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3.11 Release
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# Change Log
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## Version 3.11.0 - Leafa - in development
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## Version 3.11.0 - Leafa - 13th July 2018
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### Camera - New Features, Updates and Fixes
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@ -117,6 +117,7 @@ There is a new Game Object Component called `TextureCrop`. It replaces the Textu
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* The `CullTiles` component, as used by the Dynamic Tilemap, has been recoded from scratch to take advantage of updates in the Camera system. It will now properly cull tiles, irrespective of the layer scale, or camera zoom. It also now supports the layers `skipCull` property, allowing you to override the culling. The Dungeon Generator labs demo now works again as a result of this fix, and has been updated with a debug mode and camera control UI. You can edit the example source to swap between 4 different dungeon layouts, from 2500 tiles up to 1 million tiles. There are limitations to the way the culling works though. If you rotate the camera you may find you see the cull edge. You can disable this using the new `skipCull` property. Fixing this also fixed #3818 (thanks @Mursaat)
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* `DynamicTilemapLayer.cullPaddingX`, `cullPaddingY` and the associated chainable method `setCullPadding` allows you to control how many additional tiles are added into the cull rectangle when it is calculated. If you find that your camera size and zoom settings are causing tiles to get prematurely culled, resulting in clipping during scrolling, then set the `cullPadding` values to add extra layers of tiles to the calculations in both directions without needing to disable culling entirely.
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* `DynamicTilemapLayer.cullCallback` allows you to change the function that is used to perform the tile culling. By default it will call `TilemapComponents.CullTiles` but you can override this to call any function you like. It is sent 3 arguments: the layer data, the camera and the array to store the tiles in. Using this feature you can now create whatever culling system you require, should the default one prove to not be suitable for your game. Fix #3811 (thanks @georgzoeller)
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* Dynamic Tilemap Layers now properly support the Lights2D Pipeline. This means you can provide a normal map for the layer tileset and it'll illuminate with the Lights shader properly. See the new `light map` example in the labs for a demonstration. Note that there are limits on the number of tiles that can be rendered with lighting enabled. Fix #3544 (thanks @FrancescoNegri)
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### New Features
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@ -189,7 +190,6 @@ My thanks to the following for helping with the Phaser 3 Examples, Docs and Type
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Also, a special mention to @andygroff for his excellent work enhancing the search box on the examples site, and @hexus for his assistance completing the documentation for the Game Objects.
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## Version 3.10.1 - Hayashi - 13th June 2018
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### Bug Fixes
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307
README.md
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README.md
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@ -24,13 +24,15 @@ Grab the source and join the fun!
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<div align="center"><img src="https://phaser.io/images/github/news.jpg"></div>
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> 13th June 2018
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> 13th July 2018
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I'm pleased to announce that Phaser 3.10.0 is now available. This release represents just under a month's worth of work and is a huge version for us. It introduces a lot of significant new features into v3, including multi-touch support, custom cursors, pixel perfect detection, Scene isolated input events, new Input plugins, a brand new Gamepad system and plenty more. There are big changes in Arcade Physics too, with a new fixed timestep option, angular damping, speed improvements, support for time scaling across your whole physics simulation and, yes, even more. The Data Manager too has been given a real shot in the arm, and there are subtle but important changes to the Scene flow and Loader interactions.
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It has been exactly one month since 3.10 was released and now we're back with 3.11 :) As usual the Change Log is significant, so please take your time to digest it. There are a huge number of significant improvements including lots of updates to the Camera system including camera alpha, deadzone support, fixes to bounds calculations and the smoothness of follower scrolling. I've also recoded the Texture Tint Pipeline, which was the main pipeline in use by WebGL. As well as removing over a thousand lines of duplicate code I've consolidated lots of common functions and more importantly, moved the rendering to the Game Objects themselves. This means if you now do a custom build of Phaser you can shave off loads more KB than ever before.
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There are, of course, plenty of bug fixes and updates too. I'd urge you to carefully read the Change Log, especially if upgrading from an earlier version in an existing project. Hundreds more areas have been covered with documentation too. An on-going battle which we're winning, albeit slowly.
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Also new in 3.11 is support for texture cropping! You can now crop Game Objects with your own rectangle, which is extremely handy for things like progress or health bars without needing to use a mask. There's a new Tint Mode as well, which allows you to fully tint an object with any color - great for making your sprites flash white when hit! Bitmap Text has been given a shot in the arm as well. With new bounds calculations, multi-line support, cached callback data and speed improvements everywhere. Tilemaps have also been improved. I recoded the way in which tile culling was calculated. It's faster than ever and provides lots of new culling options for you. From cull padding to disabling it entirely, or even providing your own cull callback function. Dynamic Tilemap Layers also now work with the Lights2D Pipeline :) It doesn't end there - thanks to community contributions we also added rounded rectangle support to the Graphics class, the ability to scale TileSprite textures, Rectangle intersection tests and lots more.
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3.10 is a huge release and represents tireless effort on my part to get it into this shape. My aim has always been to continue the mission of enhancing Phaser 3 as quickly as I can. It means releasing significant updates in relatively short periods of time. But it also means I'm jumping on bug reports as quickly as I can, keeping the issues list total nice and low (the vast majority of the items in there are feature requests now!) - a massive thank-you to all of you who support Phaser on Patreon and PayPal. It's your support that allows me to work on this full-time, to the benefit of everyone.
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There are, of course, plenty of bug fixes and updates too. I'd urge you to carefully read the Change Log, especially if upgrading from an earlier version in an existing project. Hundreds more areas have been covered with documentation too. We're very nearly there with regard to 100% documentation coverage.
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3.11 is yet another huge release and represents tireless effort on my part to get it into this shape. My aim has always been to continue the mission of enhancing Phaser 3 as quickly as I can. It means releasing significant updates in relatively short periods of time. But it also means I'm jumping on bug reports as quickly as I can, keeping the issues list total nice and low (the vast majority of the items in there are feature requests now!) - a massive thank-you to all of you who support Phaser on Patreon and PayPal. It's your support that allows me to work on this full-time, to the benefit of everyone.
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As always, please check out the [Change Log](#changelog) for comprehensive details about what recent versions contain.
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@ -104,13 +106,13 @@ npm install phaser
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[Phaser is on jsDelivr](https://www.jsdelivr.com/projects/phaser) which is a "super-fast CDN for developers". Include the following in your html:
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```html
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<script src="//cdn.jsdelivr.net/npm/phaser@3.10.1/dist/phaser.js"></script>
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<script src="//cdn.jsdelivr.net/npm/phaser@3.11/dist/phaser.js"></script>
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```
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or the minified version:
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```html
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<script src="//cdn.jsdelivr.net/npm/phaser@3.10.1/dist/phaser.min.js"></script>
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<script src="//cdn.jsdelivr.net/npm/phaser@3.11/dist/phaser.min.js"></script>
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```
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### API Documentation
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@ -270,170 +272,195 @@ You can then run `webpack` to create a development build in the `build` folder w
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# Change Log
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## Version 3.10.1 - Hayashi - 13th June 2018
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## Version 3.11.0 - Leafa - 13th July 2018
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### Bug Fixes
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### Camera - New Features, Updates and Fixes
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* The InputManager would only create 1 Pointer, even if Touch input was enabled in the config, which meant you couldn't use touch events unless you first called `addPointer` or specified one in the config. Now, it Touch is enabled in the config, it'll always create 2 pointers by default.
