* We've added a Mask component, which is available on nearly all Game Objects. It includes the methods `setMask`, `clearMask`, `createBitmapMask` and `createGeometryMask`.
* 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.
* 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 now 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 first (thanks @tgrajewski)
* Under Webpack we still use the raw-loader to import our shader source, but outside of Webpack we now use `require.extensions` to load the shader source via fs. This should allow you to bundle Phaser with packages other than Webpack more easily (thanks @tgrajewski)
* 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 an `addtexture` 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.
* When a TextureSource is destroyed if it's got a canvas texture it's removed from the CanvasPool.
* TextureManager.checkKey will check if a texture key is in-use and log a console error if it is and then return a boolean. This is now used extensively internally to prevent you from adding textures that already exist into the manager. If you wish to just check if a key is in use without the error, use the `TextureManager.exists` method as before.
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:
* 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.
* Impact Physics Game Objects have changed `setLite` to `setLiteCollision`.
* Impact Physics Game Objects have changed `setPassive` to `setPassiveCollision`.
* Impact Physics Game Objects have changed `setFixed` to `setFixedCollision`.
* Impact Physics Game Objects have changed `setActive` to `setActiveCollision`, previously the `setActive` collision method was overwriting the Game Objects `setActive` 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 via `BitmapText`, 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 via `Phaser.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.
* 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)
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:
* 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.
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:
* 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` and `shakeEffect`. You can still use the friendly Camera level methods: `shake`, `fade` and `flash`.
* 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 an `onComplete` callback, but is now an `onUpdate` 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.
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.
* 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 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)
* 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. Now `isFull` returns true in that case (thanks @samme)
* 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.
* 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` and `volume`.
* 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.
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:
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` and `set30Hz` 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 to `true`. 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 the `getDelta` 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 with `autoUpdate=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` and `debugJointColor`. 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 call `destroy` 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)
* 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)
* 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.
* 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` and `getBottomRight` all have a new optional argument `includeParent` which will factor in all ancestor transforms to the returned point.
* 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)
* Keyboard.JustDown and Keyboard.JustUp were being reset too early, causing them to fail when called in `update` loops. Fix #3490 (thanks @belen-albeza)
* 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)
* 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 Scene `init` and `create` methods and stored in the Scene Settings `data` 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)
* Calling `setOffset` on a Static Arcade Physics Body would break because the method was missing. It has been added and now functions as expected. Fix #3465 (thanks @josephjaniga and @DouglasLapsley)
* Calling Impact.World.remove(body) during a Body.updateCallback would cause the internal loop to crash when trying to access a now missing body. Two extra checks are in place to avoid this (thanks @iamDecode)
* If `setInteractive` is called on a Game Object that fails to set a hit area, it will no longer try to assign `dropZone` to an undefined `input` property.
* The Matter SetBody Component will no longer try to call `setOrigin` unless the Game Object has the origin component (which not all do, like Graphics and Container)
* Matter Image and Matter Sprite didn't define a `destroy` method, causing an error when trying to destroy the parent Game Object. Fix #3516 (thanks @RollinSafary)
* The RTree library (rbush) used by Phaser 3 suffered from violating CSP policies by dynamically creating Functions at run-time in an eval-like manner. These are now defined via generators. Fix #3441 (thanks @jamierocks@Colbydude@jdotrjs)
* BaseSound has had its `rate` and `detune` properties removed as they are always set in the overriding class.
* BaseSound `setRate` and `setDetune` from the 3.3.0 release have moved to the WebAudioSound and HTML5AudioSound classes respectively, as they each handle the values differently.
* The file `InteractiveObject.js` has been renamed to `CreateInteractiveObject.js` to more accurately reflect what it does and to avoid type errors in the docs.
* Renamed the Camera Controls module exports for `Fixed` to `FixedKeyControl` and `Smoothed` to `SmoothedKeyControl` to match the class names. Fix #3463 (thanks @seivan)
* The ComputedSize Component now has `setSize` and `setDisplaySize` methods. This component is used for Game Objects that have a non-texture based size.
* Utils.Array.FindClosestInSorted has a new optional argument `key` which will allow you to scan a top-level property of any object in the given sorted array and get the closest match to it.
* When using the `extend` property of a Scene config object it will now block overwriting the Scene `sys` property.
* When using the `extend` property of a Scene config object, if you define a property called `data` that has an object set, it will populate the Scenes Data Manager with those values.
* SceneManager._processing has been renamed to `isProcessing` which is now a boolean, not an integer. It's also now public and read-only.
* SceneManager.isBooted is a new boolean read-only property that lets you know if the Scene Manager has performed its initial boot sequence.
* TransformMatrix has the following new getter and setters: `a`, `b`, `c`, `d`, `tx` and `ty`. It also has the following new getters: `scaleX`, `scaleY` and `rotation`.
