameObjects.BitmapText.ParseRetroFont.TEXT_SET6
. This has now changed to its own namespace, so the same line would be:Phaser.GameObjects.RetroFont.TEXT_SET6
. The Parser is available viaPhaser.GameObjects.RetroFont.Parse
. This keeps things cleaner and also unbinds RetroFont from BitmapText, allowing you to cleanly exclude it from your build should you wish. All examples have been updated to reflect this. - If using the
removeFromScene
option in Group.remove or Group.clear it will remove the child/ren from the Scene to which they belong, not the Scene the Group belongs to.
Bug Fixes
- Fixed a bug that caused data to not be passed to another Scene if you used a transition to start it. Fix #3586 (thanks @willywu)
- Group.getHandler would return any member of the Group, regardless of the state, causing pools to remain fixed at once member. Fix #3592 (thanks @samme)
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:
Phaser v3.5.1 Release
Updates
- The change made in 3.5.0 with how the Scene systems lifecycle is handled has been tweaked. When a Scene is instantiated it will now emit a boot event, as before, and Systems that need it will listen for this event and set-up their internal properties as required. They'll also do the same under the 'start' event, allowing them to restart properly once shutdown. In 3.5 if a Scene was previously not launched or started you wouldn't be able to access all of its internal systems fully, but in 3.5.1 you can.
Bug Fixes
- LoaderPlugin.destroy would try and remove an incorrect event listener.
- TileSprites would try to call
deleteTexture
on both renderers, but it's only available in WebGL (thanks @jmcriat) - Using a geometry mask stopped working in WebGL. Fix #3582 (thanks @rafelsanso)
- The particle emitter incorrectly adjusted the vertex count, causing WebGL rendering issues. Fix #3583 (thanks @murteira)
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:
@NemoStein @gabegordon @gazpachu @samme @cristlee @melissaelopez @dazigemm @tgrajewski
Phaser v3.5.0 Release
Changes to Cameras
- The Camera class and all Camera effects are now fully covered by 100% complete JS Docs.
- All Camera effects have been recoded from scratch. They now follow a unified effects structure and each effect is encapsulated in its own class found in the 'effects' folder. Currently there are Fade, Flash and Shake effects.
- The new effects classes are accessed via the Camera properties
fadeEffect
,flashEffect
andshakeEffect
. You can still use the friendly Camera level methods:shake
,fade
andflash
. - The new structure means you can replace the default effects with your own by simply overwriting the properties with your own class.
- The effects now work properly under any combination. For example, you can fade out then in, or in then out, and still flash or shake while a fade is happening. The renderers now properly stack the effects in order to allow this.
- All of the effect related Camera properties (like
_fadeAlpha
) have been removed. If you need access to these values you can get it much more cleanly via the camera effects classes themselves. They were always private anyway, but we know some of you needed to modify them, so have been doing so from your code. This code will now need updating. - Removed Camera.clearBeforeRender property as it was never used internally. This setting can be enabled on a Game-wide basis.
- Camera now extends the Event Emitter, allowing it to emit events.
- Camera.cullHitTest has been removed. It was never used internally and duplicates the code in
Camera.cull
. - The
callback
property of the Camera effects methods has changed purpose. It is no longer anonComplete
callback, but is now anonUpdate
callback. It is invoked every frame for the duration of the effect. See the docs for argument details. - Camera effects now dispatch events. They dispatch 'start' and 'complete' events, which can be used to handle any actions you may previously have been doing in the callback. See the effects docs and examples for the event names and arguments.
- The Camera Shake effect now lets you specify a different intensities for the x and y dimensions.
- You can track the progress of all events via the
progress
property on the effect instance, allowing you to sync effect duration with other in-game events.
New Feature: Scene Transitions
There is a new method available in the ScenePlugin, available via: this.scene.transition
which allows you to transition from one Scene to another over the duration specified. The method takes a configuration object which lets you control various aspects of the transition, from moving the Scenes around the display list, to specifying an onUpdate callback.