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* All of the 2D Camera classes are now 100% covered by JSDocs!
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* All of the 3D Camera classes are now deprecated and will be removed in the next version. They will be moved to a stand-alone plugin.
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* `Camera.alpha` (and its related method `Camera.setAlpha`) allows you to set an alpha level for the entire camera. This impacts everything it is rendering, even if those objects also have their own alpha values too. You can tween the property to make the camera contents fade in / out, or otherwise set it as needed in your game.
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* `Camera.deadzone` (and its related method `Camera.setDeadzone`) allows you to specify the deadzone for a camera. The deadzone is a rectangular region used when a camera is following a target. If the target is within the deadzone then the camera will not scroll. As soon as the target leaves the deadzone, the camera will begin tracking it (applying lerp if needed.) It allows you to set a region of the camera in which a player can move freely before tracking begins. The deadzone is re-centered on the camera mid point every frame, meaning you can also use the rectangle for other in-game checks as needed.
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* `Camera.pan` is a new Camera Effect that allows you to control automatic camera pans between points in your game world. You can specify a duration and ease type for the pan, and it'll emit events just like all other camera effects, so you can hook into the start, update and completion of the pan. See the examples and docs for more details.
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* `Camera.zoom` is a new Camera Effect that allows you to control automatic camera zooming. You can specify a duration and ease type for the zoom, as well as the zoom factor of course, and it'll emit events just like all other camera effects, so you can hook into the start, update and completion of the zoom. Used in combination with the new Pan effect you can zoom and pan around with ease. See the examples and docs for more details.
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* `Camera.midPoint` is a new Vec2 property that is updated every frame. Use it to obtain exactly where in the world the center of the camera is currently looking.
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* `Camera.displayWidth` is a new property that returns the display width of the camera, factoring in the current zoom level.
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* `Camera.displayHeight` is a new property that returns the display height of the camera, factoring in the current zoom level.
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* `Camera.worldView` is a new property, an instance of a Rectangle, that contains the dimensions of the area of the world currently visible by the camera. You can use it for intersection or culling tests that don't need to factor in camera rotation.
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* `Camera.dirty` is a new boolean property. A dirty Camera has had either its viewport size, bounds, scroll, rotation or zoom levels changed since the last frame. The flag is reset in the `postCameraRender` method, but until that point can be checked and used.
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* `Camera.centerOn` is a new method that will move the camera so its viewport is centered on the given coordinates. A handy way of jumping to different points around a map without needing to calculate the scroll offsets.
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* The Camera bounds didn't factor in the camera zoom properly, meaning you would often not be able to reach the corners of a camera bound world at a zoom level other than 1. The bounds are now calculated each frame to ensure they match the zoom level and it will no longer allow you to scroll off the edge of the bounds. Fix #3547 (thanks @nkholski)
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* `Camera.centerToBounds` didn't take the bounds offset into account, so bounds at non-zero positions wouldn't center properly. All bounds now center correctly. Fix #3706 (thanks @cyantree)
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* `Camera.setBounds` has a new optional argument `centerOn`. If specified it will automatically center the camera on the new bounds given.
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* The Camera will no longer stutter when following Game Objects at high zoom levels.
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* `Camera._id` has been renamed to `Camera.id`, a read-only bitmask used for camera exclusion from Game Objects.
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* The Camera Manager `cameraPool` has been removed entirely. It was mostly pointless in practice as Cameras are not regenerated frequently enough to need pooling. It also didn't maintain the bitmask list correctly before.
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* `CameraManager.resetAll` now destroys all current Cameras, resets the camera ID marker to 1 and adds a single new Camera.
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* `CameraManager.currentCameraId` has been removed. IDs are assigned more intelligently now, via the `getNextID` internal method.
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* `CameraManager.addExisting` no longer needs to be passed a Camera that already exists in the pool (as the pool has been removed), meaning you can now create your own Cameras and pass them to `addExisting` and have them treated as normal cameras and not be ignored by the manager. They are also assigned a proper ID when added.
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* `CameraManager.addExisting` has a new boolean argument `makeMain` which will make the new camera the main one.
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* `CameraManager.getTotal` is a new method that will return the total number of Cameras being managed, with an optional `isVisible` argument, that only counts visible cameras if set.
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* `CameraManager.remove` can now take an array of cameras to be removed from the manager, as well as a single camera.
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* `CameraManager.remove` would previously not allow you to remove a camera if it meant there would be no cameras left in the Camera Manager. This restriction has been removed. A Camera Manager can now run even with zero cameras. Your game obviously won't display anything, but it's still now possible.
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* `CameraManager.remove` will now return the total number of Cameras removed.
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## Version 3.10.0 - Hayashi - 13th June 2018
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### Round Pixels Changes
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### Input System New Features + Updates
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Before explaining the changes it's worth covering what the three different game config properties do:
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* All Input classes are now covered 100% by JSDocs.
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* 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.
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* `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 use `this.input.addPointer` from within your game code.
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* InputManager `pointersTotal` contains the total number of active pointers, which can be set in the Game Config using the `input.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.
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* `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).
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* `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.
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* The InputManager and InputPlugin have three new methods: `addUpCallback`, `addDownCallback` and `addMoveCallback`. 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 as `isOnce` so you can control if the callback is called once then removed, or every time the DOM event occurs.
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* Pointer has two new properties `worldX` and `worldY` which contain the position of the Pointer, translated into the coordinate space of the most recent Camera it interacted with.
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* 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)
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* `InputManager.dirty` is a new internal property that reflects if any of the Pointers have updated this frame.
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* `InputManager.update` now uses constants internally for the event type checking, rather than string-based like before.
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* `InputManager.startPointer` is a new internal method, called automatically by the update loop, that handles touch start events.
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* `InputManager.updatePointer` is a new internal method, called automatically by the update loop, that handles touch move events.
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* `InputManager.stopPointer` is a new internal method, called automatically by the update loop, that handles touch end events.
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* `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).
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* `TouchManager.handler` has been removed as it's no longer used internally.
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* `TouchManager.onTouchStart`, `onTouchMove` and `onTouchEnd` are the new DOM Touch Event handlers. They pass the events on to the InputManagers `queueTouchStart`, `queueTouchMove` and `queueTouchEnd` methods respectively.
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* `MouseManager.handler` has been removed as it's no longer used internally.
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* `MouseManager.onMouseDown`, `onMouseMove` and `onMouseUp` are the new DOM Mouse Event handlers. They pass the events on to the InputManagers `queueMouseDown`, `queueMouseMove` and `queueMouseUp` methods respectively.
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* 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.
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* InputPlugin has the following new read-only properties: `mousePointer`, `pointer1`, `pointer2`, `pointer3`, `pointer4`, `pointer5`, `pointer6`, `pointer7`, `pointer8`, `pointer9` and `pointer10`. Most of these will be undefined unless you call `addPointer` first, or set the active pointers quantity in your Game Config.
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* 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.
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* 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.
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`roundPixels` - this will cause the renderer to draw most Game Objects at whole integer positions. Their actual positions can be anything, but the renderer will floor the values to ensure they are integers immediately before drawing. It only works on texture based Game Objects. Graphics objects, for instance, ignore this property.