We have refactored the Animation API to make it more consistent with the rest of Phaser 3 and to fix some issues. All of the following changes apply to the Animation Component:
* Animation durations, delays and repeatDelays are all now specified in milliseconds, not seconds like before. This makes them consistent with Tweens, Sounds and other parts of v3. You can still use the `frameRate` property to set the speed of an animation in frames per second.
* All of the Animation callbacks have been removed, including `onStart`, `onRepeat`, `onUpdate` and `onComplete` and the corresponding params arrays like `onStartParams` and the property `callbackScope`. The reason for this is that they were all set on a global level, meaning that if you had 100 Sprites sharing the same animation, it was impossible to set the callbacks to fire for just one of those Sprites, but instead they would fire for all 100 and it was up to you to figure out which Sprite you wanted to update. Instead of callbacks animations now dispatch events on the Game Objects in which they are running. This means you can now do `sprite.on('animationstart')` and it will be invoked at the same point the old `onStart` callback would have been. The new events are: `animationstart`, `animtionrepeat`, `animationupdate` and `animationcomplete`. They're all dispatched from the Game Object that has the animation playing, not from the animation itself. This allows you far more control over what happens in the callbacks and we believe generally makes them more useful.
* The AnimationFrame.onUpdate callback has been removed. You can now use the `animationupdate` event dispatched from the Game Object itself and check the 2nd argument, which is the animation frame.
* Animation.stopAfterDelay is a new method that will stop a Sprites animation after the given time in ms.
* Animation.stopOnRepeat is a new method that will stop a Sprites animation when it goes to repeat.
* Animation.stopOnFrame is a new method that will stop a Sprites animation when it sets the given frame.
* Animation.stop no longer has the `dispatchCallbacks` argument, because it dispatches an event which you can choose to ignore.
*`updateFrame` will now call `setSizeToFrame` on the Game Object, which will adjust the Game Objects `width` and `height` properties to match the frame size. Fix #3473 (thanks @wtravO@jp-gc)
*`updateFrame` now supports animation frames with custom pivot points and injects these into the Game Object origin.
*`destroy` now removes events, references to the Animation Manager and parent Game Object, clears the current animation and frame and empties internal arrays.
* Changing the `yoyo` property on an Animation Component would have no effect as it only ever checked the global property, it now checks the local one properly allowing you to specify a `yoyo` on a per Game Object basis.
* Animation.destroy now properly clears the global animation object.
* Animation.getFrameByProgress will return the Animation Frame that is closest to the given progress value. For example, in a 5 frame animation calling this method with a value of 0.5 would return the middle frame.
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:
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.
* 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 no `render` 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` and `wrapObject` 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.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.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.
* 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` and `destroy` 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` to `undefined` 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)
* 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)
* The WebGL Context now sets `premultipliedAlpha` to `true` by default, this prevents the WebGL context from rendering as plain white under certain versions of macOS Safari.
* Line.getPointA now returns a Vector2 instead of an untyped object. It also now has an optional argument that allows you to pass a vec2 in to be populated, rather than creating a new one.
* Line.getPointB now returns a Vector2 instead of an untyped object. It also now has an optional argument that allows you to pass a vec2 in to be populated, rather than creating a new one.
* Rectangle.getLineA now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
* Rectangle.getLineB now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
* Rectangle.getLineC now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
* Rectangle.getLineD now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
* Triangle.getLineA now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
* Triangle.getLineB now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
* Triangle.getLineC now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
* The GameObject `destroy` event is now emitted at the start of the destroy process, before things like the body or input managers have been removed, so you're able to use the event handler to extract any information you require from the GameObject before it's actually disposed of. Previously, the event was dispatched at the very end of the process.
* 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)
* 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.
* You can now pass an object to Loader.atlas, like you 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` and `updateOrigin` (both true by default) which will update the size and origin of the Game Object respectively. Fix #3339 (thanks @Jerenaux)
* The new Render Texture Game Object is now available. You can clear, fill and draw texture frames to it. The Render Texture itself can be displayed in-game with its own transform, or you can use it as a Bitmap Mask for another Game Object.
* When Game.resize is called it causes all Scene.Systems to have their resize method called. This is turn emits a `resize` event which your Scene can respond to. It will be sent the new width and height of the canvas as the only two parameters.
* Game.Config.roundPixels property added to prevent sub-pixel interpolation during rendering of Game Objects in WebGL and Canvas.
* Load.plugin now accepts a class as an argument as well as a URL string (thanks @nkholski)
* Tween.complete will allow you to flag a tween as being complete, no matter what stage it is at. If an onComplete callback has been defined it will be invoked. You can set an optional delay before this happens (thanks @Jerenaux for the idea)
* The Headless render mode has been implemented. You can now set HEADLESS as the `renderType` in the Game Config and it will run a special game step that skips rendering. It will still create a Canvas element, as lots of internal systems (like input) rely on it, but it will not draw anything to it. Fix #3256 (thanks @rgk)
* The SceneManager has a new method: `remove` which allows you to remove and destroy a Scene, freeing up the Scene key for use by future scenes and potentially clearing the Scene from active memory for gc.