The calling Scene can be sent to sleep, stopped or removed entirely from the Scene Manager at the end of the transition, and you can even lock down input events in both Scenes while the transition is happening, if required. There are various events dispatched from both the calling and target Scene, which combined with the onUpdate callback give you the flexibility to create some truly impressive transition effects both into and out of Scenes.
Please see the complete JSDocs for the ScenePlugin for more details, as well as the new examples in the Phaser 3 Labs.
More New Features
- GameObject.ignoreDestroy allows you to control if a Game Object is destroyed or not. Setting the flag will tell it to ignore destroy requests from Groups, Containers and even the Scene itself. See the docs for more details.
- The Scene Input Plugin has a new property
enabled
which allows you to enable or disable input processing on per Scene basis.
Bug Fixes
- MatterEvents.off() would cause a TypeError if you destroyed the Matter world. Fix #3562 (thanks @pixelscripter)
- DynamicBitmapText was missing the
letterSpacing
property, causing it to only render the first character in WebGL (thanks @Antriel) - The Animation component didn't properly check for the animation state in its update, causing pause / resume to fail. Fix #3556 (thanks @Antriel @siolfyr)
- The Scene Manager would never reach an
isBooted
state if you didn't add any Scenes into the Game Config. Fix #3553 (thanks @rgk) - Fixed issue in HTMLAudioSound where
mute
would get into a recursive loop. - Every RenderTexture would draw the same content due to a mis-use of the CanvasPool (this also impacted TileSprites). Fix #3555 (thanks @kuoruan)
- Group.add and Group.addMultiple now respect the Group.maxSize property, stopping you from over-populating a Group (thanks @samme)
- When using HTML5 Audio, sound manager now tries to unlock audio after every scene loads, instead of only after first one. Fix #3309 (thanks @pavle-goloskokovic)
- Group.createMultiple would insert null entries if the Group became full during the operation, causing errors later. Now it stops creating objects if the Group becomes full (thanks @samme)
- Group.remove didn't check if the passed Game Object was already a member of the group and would call
removeCallback
and (if specified)destroy
in any case. Now it does nothing if the Game Object isn't a member of the group (thanks @samme) - If a Group size exceeded
maxSize
(which can happen if you reduce maxSize beneath the current size),isFull
would return false and the group could continue to grow. NowisFull
returns true in that case (thanks @samme) - Camera.fadeIn following a fadeOut wouldn't work, but is now fixed as a result of the Camera effects rewrite. Fix #3527 (thanks @Jerenaux)
- Particle Emitters with large volumes of particles would throw the error
GL_INVALID_OPERATION: Vertex buffer is not big enough for the draw call
in WebGL. - Fixed issue with Game.destroy not working correctly under WebGL since 3.4. Fix #3569 (thanks @Huararanga)
Updates
- Removed the following properties from BaseSound as they are no longer required. Each class that extends BaseSound implements them directly as getters:
mute
,loop
,seek
andvolume
. - The Device.OS test to see if Phaser is running under node.js has been strengthened to support node-like environments like Vue (thanks @Chumper)
- Every Plugin has been updated to correctly follow the same flow through the Scene lifecycle. Instead of listening for the Scene 'boot' event, which is only dispatched once (when the Scene is first created), they will now listen for the Scene 'start' event, which occurs every time the Scene is started. All plugins now consistently follow the same Shutdown and Destroy patterns too, meaning they tidy-up after themselves on a shutdown, not just a destroy. Overall, this change means that there should be less issues when returning to previously closed Scenes, as the plugins will restart themselves properly.
- When shutting down a Scene all Game Objects that belong to the scene will now automatically destroy themselves. They would previously be removed from the display and update lists, but the objects themselves didn't self-destruct. You can control this on a per-object basis with the
ignoreDestroy
property. - A Matter Mouse Spring will disable debug draw of its constraint by default (you can override it by passing in your own config)
- The RandomDataGenerator class is now exposed under Phaser.Math should you wish to instantiate it yourself. Fix #3576 (thanks @wtravO)
- Refined the Game.destroy sequence, so it will now only destroy the game at the start of the next frame, not during processing.