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### Input - Custom Cursors
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`antialias` - when set to `true` WebGL textures are created using `gl.LINEAR`, which allows WebGL to try its best to interpolate the texture when rendered at non-texture frame sizes. This can happen if you scale a Game Object, or zoom a Camera. In both cases it will need to interpolate the pixel values to accommodate the new size. If this property is set to `false` then it will use `gl.NEAREST` instead. This uses a nearest neighbor method of interpolation, and is nearly always the better option if you need to keep the textures crisp, such as when using scaled pixel art. Disabling `antialias` invokes nearest-neighbor interpolation on the game canvas itself as well. If you need a mixture of aliased and anti-aliased textures in your game, then you can change them on a per-texture basis by using `Texture.setFilter`.
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* 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.
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* 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'`.
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* 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 })` where `CSSString` is any valid CSS for setting a cursor.
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* 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.)
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There is a third game config property called `pixelArt`. If set to `true` it's the same thing as enabling `roundPixels` and disabling `antialias`. This is the optimum setting for pixel art games.
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### Input - Configuration Objects
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* Both renderers will now check for `pixelArt` OR `antialias` before setting the canvas scale mode. Both values are checked during texture creation as well.
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* If in your game config you have enabled either pixel art mode or roundPixels, then all Cameras will have their `roundPixels` values set to `true` by default. You can toggle this by changing the `CameraManager.roundPixels` property, or change it on a camera-by-camera basis, as needed.
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* `Camera.roundPixels` is now used across all rendering code for both Canvas and WebGL. Previously, it would check the renderer config value, but now all renderer code uses the camera value to decide if it should floor the drawing position or not.
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* 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:
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* `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.
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* `hitAreaCallback` - The callback that determines if the pointer is within the Hit Area shape or not.
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* `draggable` - If `true` the Interactive Object will be set to be draggable and emit drag events.
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* `dropZone` - If `true` the Interactive Object will be set to be a drop zone for draggable objects.
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* `useHandCursor` - If `true` the Interactive Object will set the `pointer` hand cursor when a pointer is over it. This is a short-cut for setting `cursor: 'pointer'`.
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* `cursor` - The CSS string to be used when the cursor is over this Interactive Object.
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* `pixelPerfect` - If `true` the pixel perfect function will be set for the hit area callback. Only works with texture based Game Objects.
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* `alphaTolerance` - If `pixelPerfect` is set, this is the alpha tolerance threshold value used in the callback.
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### Texture Tint Pipeline - New Features, Updates and Fixes
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### Input - Keyboard Manager Updates
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The Texture Tint Pipeline has been rewritten to tidy up hundreds of lines of duplicate code and to move the responsibility of drawing to the Game Objects themselves. Previously, had you excluded say Tilemaps from your build of Phaser, the renderer would still include masses of code dealing with the drawing of them. This task has been moved to the Game Objects and the pipeline just provides a set of clean utility functions for batching, flushing and drawing.
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* The `KeyboardManager` class has been removed. It has been replaced with `KeyboardPlugin` which is now an Input level plugin, that registers itself with the new `InputPluginCache`. 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. The `InputManager` 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)
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* `KeyboardManager.handler` has been renamed to `onKeyHandler`.
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* The `KeyboardManager.captures` property has been removed as it can be more effectively handled by polling the `keys` object instead.
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* 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.
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* 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 its `preventDefault` property set to `true` (which is the default). This means you can now control specifically which key prevents default on the browser, where-as before every key added did so.
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* KeyboardManager `addKeyCapture` and `removeKeyCapture` have been removed as you now control which keys prevent capture by using the `addKey` or `addKeys` methods (see entry above). The act of creating a Key is now enough to enable capture of it and can be toggled (at run-time) on a per-Key basis.
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* `KeyboardManager.addKeys` can now take either an object, or key codes, or a comma-separated string as its input. This means you can now do: `keyboard.addKeys('W,S,A,D')` and get an object back with the properties WSAD mapped to the relevant Key objects.
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* `KeyboardManager.addKey` can now take either a Key object, a string, such as `A` or `SPACE`, or a key code value.
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* `KeyboardManager.removeKey` can now take either a Key object, a string, such as `A` or `SPACE`, or a key code value.
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The decision to make this change was not taken lightly. However, I felt that none of the pipelines actually lived up to their name. You could never actually pass objects through one pipeline to another as they didn't have entry and exit points and were instead just glorified singular batches. Although you could change the pipeline being used on a Game Object this action meant that every pipeline had to be responsible for every single type of Game Object, both now and in the future, and they were full of redundant stub functions as a result. The payload size was also considerable. It has now gone from 1,961 lines of code at 76 KB down to 729 lines of code and 27 KB. It's not the only file to benefit either. The `ForwardDiffuseLightPipeline` also reduced from 402 lines (15.7 KB) down to 159 lines and 6 KB. Sizes include comments and are un-minified. In a production bundle the difference will be even greater. This is work we will continue in the next release as we do the same updates to the FlatTintPipeline, responsible for rendering Graphics objects, and look at consolidating the shaders allowing you to use Graphics and Sprites mixed in the display list with no shader swapping cost.
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### Input - Gamepad Manager Updates
|
||||
* You can now set the WebGL batch size in the Game Config via the property `batchSize`. The default is 2000 before the batch will flush, which is a happy average between desktop and mobile. If targeting desktop specifically, you may wish to increase this value to reduce draw calls.
|
||||
* There is a new method `batchVertices` which will add a vertices block to the current batch. This is now used internally by nearly all render functions.
|
||||
* The shader has a new attribute: `tintEffect`. This is a single FLOAT.
|
||||
* The vertex size has increased by 1 FLOAT to account for the extra shader attribute.
|
||||
* All of the rendering functions now use the `TransformMatrix` class far more than before. This allows the matrix operations to be run-time compiled and cut down on masses of code.
|
||||
* The `drawTexture` method has been removed. It has been replaced by `drawTextureFrame` which has a new and more concise signature. See the API docs for details.
|
||||
* The `batchTileSprite` method has been removed. It is now handled in the TileSprite WebGL Render function.
|
||||
* The `drawStaticTilemapLayer` method has been removed. It is now handled in the Static Tilemap Layer WebGL Render function.
|
||||
* The `drawEmitterManager` method has been removed. It is now handled in the Particle Manager WebGL Render function.
|
||||
* The `batchText` method has been removed. It is now handled in the Static Text WebGL Render function.
|
||||
* The `batchDynamicTilemapLayer` method has been removed. It is now handled in the Dynamic Tilemap Layer WebGL Render function.
|
||||
* The `batchMesh` method has been removed. It is now handled in the Mesh WebGL Render function.
|
||||
* The `batchBitmapText` method has been removed. It is now handled in the BitmapText WebGL Render function.
|
||||
* The `batchDynamicBitmapText` method has been removed. It is now handled in the DynamicBitmapText WebGL Render function.
|
||||
* The `batchBlitter` method has been removed. It is now handled in the Blitter WebGL Render function.
|
||||
|
||||
* The `GamepadManager` class has been removed. It has been replaced with `GamepadPlugin` which is now an Input level plugin, that registers itself with the new `InputPluginCache`. The Input Plugin class (which belongs to a Scene) will now automatically inject the 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 GamepadPlugin. The `InputManager` no longer has any reference to the Gamepad class at all. The benefits of this are two-fold: First, it allows you to now entirely exclude all of the gamepad classes from a custom build, saving a lot of space if not required. Secondly, it means that the Scenes themselves are now responsible for gamepad events, where-as before they were entirely global. This means a Scene can be paused and stop processing gamepad events, and stop having its Gamepad objects updated, while another Scene can still carry on doing this. It also prevents gamepad related callbacks in sleeping Scenes from being fired.