* Loader.multiatlas now supports Texture Packers new JSON atlas format which exports one combined atlas for all image files. This is available if you use the new Phaser 3 Export from within Texture Packer (thanks @CodeAndWeb)
* InputManager.updateBounds wouldn't correctly get the bounds of the canvas if it had horizontal or vertical translation in the page, causing the scale factor to be off (and subsequently input values to mis-fire)
* The implementation of `topOnly` within the Input Manager had broken the way drop zones worked, as they were now filtered out of the display list before processing. Drop zones are now treated on their own in the Input Plugin meaning you can still have `topOnly` set and still drop an item into a drop zone. This indirectly fixed #3291 (thanks @rexrainbow)
* InputPlugin.clear now properly removes a Game Object from all internal arrays, not just the _list.
* InputPlugin.processOverOut no longer considers an item as being 'out' if it's in the internal `_drag` array.
* When a Game Object is scaled, its Arcade Physics body was still calculating its position based on its original size instead of scaled one (thanks @pixelpicosean)
* The RandomDataGenerator `sign` property had a method collision. Fix #3323 (thanks @vinerz and @samme)
* In Arcade Physics World if you collided a group with itself it would call a missing method (`collideGroupVsSelf`), it now calls `collideGroupVsGroup` correctly (thanks @patrickgalbraith)
* The HTML5 Sound Manager would unlock the Sound API on a touch event but only if the audio files were loaded in the first Scene, if they were loaded in a subsequent Scene the audio system would never unlock. It now unlocks only if there are audio files in the cache. Fix #3311 (thanks @chancezeus)
* InputPlugin.update now takes the totals from the drag and pointerup events into consideration when deciding to fall through to the Scene below. Fix #3333 (thanks @chancezeus)
* AnimationComponent.play now calls `setSizeToFrame()` and `updateDisplayOrigin()` on the parent Game Object in order to catch situations where you've started playing an animation on a Game Object that uses a different size to the previously set frame.
* If you set `transparent` in the Game Config but didn't provide a `backgroundColor` then it would render as black. It will now be properly transparent. If you do provide a color value then it must include an alpha component.
* You can now pass normal Groups to Arcade Physics collide / overlap, as well as Physics Groups. Fix #3277 (thanks @nkholski)
* Texture.get has been optimized to fail first, then error, with a new falsey check. This allows you to skip out specifying animation frames in the animation config without generating a console warning.
* The `setFrame` method of the Texture component has been updated so that it will now automatically reset the `width` and `height` of a Game Object to match that of the new Frame. Related, it will also adjust the display origin values, because they are size based. If the Frame has a custom pivot it will set the origin to match the custom pivot instead.
* ScenePlugin.swapPosition now allows you to use it to swap the positions of any two Scenes. Before the change it only allowed you to swap the position of the calling Scene and another one, but a new optional `keyB` argument opens this up.
* The SceneManager no longer renders a Scene unless it is visible AND either running or paused. This now skips Scenes that are in an `init` state.
* The SceneManager now employs a new queue for all pending Scenes, creating them and booting them in strict sequence. This should prevent errors where Scenes were unable to reference other Scenes further down the boot list in their create functions. Fix #3314 (thanks @max1701@rblopes)
* Graphics.arc in WebGL mode now works more like arc does in Canvas (thanks @Twilrom)
* GameObjects now emit a 'destroy' event when they are destroyed, which you can use to perform any additional processing you require. Fix #3251 (thanks @rexrainbow)
* If an HTML5AudioSound sound fails to play it will now issue a console.warn (thanks @samme)
* Fixed issue with vertex buffer creation on Static Tilemap Layer, causing tilemap layers to appear black. Fix #3266 (thanks @akleemans)
* Implemented Static Tilemap Layer scaling and Tile alpha support.
* Fixed issue with null texture on Particle Emitter batch generation. This would manifest if you had particles with blend modes on-top of other images not appearing.
* The entire codebase now passes our eslint config (which helped highlight a few errors), if you're submitting a PR, please ensure your PR passes the config too.
* The Web Audio Context is now suspended instead of closed to allow for prevention of 'Failed to construct AudioContext: maximum number of hardware contexts reached' errors from Chrome in a hot reload environment. We still strongly recommend reusing the same context in a production environment. See [this example](http://labs.phaser.io/view.html?src=src%5Caudio%5CWeb%20Audio%5CReuse%20AudioContext.js) for details. Fixes #3238 (thanks @z0y1@Ziao)
* The Webpack shell plugin now fires on `onBuildExit`, meaning it'll update the examples if you use `webpack watch` (thanks @rblopes)
* Added `root: true` flag to the eslint config to stop it scanning further-up the filesystem.