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:
Phaser v3.4.0 Release
New Features
A beta release of the new Container Game Object arrives in this version. We've flagged it as beta because there are known issues in using Containers in Scenes that have multiple cameras or irregular camera viewports. However, in all other instances we've tested they are operating normally, so we felt it would be best to release them into this build to give developers a chance to get used to them. Using a Container will issue a single console warning as a reminder. We will remove this once they leave beta in a future release. In the meantime they are fully documented and you can find numerous examples in the Phaser 3 Examples repo too.
- A new property was added to Matter.World,
correction
which is used in the Engine.update call and allows you to adjust the time being passed to the simulation. The default value is 1 to remain consistent with previous releases. - Matter Physics now has a new config property
getDelta
which allows you to specify your own function to calculate the delta value given to the Matter Engine when it updates. - Matter Physics has two new methods:
set60Hz
andset30Hz
which will set an Engine update rate of 60Hz and 30Hz respectively. 60Hz being the default. - Matter Physics has a new config and run-time property
autoUpdate
, which defaults totrue
. When enabled the Matter Engine will update in sync with the game step (set by Request Animation Frame). The delta value given to Matter is now controlled by thegetDelta
function. - Matter Physics has a new method
step
which manually advances the physics simulation by one iteration, using whatever delta and correction values you pass in to it. When used in combination withautoUpdate=false
you can now explicitly control the update frequency of the physics simulation and unbind it from the game step. - Matter Physics has two new debug properties:
debugShowJoint
anddebugJointColor
. If defined they will display joints in Matter bodies during the postUpdate debug phase (only if debug is enabled) (thanks @OmarShehata) - Group.destroy has a new optional argument
destroyChildren
which will automatically calldestroy
on all children of a Group if set to true (the default is false, hence it doesn't change the public API). Fix #3246 (thanks @DouglasLapsley) - WebAudioSound.setMute is a chainable way to mute a single Sound instance.
- WebAudioSound.setVolume is a chainable way to set the volume of a single Sound instance.
- WebAudioSound.setSeek is a chainable way to set seek to a point of a single Sound instance.
- WebAudioSound.setLoop is a chainable way to set the loop state of a single Sound instance.
- HTML5AudioSound.setMute is a chainable way to mute a single Sound instance.
- HTML5AudioSound.setVolume is a chainable way to set the volume of a single Sound instance.
- HTML5AudioSound.setSeek is a chainable way to set seek to a point of a single Sound instance.
- HTML5AudioSound.setLoop is a chainable way to set the loop state of a single Sound instance.
- BitmapText has a new property
letterSpacing
which accepts a positive or negative number to add / reduce spacing between characters (thanks @wtravO) - You can now pass a Sprite Sheet or Canvas as the Texture key to
Tilemap.addTileset
and it will work in WebGL, where-as before it would display a corrupted tilemap. Fix #3407 (thanks @Zykino) - Graphics.slice allows you to easily draw a Pacman, or slice of pie shape to a Graphics object.
- List.addCallback is a new optional callback that is invoked every time a new child is added to the List. You can use this to have a callback fire when children are added to the Display List.
- List.removeCallback is a new optional callback that is invoked every time a new child is removed from the List. You can use this to have a callback fire when children are removed from the Display List.
- ScenePlugin.restart allows you to restart the current Scene. It's the same result as calling
ScenePlugin.start
without any arguments, but is more clear. - Utils.Array.Add allows you to add one or more items safely to an array, with optional limits and callbacks.
- Utils.Array.AddAt allows you to add one or more items safely to an array at a specified position, with optional limits and callbacks.
- Utils.Array.BringToTop allows you to bring an array element to the top of the array.
- Utils.Array.CountAllMatching will scan an array and count all elements with properties matching the given value.
- Utils.Array.Each will pass each element of an array to a given callback, with optional arguments.
- Utils.Array.EachInRange will pass each element of an array in a given range to a callback, with optional arguments.
- Utils.Array.GetAll will return all elements from an array, with optional property and value comparisons.
- Utils.Array.GetFirst will return the first element in an array, with optional property and value comparisons.
- Utils.Array.GetRandomElement has been renamed to GetRandom and will return a random element from an array.