|
||||
* The Gamepad Plugin has been rewritten from scratch. It now offers a lot more features and far easier access to the Gamepads and their properties. You can now access the first 4 gamepads connected to the browser via the `pad1` to `pad4` properties, meaning you can do: `this.input.gamepad.pad1` for direct access to a pad once it's connected.
|
||||
* The Gamepad class has also been rewritten from scratch. It will no longer create Buttons or Axes dynamically, instead doing so on instantiation.
|
||||
* The Gamepad class now has a bunch of new properties for easy access to the various standard mapping buttons. These include `left`, `right`, `up`, `down` for directions, `A`, `Y`, `X` and `B` for buttons, `L1`, `L2`, `R1` and `R2` for shoulder buttons, and `leftStick` and `rightStick` for the axis sticks. You can still use `Gamepad.getButtonValue()` to get the value from a button and `Gamepad.getButtonTotal()` to get the total number of buttons available on the pad.
|
||||
* `Gamepad.getAxisTotal` and `Gamepad.getAxisValue` will return the total number of axis, and an axis value, accordingly.
|
||||
* `Gamepad.setAxisThreshold` will now let you set the threshold across all axis of a Gamepad in one call.
|
||||
* The Gamepad `Button` objects will now emit 2 events, one from the button itself and another from the Gamepad. This means you can listen for button events in 3 ways: 1) By directly polling the button value in an update loop, 2) Listening for events on the Gamepad Plugin: `this.input.gamepad.on('down')`, or 3) By listening for events on the Gamepad itself: `gamepadReference.on('down')`.
|
||||
Due to the changes in the Texture Tint Pipeline the `Textures.Frame` class has also been updated. The following changes concern the Frame UV data:
|
||||
|
||||
### Arcade Physics New Features + Updates
|
||||
* Previously, the UV data spanned 8 properties: `x0`, `y0`, `x1`, `y1`, `x2`, `y2`, `x3` and `y3` and was stored in the `data.uvs` object. These have been replaced with directly accessible properties: `u0`, `v0`, `u1` and `v1`. These 4 properties are used directly in all renderer code now. Although it was clearer having 8 properties, 4 of them were just duplicates, so we've traded a little clarity for a smaller overall object and less dictionary look-ups.
|
||||
* `Frame.uvs` (and the corresponding `Frame.data.uvs`) object has been removed.
|
||||
|
||||
* Arcade Physics now uses a fixed time-step for all internal calculations. There is a new `fps` config value and property (defaults to 60fps), which you can change at run-time using the `setFPS` method. The core update loop has been recoded so that it steps based entirely on the given frame rate, and not the wall-clock or game step delta. This fixed time step allows for a straightforward implementation of a deterministic game state. Meaning you can now set the fps rate to a high value such as 240, regardless of the browser update speed (it will simply perform more physics steps per game step). This is handy if you want to increase the accuracy of the simulation in certain cases.
|
||||
* You can also optionally call the `step` function directly, to manually advance the simulation.
|
||||
* There is a new property `timeScale` which will scale all time-step calculations at run-time, allowing you to speed-up or slow-down your simulation at will, without adjusting the frame rate.
|
||||
* You can now disable the use of the RTree for dynamic bodies via the config property `useTree`. In certain situations, i.e. densely packed worlds, this may give better performance. Static bodies will always use an RTree.
|
||||
* `collideSpriteVsGroup` has been rewritten. If you are using an RTree it now uses the results directly from the tree search, instead of iterating all children in the Group, which dramatically reduces the work it does. If you have disabled the RTree it performs a brute-force O(N2) Sprite vs. Group iteration sweep. We tested multiple axis sorting variants but the cost of the array allocation and/or sorting, with large amounts of bodies (10,000+), far outweighed the simple math involved in the separation logic.
|
||||
* `Body.useDamping` is a new boolean property that allows you to use a damping effect for drag, rather than the default linear deceleration. This gives much better results if you need smooth deceleration across both axis, such as the way the ship slows down in the game Asteroids, without the tell-tale axis drift associated with linear drag.
|
||||
* `GetOverlapX` and `GetOverlapY` now use the calculated delta values, not the deltaX/Y methods.
|
||||
* `collideSpriteVsGroup` aborts early if the Sprite body has been disabled.
|
||||
* `updateMotion` has a new argument `delta` which should typically be a fixed-time delta value.
|
||||
* `intersects` has been restructured to prioritize rect vs. rect checks.
|
||||
* Body `update` and `postUpdate` have been recoded to handle the new fixed time-step system in place. `update` now takes a new argument, delta, which is used internally for calculations.
|
||||
* `Body.dirty` has been removed as a property as it's no longer used internally.
|
||||
* `Body.deltaAbsX` and `deltaAbsY` now return the cached absolute delta value from the previous update, and no longer calculate it during the actual call.
|
||||
* `World.enable` has been recoded to remove all the `hasOwnProperty` checks and streamline the internal flow.
|
||||
* `World.disable` has been recoded to remove all the `hasOwnProperty` checks and streamline the internal flow.
|
||||
* `World.add` is a new method that adds an existing body to the simulation and `enableBody` now passes its newly created bodies to this method.
|
||||
* `World.disableGameObjectBody` has been removed as it duplicated what the `disable` method did.
|
||||
* There is a new internal flow with regard to the creation and disabling of bodies. Calling `World.enable` will pass the objects to `enableBody`, which will create a new Body object, if required, and finally pass it to `add`. `World.disable` does the same, but removes the bodies from the simulation. It passes the bodies to `disableBody`, which in turn passes it to `remove`. Both of these work for single objects, an array of objects, Groups or even arrays of Groups.
|
||||
* `World.computeAngularVelocity` is a new method that specifically calculates the angular velocity of a Body.
|
||||
* `World.computeVelocity` has had its signature changed. Rather than taking a bunch of arguments all it now takes is a Body and a delta value. Internally it now calculates both the x and y velocity components together in the same single call, where-as before it was split into two calls and multiple assignments.
|
||||
* `World.computeVelocity` no longer returns the new velocities, they are now set directly on the body within the method.
|
||||
* `World.computeVelocity` has been recoded to use Fuzzy Greater Than and Less Than calls when applying drag to a previously accelerated body. Using a fuzzy epsilon allows us to mitigate the ping-pong issue, where a decelerating body would constantly flip between a small negative and positive velocity value and never come to an actual rest.
|
||||
* `World.computeVelocity` now checks the `Body.useDamping` property to perform either linear deceleration or damping on the Body.
|
||||
* `World.updateMotion` has changed to call the new `computeAngularVelocity` and `computeVelocity` methods.
|
||||
* Bodies set to bounce would eventually run out of velocity and stop. This has been fixed as part of the refactoring of the time step and compute velocity updates. Fix #3593 (thanks @helmi77)
|
||||
* If a Body collides with a Static Body it will now set the `blocked` properties accordingly (before it only set the `touching` properties.) This means you can now use checks like `Body.onFloor()` when traversing static bodies (thanks @fariazz)
|
||||
### New Tint Effects
|
||||
|
||||
### Data Manager New Features and Updates
|
||||
As well as tidying the Texture Tint Pipeline, I also updated the shader. It now has a new attribute 'tintEffect' which allows you to control how a tint is applied to a Game Object. The default way tinting worked was for the tint color values to be multiplied with the texture pixel values. This meant you were unable to do things like tint a Game Object white, because multiplying a color by white doesn't change it. The new tint mode allows you to literally replace the pixel color values.