- Utils.Array.MoveDown will move the given array element down one position in the array.
- Utils.Array.MoveTo will move the given array element to the given position in the array.
- Utils.Array.MoveUp will move the given array element up one position in the array.
- Utils.Array.Remove will remove the given element or array of elements from the array, with an optional callback.
- Utils.Array.RemoveAt will remove the element from the given position in the array, with an optional callback.
- Utils.Array.RemoveBetween will remove the elements between the given range in the array, with an optional callback.
- Utils.Array.Replace will replace an existing element in an array with a new one.
- Utils.Array.SendToBack allows you to send an array element to the bottom of the array.
- Utils.Array.SetAll will set a property on all elements of an array to the given value, with optional range limits.
- Utils.Array.Swap will swap the position of two elements in an array.
- TransformMatrix.destroy is a new method that will clear out the array and object used by a Matrix internally.
- BaseSound, and by extension WebAudioSound and HTMLAudioSound, will now emit a
destroy
event when they are destroyed (thanks @rexrainbow) - A new property was added to the Scene config:
mapAdd
which is used to extend the default injection map of a scene instead of overwriting it (thanks @sebashwa) - GetBounds
getTopLeft
,getTopRight
,getBottomLeft
andgetBottomRight
all have a new optional argumentincludeParent
which will factor in all ancestor transforms to the returned point.
Bug Fixes
- In the WebGL Render Texture the tint of the texture was always set to 0xffffff and therefore the alpha values were ignored. The tint is now calculated using the alpha value. Fix #3385 (thanks @ger1995)
- The RenderTexture now uses the ComputedSize component instead of Size (which requires a frame), allowing calls to getBounds to work. Fix #3451 (thanks @kuoruan)
- PathFollower.start has been renamed to
startFollow
, but PathFollower.setPath was still usingPathFollower.start
(thanks @samid737) - BaseSoundManager.rate and BaseSoundManager.detune would incorrectly called
setRate
on its sounds, instead ofcalculateRate
. - The Gamepad Axis
getValue
method now correctly applies the threshold and zeroes out the returned value. - The HueToComponent module was not correctly exporting itself. Fix #3482 (thanks @jdotrjs)
- Matter.World was using
setZ
instead ofsetDepth
for the Debug Graphics Layer, causing it to appear behind objects in some display lists. - Game.destroy now checks to see if the
renderer
exists before calling destroy on it. Fix #3498 (thanks @Huararanga) - Keyboard.JustDown and Keyboard.JustUp were being reset too early, causing them to fail when called in
update
loops. Fix #3490 (thanks @belen-albeza) - RenderTexture.destroy no longer throws an error when called. Fix #3475 (thanks @kuoruan)
- The WebGL TileSprite batch now modulates the tilePosition to avoid large values being passed into the UV data, fixing corruption when scrolling TileSprites over a long period of time. Fix #3402 (thanks @vinerz @FrancescoNegri)
- LineCurve.getResolution was missing the
divisions
argument and always returning 1, which made it fail when used as part of a Path. It now defaults to return 1 unless specified otherwise (thanks _ok) - A Game Object enabled for drag would no longer fire over and out events after being dragged, now it does (thanks @jmcriat)
- Line.getPointA and Line.getPointB incorrectly set the values into the Vector2 (thanks @Tomas2h)
- DynamicTilemapLayer now uses the ComputedSize component, which stops it breaking if you call
setDisplaySize
(thanks Babsobar) - StaticTilemapLayer now uses the ComputedSize component, which stops it breaking if you call
setDisplaySize
(thanks Babsobar) - CanvasPool.first always returned
null
, and now returns the first available Canvas. Fix #3520 (thanks @mchiasson) - When starting a new Scene with an optional
data
argument it wouldn't get passed through if the Scene was not yet available (i.e. the game had not fully booted). The data is now passed to the Sceneinit
andcreate
methods and stored in the Scene Settingsdata
property. Fix #3363 (thanks @pixelhijack) - Tween.restart handles removed tweens properly and reads them back into the active queue for the TweenManager (thanks @wtravO)
- Tween.resume will now call
Tween.play
on a tween that was paused due to its config object, not as a result of having its paused method called. Fix #3452 (thanks @Jazen) - LoaderPlugin.isReady referenced a constant that no longer exists. Fix #3503 (thanks @Twilrom)
- Tween Timeline.destroy was trying to call
destroy
on Tweens instead ofstop
(thanks @Antriel) - Calling
setOffset
on a Static Arcade Physics Body would break because the method was missing. It has been added and now functions as expect...