|
||||
|
||||
* You can now access anything set in the DataManager using the new `values` property. For example, if you set a new value such as this: `data.set('gold', 50)` you can now access it via: `data.values.gold`, where it is treated as a normal property, allowing you to use it in conditional evaluations `if (data.values.level === 2)`, or modify it: `data.values.gold += 50`.
|
||||
* Each time a value is updated it emits a `changedata` event, regardless if it is changed via the `set` method, or the new `values` approach.
|
||||
* Each time a value is updated it emits a new event named after the value. For example, if the value was called `PlayerLives`, it will emit the event `changedata_PlayerLives`. This happens regardless if it is changed via the `set` method, or the new `values` approach.
|
||||
* The `set` method can now take an object containing key value pairs as the first argument. This means you can now set a bunch of values all at once, i.e: `data.set({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 })`.
|
||||
* The `get` method can now take an array of keys, and will return an array of matching values. This is handy for array destructuring in ES6.
|
||||
* The `remove` method can now take an array of keys, and will remove all matching values, emitting the `removedata` event for each.
|
||||
* The order of events has been updated. When a value is first set, and doesn't already exist in the Data Manager, it will emit a `setdata` event. If a value is set that already exists, it instead emits a `changedata` and related `changedata_key` event. Setting a new value no longer emits both events.
|
||||
* The `resetFunction` function has been removed from the `changedata` event arguments. Previously this was used to allow you to stop a value being updated by calling the reset function instead. However, it created brand new anonymous functions every single time a value was updated. As you can now access stored data via the `values` property you can use this for much easier conditional checks and sets.
|
||||
* The `blockSet` property has been removed as it's no longer used internally.
|
||||
* `setTintFill` is a new method available to all Game Objects that have the Tint component. It differs from `setTint` in that the colors literally replace the pixel values from the texture (while still respecting the alpha). This means you can now create effects such as flashing a sprite white if it gets hit, or red for damage, etc. You can still use different colors per corner of the Game Object, allowing you to create nice seamless gradient effects.
|
||||
* `tintFill` is a new boolean property that allows you to toggle between the two different tint types: multiply or replace.
|
||||
* `isTinted` is a new read-only boolean indicating if a Game Object is tinted or not. Handy for knowing if you need to clear a tint after an effect.
|
||||
* `Mesh.tintFill` allows you to control the tint effect applied to the Mesh vertices when color blending.
|
||||
|
||||
### Loader and Scene Updates
|
||||
The Tint component documentation has been overhauled to explain these differences in more detail, and you can find lots of new examples as well.
|
||||
|
||||
* Internally, the Loader has changed slightly. Rather than have each file cause the new batch to load, an `update` method is polled every frame, which does the same job instead. This avoids load-time race conditions where pre-populated files would trigger loads part way during an existing load, fixing #3705 in the process (thanks @the-simian)
|
||||
* The Scene Manager has been updated so that it will call Scene.Systems.step during the `init`, `preload` and `create` phase of your Scene. This means that any plugins, or custom code, written to use the Scene Systems `preupdate`, `update` or `postupdate` events will need to be aware that these are now fired from `init` onwards, not just once `create` has finished.
|
||||
* As a result of these two changes, there is a new Systems property called `sceneUpdate`, which is a reference that maps to your `Scene.update` function. During `init`, `preload` and `create` this is always mapped to NOOP. Once `create` has finished it gets re-mapped to your Scene's update function. If your Scene doesn't have one, it remains mapped to NOOP. In practise, this means nothing has changed from before. `Scene.update` never ran until `create` was completed, and it still doesn't. However, because the internal Scene systems are now updating right from `init`, it means that things like the update list and physics systems are fully operational _during_ your Preloader. This allows you to create far more elaborate preloaders than ever before. Although, with great power comes great responsibility, as the onus is now on you to be careful which events you consume (especially input events) during your preloader.
|
||||
* Another side-effect of these changes is that Scenes no longer need an 'update' function at all. Previously, if they were missing one, the Scene Manager would inject one into them automatically. It no longer does this.
|
||||
### New Texture Crop Component
|
||||
|
||||
There is a new Game Object Component called `TextureCrop`. It replaces the Texture Component (which still exists) and adds in the ability to crop the texture being used. This component is now being used by the `Sprite` and `Image` Game Objects.
|
||||
|
||||
* You can crop the frame being used via the new `setCrop` method. The crop is a rectangle that limits the area of the texture frame that is visible during rendering. Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just changes what is shown when rendered. This is ideal for hiding part of a Sprite without using a mask, or for effects like displaying a progress or loading bar. Cropping works even when the Game Object is flipped, or is a trimmed frame from an atlas.
|
||||
* You can toggle the crop on a Game Object by changing the `isCropped` boolean at any point.
|
||||
* The crop is automatically re-applied when the texture or frame of a Game Object is changed. If you wish to disable this, turn off the crop before changing the frame.
|
||||
|
||||
### BitmapText New Features, Updates and Bug Fixes
|
||||
|
||||
* Multi-line BitmapText objects can now be aligned. The constructor has a new argument `align` which can accept either left-aligned (the default), center aligned, or right-aligned. Alignment works by calculating the longest line of text in the object and then offsetting the other lines to match it.
|
||||
* `BitmapText.setCenterAlign` is a new chainable method to center-align the text.
|
||||
* `BitmapText.setLeftAlign` is a new chainable method to left-align the text.
|
||||
* `BitmapText.setRightAlign` is a new chainable method to right-align the text.
|
||||
* `BitmapText.align` is a new property that holds the alignment of the text.
|
||||
* `BitmapText.setFont` is a new method that allows you to change the font it is rendering with.
|
||||
* Internally all of the BitmapText properties have been renamed with an underscore (i.e. `letterSpacing` is now `_letterSpacing`), so as to not change the API, getters and setters for them all have been added.
|
||||
* Internally there is a new `dirty` flag that tracks if any part of the BitmapText has changed. This is used when getting the BitmapText's bounds object, as used in the renderer for line alignment, and in properties like `width` and `height`. The dirty flag ensures the bounds are only recalculated if something has changed, cutting down on un-necessary calculations.
|
||||
* `GetBitmapTextSize`, which is used internally in the BitmapText Game Objects, will now produce different bounds from the previous version. Previously, the bounds were tight against the letters in the text. However, this meant the bounds were not properly aligned with the origin of the BitmapText, and consequently you'd get different bounds if the text consisted of different characters. The bounds are now calculated purely based on the glyph data and letter spacing values. This will give a far more consistent overall experience, but it does mean if you were using the bounds to position text previously, you'll need to revisit that code again. See issue #3799 for more details (and to discuss this further if you wish) (thanks @SBCGames)
|
||||
* `GetBitmapTextSize` and its exposed method `BitmapText.getTextBounds` now factor in the display origin of the BitmapText into the `global` position returned.
|
||||
* The `BitmapText` WebGL Renderer incorrectly calculated the font scale at very small sizes, causing characters to overlap when they shouldn't. Scale is now applied to the correct component parts in the render code.
|
||||
* Under WebGL `BitmapText` would be cut off if you specified a resolution value > 1. Fix #3642 (thanks @kanthi0802)
|
||||
* Under WebGL, `DynamicBitmapText` that had a crop set on it would fail to render if anything was above it on the display list. It now crops properly, no matter what is above or below it on the display list.
|
||||
* The `DynamicBitmapText` class now extends the `BitmapText` class. This saves on lots of space in the bundle and consolidates functionality between the two. Please be aware of it if you have classes that extend either of them.
|
||||
* If you were using the `displayCallback` in the `DynamicBitmapText` class it would generate a brand new object containing all the glyph data, every frame, for every glyph, and send it to the callback. This has been changed so it now uses a new cached local object: `callbackData`. This object is recycled for every glyph, stopping un-needed gc from building up.
|
||||
|
||||
### Dynamic Tilemap Layer New Features, Updates and Bug Fixes
|
||||
|
||||
* `DynamicTilemapLayer.tilesDrawn` is a read-only property that contains the number of tiles sent to the renderer in the previous frame.
|
||||
* `DynamicTilemapLayer.tilesTotal` is a read-only property that contains the total number of tiles in the layer, updated every frame.
|
||||
* `DynamicTilemapLayer.skipCull` and its associated chainable method `setSkipCull` allows you to control if the cameras should cull the layer tiles before rendering them or not. By default they will cull, to avoid over-rendering, but in some circumstances you may wish to disable this and can now do so by toggling this property.
|
||||
* The `CullTiles` component, as used by the Dynamic Tilemap, has been recoded from scratch to take advantage of updates in the Camera system. It will now properly cull tiles, irrespective of the layer scale, or camera zoom. It also now supports the layers `skipCull` property, allowing you to override the culling. The Dungeon Generator labs demo now works again as a result of this fix, and has been updated with a debug mode and camera control UI. You can edit the example source to swap between 4 different dungeon layouts, from 2500 tiles up to 1 million tiles. There are limitations to the way the culling works though. If you rotate the camera you may find you see the cull edge. You can disable this using the new `skipCull` property. Fixing this also fixed #3818 (thanks @Mursaat)
|
||||
* `DynamicTilemapLayer.cullPaddingX`, `cullPaddingY` and the associated chainable method `setCullPadding` allows you to control how many additional tiles are added into the cull rectangle when it is calculated. If you find that your camera size and zoom settings are causing tiles to get prematurely culled, resulting in clipping during scrolling, then set the `cullPadding` values to add extra layers of tiles to the calculations in both directions without needing to disable culling entirely.
|
||||
* `DynamicTilemapLayer.cullCallback` allows you to change the function that is used to perform the tile culling. By default it will call `TilemapComponents.CullTiles` but you can override this to call any function you like. It is sent 3 arguments: the layer data, the camera and the array to store the tiles in. Using this feature you can now create whatever culling system you require, should the default one prove to not be suitable for your game. Fix #3811 (thanks @georgzoeller)
|
||||
* Dynamic Tilemap Layers now properly support the Lights2D Pipeline. This means you can provide a normal map for the layer tileset and it'll illuminate with the Lights shader properly. See the new `light map` example in the labs for a demonstration. Note that there are limits on the number of tiles that can be rendered with lighting enabled. Fix #3544 (thanks @FrancescoNegri)
|
||||
|
||||
### New Features
|
||||
|
||||
* `RenderTexture.resize` will allow you to resize the underlying Render Texture to the new dimensions given. Doing this also clears the Render Texture at the same time (thanks @saqsun).
|
||||
* `Rectangle.RandomOutside` is a new function that takes two Rectangles, `outer` and `inner`, and returns a random point that falls within the outer rectangle but is always outside of the inner rectangle.
|
||||
* The Update List has a new read-only property `length`, making it consistent with the Display List (thanks @samme)
|
||||
* The 2D Camera class has two new read-only properties `centerX` and `centerY` which return the coordinates of the center of the viewport, relative to the canvas (thanks @samme)
|
||||
* Camera has a new property `visible`. An invisible Camera will skip rendering and input tests of everything it can see. This allows you to create say a mini-cam and then toggle it on and off without needing to re-create it each time.
|
||||
* Camera has a new method `setVisible` which toggles its visible property.
|
||||
* `CameraManager.fromJSON` will now set the visible property is defined in the config.
|
||||
* `ScenePlugin.run` is a new method that will run the given Scene and not change the state of the current Scene at all. If the scene is asleep, it will be woken. If it's paused, it will be resumed. If not running at all, it will be started.
|
||||
* `TextureManager.getPixelAlpha` is a new method that will return the alpha value of a pixel from the given texture and frame. It will return `null` if the coordinates were out of bounds, otherwise a value between 0 and 255.
|
||||
* `Game.isOver` is a new read-only boolean property that indicates if the mouse pointer is currently over the game canvas or not. It is set by the VisibilityHandler and is only reliable on desktop systems.
|
||||
* A new event `Game.mouseout` is dispatched if the mouse leaves the game canvas. You can listen to it from `this.sys.game.events.on('mouseout')` from within a Scene.
|
||||
* A new event `Game.mouseover` is dispatched if the mouse enters the game canvas, having previously been outside of it. You can listen to it from `this.sys.game.events.on('mouseover')` from within a Scene.
|
||||
* You can now use PhysicsEditor (https://www.codeandweb.com/physicseditor) to create complex Matter.js bodies. Load them as normal JSON and then just pass it to the Matter Sprite as a shape property: `this.matter.add.sprite(x, y, texture, frame, { shape: shapes.banana })` (where `shapes.banana` is one of the exported PhysicsEditor shapes in the JSON you loaded). See the 'physics/matterjs/advanced shape creation.js' example for more details.
|
||||
* `Graphics.fillRoundedRect` will draw a stroked rounded rectangle to a Graphics object. The radius of the corners can be either a number, or an object, allowing you to specify different radius per corner (thanks @TadejZupancic)
|
||||
* `Graphics.strokeRoundedRect` will draw a filled rounded rectangle to a Graphics object. The radius of the corners can be either a number, or an object, allowing you to specify different radius per corner (thanks @TadejZupancic)
|
||||
* `ParticleEmitter.stop` is a new chainable method to stop a particle emitter. It's the same as setting `on` to `false` but means you don't have to break the method flow to do so (thanks @samme)
|
||||
* `ScenePlugin.pause` (and the corresponding methods in Scene Systems and the Scene Manager) now has a new optional `data` argument, which is passed to the target Scene and emitted in its 'pause' event.
|
||||
* `ScenePlugin.resume` (and the corresponding methods in Scene Systems and the Scene Manager) now has a new optional `data` argument, which is passed to the target Scene and emitted in its 'resume' event.
|
||||
* `ScenePlugin.sleep` (and the corresponding methods in Scene Systems and the Scene Manager) now has a new optional `data` argument, which is passed to the target Scene and emitted in its 'sleep' event.
|
||||
* `ScenePlugin.wake` (and the corresponding methods in Scene Systems and the Scene Manager) now has a new optional `data` argument, which is passed to the target Scene and emitted in its 'wake' event.
|
||||
* `ScenePlugin.setActive` now has a new optional `data` argument, which is passed to the target Scene and emitted in its 'pause' or 'resume' events.