Phaser v3.3.0 Release
A special mention must go to @orblazer for their outstanding assistance in helping to complete the JSDoc data-types, callbacks and type defs across the API.
New Features
- TextStyle has two new properties:
baselineX
andbaselineY
which allow you to customize the 'magic' value used in calculating the text metrics. - Game.Config.preserveDrawingBuffer is now passed to the WebGL Renderer (default
false
). - Game.Config.failIfMajorPerformanceCaveat is now passed to the WebGL Renderer (default
false
). - Game.Config.powerPreference is now passed to the WebGL Renderer (default
default
). - Game.Config.antialias is now passed to the WebGL Renderer as the antialias context property (default
true
). - Game.Config.pixelArt is now only used by the WebGL Renderer when creating new textures.
- Game.Config.premultipliedAlpha is now passed to the WebGL Renderer as the premultipliedAlpha context property (default
true
). - You can now specify all of the renderer config options within a
render
object in the config. If norender
object is found, it will scan the config object directly for the properties. - Group.create has a new optional argument:
active
which will set the active state of the child being created (thanks @samme) - Group.create has a new optional argument:
active
which will set the active state of the child being created (thanks @samme) - Group.createMultiple now allows you to include the
active
property in the config object (thanks @samme) - TileSprite has a new method:
setTilePosition
which allows you to set the tile position in a chained called (thanks @samme) - Added the new Action - WrapInRectangle. This will wrap each items coordinates within a rectangles area (thanks @samme)
- Arcade Physics has the new methods
wrap
,wrapArray
andwrapObject
which allow you to wrap physics bodies around the world bounds (thanks @samme) - The Tweens Timeline has a new method:
makeActive
which delegates control to the Tween Manager (thanks @allanbreyes) - Actions.GetLast will return the last element in the items array matching the conditions.
- Actions.PropertyValueInc is a new action that will increment any property of an array of objects by the given amount, using an optional step value, index and iteration direction. Most Actions have been updated to use this internally.
- Actions.PropertyValueSet is a new action that will set any property of an array of objects to the given value, using an optional step value, index and iteration direction. Most Actions have been updated to use this internally.
- Camera.shake now has an optional
callback
argument that is invoked when the effect completes (thanks @pixelscripter) - Camera.fade now has an optional
callback
argument that is invoked when the effect completes (thanks @pixelscripter) - Camera.flash now has an optional
callback
argument that is invoked when the effect completes (thanks @pixelscripter) - Camera.fadeIn is a new method that will fade the camera in from a given color (black by default) and then optionally invoke a callback. This is the same as using Camera.flash but with an easier to grok method name. Fix #3412 (thanks @Jerenaux)
- Camera.fadeOut is a new method that will fade the camera out to a given color (black by default) and then optionally invoke a callback. This is the same as using Camera.fade but with an easier to grok method name. Fix #3412 (thanks @Jerenaux)
- Groups will now listen for a
destroy
event from any Game Object added to them, and if received will automatically remove that GameObject from the Group. Fix #3418 (thanks @hadikcz) - MatterGameObject is a new function, available via the Matter Factory in
this.matter.add.gameObject
, that will inject a Matter JS Body into any Game Object, such as a Text or TileSprite object. - Matter.SetBody and SetExistingBody will now set the origin of the Game Object to be the Matter JS sprite.xOffset and yOffset values, which will auto-center the Game Object to the origin of the body, regardless of shape.
- SoundManager.setRate is a chainable method to allow you to set the global playback rate of all sounds in the SoundManager.
- SoundManager.setDetune is a chainable method to allow you to set the global detuning of all sounds in the SoundManager.