|
||||
* `TileSprite.tileScaleX` and `tileScaleY` are two new properties that allow you to control the scale of the texture within the Tile Sprite. This impacts the way the repeating texture is scaled, and is independent to scaling the Tile Sprite itself. It works in both Canvas and WebGL mode.
|
||||
* `TransformMatrix.copyFrom` is a new method that will copy the given matrix into the values of the current one.
|
||||
* `TransformMatrix.multiplyWithOffset` is a new method that will multiply the given matrix with the current one, factoring in an additional offset to the results. This is used internally by the renderer code in various places.
|
||||
* `Rectangle.Intersection` will take two Rectangle objects and return the area of intersection between them. If there is no intersection, an empty Rectangle is returned.
|
||||
* `Pointer.prevPosition` is a new Vector2 that stores the previous position of the Pointer, prior to the most recent DOM event. You can use this when performing calculations between the old and current positions, such as for tracking the pointer speed.
|
||||
* `Pointer.getInterpolatedPosition` is a new method that will return an array of smoothly interpolated values between the old and previous position of the Pointer. You can configure how many interpolation steps should take place (the default is 10) and provide an output array to store them in. This method is handy if you've got an object tracking a pointer and you want to ensure it has smooth movement (as the DOM will often process pointer events at a faster rate than the game loop can update).
|
||||
* `TransformMatrix.copyFromArray` will populate a matrix from the given array of values. Where 0, 1, 2, 3, 4 and 5 map to a, b, c, d, e and f.
|
||||
* `WebGLPipeline` has a new over-rideable method called `boot` which is called when the renderer and all core game systems have finished being set-up.
|
||||
* `KeyboardPlugin.checkDown` is a new method that allows you to check if a Key is being pressed down or not in an update loop. The difference between this method and checking the `Key.isDown` property directly is that you can provide a duration to this method. For example, if you wanted a key press to fire a bullet, but you only wanted it to be able to fire every 100ms, then you can call this method with a `duration` of 100 and it will only return `true` every 100ms.
|
||||
|
||||
### Updates
|
||||
|
||||
* The `ForwardDiffuseLightPipeline`, used by the Lights system, now sets a flag if the Scene doesn't contain any lights. All of the Game Objects now check this flag and don't even bother adding themselves to the batch if there are no lights in the Scene, as they'd never render anyway. This also avoids the ghost-image problem if you swap Scenes to a new Scene with the Light Manager enabled, but no actual lights defined. Fix #3707 (thanks @samvieten).
|
||||
* `CameraManager.getCameraBelowPointer` has been renamed to `getCamerasBelowPointer` and it now returns an array of all the cameras below the given pointer, not just the top-most one. The array is sorted so that the top-most camera is at the start of the array.
|
||||
* In `TimeStep.step` the `rawDelta` and `delta` values are checked to make sure they are non-negative, which can happen in Chrome when the delta is reset and out of sync with the value passed to Request Animation Frame. Fix #3088 (thanks @Antriel)
|
||||
* `Cameras.Controls.Fixed` has been removed. It's was deprecated a few versions ago. Please use `FixedKeyControl` instead.
|
||||
* `Cameras.Controls.Smoothed` has been removed. It's was deprecated a few versions ago. Please use `SmoothedKeyControl` instead.
|
||||
* DataManager.removeValue (and by extension the `remove` method too) will not emit the parent of the DataManager as the 2nd argument in the `removedata` event, to keep it consistent with the set events (thanks @rexrainbow)
|
||||
* The docs for the Loader `filecomplete` event said that you could listen for a specific file using its type and key, i.e.: `filecomplete-image-monster`, however, the code used an underscore instead of a hyphen. We feel the hyphen looks cleaner, so the Loader code has been updated, meaning you can now use the hyphen version of the event properly (thanks @NokFrt)
|
||||
* If a Game Object is already being dragged, it cannot be dragged by another pointer (in multi-touch mode) until the original pointer has released it (thanks @rexrainbow)
|
||||
* Calling `Tween.play` on a tween created via `TweenManager.create` wouldn't actually start playback until the tween was first added to the Tween Manager. Now, calling `play` will have it automatically add itself to the Tween Manager if it's not already in there. Fix #3763 (thanks @pantoninho)
|
||||
* If the Blitter object has no Bobs to render it will now abort immediately, avoiding several context calls in Canvas mode.
|
||||
* `Scene.run` will now pass the optional `data` object in all cases, no matter if it's waking, resuming or starting a Scene (thanks @rook2pawn)
|
||||
* `ScenePlugin.start` and `ScenePlugin.restart` will now always queue the op with the Scene Manager, regardless of the state of the Scene, in order to avoid issues where plugins carry on running for a frame before closing down. Fix #3776 (thanks @jjalonso)
|
||||
* `Tileset.glTexture` is a new property that maps to the WebGL Texture for the Tileset image. It's used internally by the renderer to avoid expensive object look-ups and is set automatically in the `Tileset.setImage` method.
|
||||
* `Frame.glTexture` is a new property that maps to the WebGL Texture for the Frames Texture Source image. It's used internally by the renderer to avoid expensive object look-ups and is set automatically in the `Frame` constructor.
|
||||
* `TransformMatrix.e` and `TransformMatrix.f` are two new properties that are an alias for the `tx` and `ty` values.
|
||||
* `Graphics.arc` has a new optional argument `overshoot`. This is a small value that is added onto the end of the `endAngle` and allows you to extend the arc further than the default 360 degrees. You may wish to do this if you're trying to draw an arc with an especially thick line stroke, to ensure there are no gaps. Fix #3798 (thanks @jjalonso)
|
||||
* The TextureManager Sprite Sheet Parser will now throw a concise console warning if you specify invalid frame sizes that would result in no frames being generated (thanks @andygroff)
|
||||
* The `Quad` Game Object now has a new `setFrame` method that allows you to change the frame being rendered by the Quad, including using frames that are part of a texture atlas. Fix #3161 (thanks @halgorithm)
|
||||
* The `ScenePlugin` will now queue all of the following ops with the Scene Manager: `start`, `run`, `pause`, `resume`, `sleep`, `wake`, `switch` and `stop`. This means for all of these calls the Scene Manager will add the call into its queue and process it at the start of the next frame. This fixes #3812 and keeps things more predictable (thanks @Waclaw-I)
|
||||
* `TransformMatrix.multiply` has a new optional argument `out` which is a matrix to store the multiplication results in. If not given it will act as before, multiplying the current matrix.
|
||||
* `Zones` now have a NOOP `setAlpha` method, which allows them to be added into Containers (thanks @TadejZupancic)
|
||||
* The `setPipeline` method now returns the instance of the Game Object on which it was called. It used to return the pipeline that was set, but this made it non-chainable which broke with the conventions set in all the other `set` methods. If you use `setPipeline` in your code anywhere to retrieve the pipeline reference, please use the `pipeline` property of the Game Object instead.
|
||||
|
||||
### Bug Fixes
|
||||
|
||||
* The Canvas `RenderTexture.drawImage` method incorrectly set the values of the frame, causing them to appear wrongly scaled in the canvas renderer. Fix #3710 (thanks @saqsun).
|
||||
* Fixed `Math.Matrix4.makeRotationAxis()` (thanks @hexus)
|
||||
* Fixed an incorrect usage of `Math.abs()` in `Math.Quaternion.calculateW()` (thanks @qxzkjp).
|
||||
* Particle Emitter Managers can now be added to Containers (thanks @TadejZupancic)
|
||||
* Fixed a method signature issue with the Animation component's `remove()` handler when `Animation`s are removed from the `AnimationManager`. This prevented removed animations from stopping correctly.
|
||||
* If you set Phaser to use a pre-existing Canvas element it is no longer re-added to the DOM (thanks @NQNStudios)
|
||||
* The `TweenManager.getTweensOf` method has been fixed to remove a potential endless loop should multiple targets be passed in to it (thanks @cyantree)
|
||||
* Interactive Objects inside of Containers would still fire their input events even if the Container (or any ancestor) was set to be invisible. Objects now check their ancestor tree during the input cull and now properly skip input events if not visible. Fix #3620 (thanks @NemoStein)
|
||||
* Fixed Device.os incorrectly reporting Linux as OS on Android devices (thanks @AleBles)
|
||||
* The DataManager `changedata` event was emitting the original value of the data instead of new value (thanks @iamchristopher)
|
||||
* The LoaderPlugin didn't emit the `filecomplete` event if any of files failed to load, causing it to fail to run the Scene `create` function as well. Fix #3750 (thanks @NokFrt)
|
||||
* Fix setter calls in BuildGameObjectAnimation so it will now properly set the delay, repeat, repeat delay and yoyo of a config based animation (thanks @DannyT)
|
||||
* The Arcade Body `blocked.none` property is now set to `false` after separation with static bodies or tiles. Previously, the blocked direction was set correctly, but the `none` remained `true` (thanks @samme)
|
||||
* `Bob.setFrame` didn't actually set the frame on the Bob, now it does. Fix #3774 (thanks @NokFrt)
|
||||
* `Bob.alpha` was ignored by the canvas renderer, only working in WebGL. This has now been fixed.
|
||||
* Although the Blitter object had the Alpha component, setting it made no difference. Setting Blitter alpha now impacts the rendering of all children, in both Canvas and WebGL, and you can also specify an alpha per Bob as well.
|
||||
* `SceneManager.run` would ignore scenes that are currently in the queue of scenes pending to be added. This has now been fixed so that the scene is queued to be started once it's ready (thanks @rook2pawn)
|
||||
* `GameObject.disableInteractive` was toggling input. Every second call would turn the input back on (thanks @TadejZupancic)
|
||||
* The position of the TilemapLayer wasn't taken into account when culling tiles for the Camera. It's now calculated as part of the cull flow (thanks @Upperfoot)
|
||||
* Fix extra argument passing in Array.Each (thanks @samme)
|
||||
* TileSprite was using the Size component instead of ComputedSize, meaning its `getBounds` and `displayWidth` and `displayHeight` results were incorrect. Fix #3789 (thanks @jjalonso)
|
||||
* `ArrayUtils.AddAt` didn't calculate the array offset correctly if you passed an array in to be merged with an existing array. This also caused Container.addAt to fail if an array was passed to it. Fix #3788 (thanks @jjalonso)
|
||||
* The `Pointer.camera` property would only be set if there was a viable Game Object in the camera view. Now it is set regardless, to always be the Camera the Pointer interacted with.
|
||||
* Added the Mask component to Container. It worked without it, but this brings it in-line with the documentation and other Game Objects. Fix #3797 (thanks @zilbuz)
|
||||
* The DataManager couldn't redefine previously removed properties. Fix #3803 (thanks @AleBles @oo7ph)
|
||||
* The Canvas DrawImage function has been recoded entirely so it now correctly supports parent matrix and camera matrix calculations. This fixes an issue where children inside Containers would lose their rotation, and other issues, when in the Canvas Renderer. Fix #3728 (thanks @samid737)
|
||||
* `clearMask(true)` would throw an exception if the Game Object didn't have a mask. Now it checks first before destroying the mask. Fix #3809 (thanks @NokFrt)
|
||||
* In the WebGL `GeometryMask` the stencil has been changed from `INVERT` to `KEEP` in order to fix issues when masking Graphics objects and other complex objects. Fix #3807. This also fixes the issue where children in Containers would display incorrectly outside of a Geometry mask. Fix #3746 (thanks @zilbuz @oklar)
|
||||
* `BitmapMask.destroy` will now remove the textures and framebuffers that it created from the WebGL Renderer as part of the destroy process. Fix #3771 (thanks @nunof07)
|
||||
|
||||
### Examples, Documentation and TypeScript
|
||||
|
||||
Thanks to the work of @hexus we have now documented all of the Math namespace and made good progress on the Game Objects.
|
||||
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:
|
||||
|
||||
I personally have also documented the entire Input system, which was 328 classes, properties and methods to describe, as well as lots of other areas.
|
||||
@DannyT @squilibob @dvdbrink @t1gu1 @cyantree @DrevanTonder @mikewesthad @tarsupin @shadowofsoul
|
||||
|
||||
Also, a special mention to @andygroff for his excellent work enhancing the search box on the examples site, and @hexus for his assistance completing the documentation for the Game Objects.
|
||||
|
||||
Please see the complete [Change Log](https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md) for previous releases.
|
||||
|
||||
|
@ -466,8 +493,8 @@ All rights reserved.
|
|||
|
||||
"Above all, video games are meant to be just one thing: fun. Fun for everyone." - Satoru Iwata
|
||||
|
||||
[get-js]: https://github.com/photonstorm/phaser/releases/download/v3.10.1/phaser.js
|
||||
[get-minjs]: https://github.com/photonstorm/phaser/releases/download/v3.10.1/phaser.min.js
|
||||
[get-js]: https://github.com/photonstorm/phaser/releases/download/v3.11/phaser.js
|
||||
[get-minjs]: https://github.com/photonstorm/phaser/releases/download/v3.11/phaser.min.js
|
||||
[clone-http]: https://github.com/photonstorm/phaser.git
|
||||
[clone-ssh]: git@github.com:photonstorm/phaser.git
|
||||
[clone-ghwin]: github-windows://openRepo/https://github.com/photonstorm/phaser
|
||||
|
|
23039
dist/phaser-arcade-physics.js
vendored
23039
dist/phaser-arcade-physics.js
vendored
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dist/phaser-arcade-physics.min.js
vendored
2
dist/phaser-arcade-physics.min.js
vendored
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14746
dist/phaser-core.js
vendored
14746
dist/phaser-core.js
vendored
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2
dist/phaser-core.min.js
vendored
2
dist/phaser-core.min.js
vendored
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23655
dist/phaser.js
vendored
23655
dist/phaser.js
vendored
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Load diff
2
dist/phaser.min.js
vendored
2
dist/phaser.min.js
vendored
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|
@ -1,6 +1,6 @@
|
|||
{
|
||||
"name": "phaser",
|
||||
"version": "3.11.0-beta1",
|
||||
"version": "3.11.0",
|
||||
"release": "Leafa",
|
||||
"description": "A fast, free and fun HTML5 Game Framework for Desktop and Mobile web browsers.",
|
||||
"author": "Richard Davey <rich@photonstorm.com> (http://www.photonstorm.com)",
|
||||
|
|
|
@ -20,7 +20,7 @@ var CONST = {
|
|||
* @type {string}
|
||||
* @since 3.0.0
|
||||
*/
|
||||
VERSION: '3.11.0-beta1',
|
||||
VERSION: '3.11',
|
||||
|
||||
BlendModes: require('./renderer/BlendModes'),
|
||||
|
||||
|
|
Loading…
Add table
Reference in a new issue