- SoundManager.setMute is a chainable method to allow you to set the global mute state of the SoundManager.
- SoundManager.setVolume is a chainable method to allow you to set the global volume of the SoundManager.
- BaseSound.setRate is a chainable method to allow you to set the playback rate of the BaseSound.
- BaseSound.setDetune is a chainable method to allow you to set the detuning value of the BaseSound.
Bug Fixes
- Fixed the Debug draw of a scaled circle body in Arcade Physics (thanks @pixelpicosean)
- Fixed bug in
DataManager.merge
where it would copy the object reference instead of its value (thanks @rexrainbow) - The SceneManager no longer copies over the
shutdown
anddestroy
callbacks in createSceneFromObject, as these are not called automatically and should be invoked via the Scene events (thanks @samme) - The default Gamepad Button threshold has been changed from 0 to 1. Previously the value of 0 was making all gamepad buttons appear as if they were always pressed down (thanks @jmcriat)
- InputManager.hitTest will now factor the game resolution into account, stopping the tests from being offset if resolution didn't equal 1 (thanks @sftsk)
- CameraManager.getCamera now returns the Camera based on its name (thanks @bigbozo)
- Fixed Tile Culling for zoomed Cameras. When a Camera was zoomed the tiles would be aggressively culled as the dimensions didn't factor in the zoom level (thanks @bigbozo)
- When calling ScenePlugin.start any additional data passed to the method would be lost if the scene wasn't in an active running state (thanks @stuff)
- When calling Timeline.resetTweens, while the tweens are pending removal or completed, it would throw a TypeError about the undefined
makeActive
(thanks @allanbreyes) - The WebGL Context would set
antialias
toundefined
as it wasn't set in the Game Config. Fix #3386 (thanks @samme) - The TweenManager will now check the state of a tween before playing it. If not in a pending state it will be skipped. This allows you to stop a tween immediately after creating it and not have it play through once anyway. Fix #3405 (thanks @Twilrom)
- The InputPlugin.processOverOutEvents method wasn't correctly working out the total of the number of objects interacted with, which caused input events to be disabled in Scenes further down the scene list if something was being dragged in an upper scene. Fix #3399 (thanks @Jerenaux)
- The InputPlugin.processDragEvents wasn't always returning an integer.
- LoaderPlugin.progress and the corresponding event now factor in both the list size and the inflight size when calculating the percentage complete. Fix #3384 (thanks @vinerz @rblopes @samme)
- Phaser.Utils.Array.Matrix.RotateLeft actually rotated to the right (thanks @Tomas2h)
- Phaser.Utils.Array.Matrix.RotateRight actually rotated to the left (thanks @Tomas2h)
- When deleting a Scene from the SceneManager it would set the key in the scenes has to
undefined
, preventing you from registering a new Scene with the same key. It's now properly removed from the hash(thanks @macbury) - Graphics.alpha was being ignored in the WebGL renderer and is now applied properly to strokes and fills. Fix #3426 (thanks @Ziao)
- The font is now synced to the context in Text before running a word wrap, this ensures the wrapping result between updating the text and getting the wrapped text is the same. Fix #3389 (thanks @rexrainbow)
- Added the ComputedSize component to the Text Game Object, which allows Text.getBounds, and related methods, to work again instead of returning NaN.
- Group.remove now calls the
removeCallback
and passes it the child that was removed (thanks @orblazer)
Updates
- The Text testString has changed from
|MÉqgy
to|MÉqgy
. - The WebGLRenderer width and height values are now floored when multiplied by the resolution.
- The WebGL Context now sets
premultipliedAlpha
totrue
by default, this prevents the WebGL context from rendering as plain white under certain versions of macOS Safari. - The Phaser.Display.Align constants are now exposed on the namespace. Fix #3387 (thanks @samme)
- The Phaser.Loader constants are now exposed on the namespace. Fix #3387 (thanks @samme)
- The Phaser.Physics.Arcade constants are now exposed on the namespace. Fix #3387 (thanks @samme)
- The Phaser.Scene constants are now exposed on the namespace. Fix #3387 (thanks @samme)
- The Phaser.Tweens constants are now exposed on the namespace. Fix #3387 (thanks @samme)
- The Array Matrix utils are now exposed and available via
Phaser.Utils.Array.Matrix
. - Actions.Angle has 3 new arguments:
step
,index
anddirection
. - Actions.IncAlpha has 3 new arguments:
step
,index
anddirection
. - Actions.IncX has 3 new arguments:
step
,index
anddirection
. - Actions.IncY has 3 new arguments:
step
,index
anddirection
. - Actions.IncXY has 4 new arguments:
stepX
,stepY
,index
anddirection
. - Actions.Rotate has 3 new arguments:
step
,index
anddirection
. - Actions.ScaleX has 3 new arguments:
step
,index
anddirection
. - Actions.ScaleXY has 4 new arguments:
stepX
,stepY
,index
anddirection
. - Actions.ScaleY has 3 new arguments:
step
,index
anddirection
. - Actions.SetAlpha has 2 new arguments:
index
anddirection
. - Actions.SetBlendMode has 2 new arguments:
index
anddirection
. - Actions.SetDepth has 2 new arguments:
index
anddirection
. - Actions.SetOrigin has 4 new arguments:
stepX
,stepY
,index
anddirection
. - Actions.SetRotation has 2 new arguments:
index
anddirection
. - Actions.SetScale has 2 new arguments:
index
anddirection
. - ...
Phaser 3.2.1 Release
Bug Fixes
- Fixed issue with Render Texture tinting. Fix #3336 (thanks @rexrainbow)
- Fixed Utils.String.Format (thanks @samme)
- The Matter Debug Layer wouldn't clear itself in canvas mode. Fix #3345 (thanks @samid737)
- TimerEvent.remove would dispatch the Timer event immediately based on the opposite of the method argument, making it behave the opposite of what was expected. It now only fires when requested (thanks @migiyubi)
- The TileSprite Canvas Renderer did not support rotation, scaling or flipping. Fix #3231 (thanks @TCatshoek)
- Fixed Group doesn't remove children from Scene when cleared with the
removeFromScene
argument set (thanks @Iamchristopher) - Fixed an error in the lights pipeline when no Light Manager has been defined (thanks @samme)
- The ForwardDiffuseLightPipeline now uses
sys.lights
instead of the Scene variable to avoid errors due to injection removal. - Phaser.Display.Color.Interpolate would return NaN values because it was loading the wrong Linear function. Fix #3372 (thanks @samid737)
- RenderTexture.draw was only drawing the base frame of a Texture. Fix #3374 (thanks @samid737)
- TileSprite scaling differed between WebGL and Canvas. Fix #3338 (thanks @TCatshoek)
- Text.setFixedSize was incorrectly setting the
text
property instead of theparent
property. Fix #3375 (thanks @rexrainbow) - RenderTexture.clear on canvas was using the last transform state, instead of clearing the whole texture.
Updates
- The SceneManager.render will now render a Scene as long as it's in a LOADING state or higher. Before it would only render RUNNING scenes, but this precluded those that were loading assets.
- A Scene can now be restarted by calling
scene.start()
and providing no arguments (thanks @migiyubi) - The class GameObject has now been exposed, available via
Phaser.GameObjects.GameObject
(thanks @rexrainbow) - A Camera following a Game Object will now take the zoom factor of the camera into consideration when scrolling. Fix #3353 (thanks @brandonvdongen)
- Calling
setText
on a BitmapText object will now recalculate its display origin values. Fix #3350 (thanks @migiyubi) - You can now pass an object to Loader.atlas, like you can with images. Fix #3268 (thanks @TCatshoek)
- The
onContextRestored
callback won't be defined any more unless the WebGL Renderer is in use in the following objects: BitmapMask, Static Tilemap, TileSprite and Text. This should allow those objects to now work in HEADLESS mode. Fix #3368 (thanks @16patsle) - The SetFrame method now has two optional arguments:
updateSize
andupdateOrigin
(both true by default) which will update the size and origin of the Game Object respectively. Fix #3339 (thanks @Jerenaux)