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@ -22,17 +22,13 @@ Grab the source and join the fun!
<div align="center"><img src="https://phaser.io/images/github/news.jpg"></div>
> 20th June 2019
> 8th August 2019
After another month of hard work, we're very happy to announce the release of Phaser 3.18. In this release we took the time to rewrite large chunks of the Input API. This allowed us to fix a number of issues that had arisen, as well as optimizing the internal event flow. Native support for complete Multi-Touch support, Mouse Wheels and more advanced Pointer Button handling are now available. The whole API is smaller and tidier after the clean-up, which is always a good thing.
I'm pleased to announce that Phaser 3.19 is now available. This release includes our brand new Spine plugin. Spine allows you to bring animation to life in your games, offering a dedicated 2D skeletal animation system and workflow. Our plugin makes integration with Phaser seamless and is fully updated for the Spine 3.7 Runtimes with support for WebGL and Canvas renderers. This version will properly batch Spine skeletons where possible, potentially saving hundreds of draw calls. The plugin is fully documented and exports both debug and minified files, suitable for ES6 'importing' or ES5 plugin inclusion. The whole plugin is just 68KB in size (min+gz), or a paltry 57KB if you only need the Canvas renderer! That's a really tiny payload for such a massive feature-set. You can find out more about Spine from the [Esoteric Software website](http://esotericsoftware.com/).
We've also added lots of other features and updates, including better Matter physics constraint handling, Arcade Physics improvements, Audio decoding events, Text justification, new Bounds methods and a lot, lot more. As usual, it doesn't end there, though. You'll find hundreds of great new features, updates and fixes. So, as usual, please do spend some time digging through the [Change Log](#changelog). I assure you, it's worth while :)
3.19 also introduces a huge overhaul to the Tween system.
If you're coming from an earlier release then you may not be aware of what the previous release, 3.17, included. It was a huge release, introducing some big new features. The first was that we moved the DOM Element Game Objects from the 'experimental' flag they were previously hidden under, finished them off, fully documented them and moved them to main. DOM Elements are a great way to layer HTML content over the top of your game and control it, just as if it was a standard Game Object. Have a look at the demos, read the docs and get stuck-in using them!
Also brand new in 3.17 were Shader Game Objects. Previously, if you wished to use a custom shader in your game, you'd have to create your own WebGL pipeline to handle it. Now, with 3.17, adding a shader is a single line of code - and what's more, you can manipulate them just like regular Game Objects, so they can be rotated, scaled, have hit areas and so on. As with DOM Elements please see the new examples and read the fully complete API Docs to learn how to use them.
The final significant 3.17 feature came in the way of masks. Phaser 3 has always supported Bitmap and Geometry Masks, but using them was limited (you couldn't mask children inside Containers, for example), and they were pretty slow. After a lot of development they're now fully batched, meaning the same mask applied to thousands of game objects no longer impacts performance. They can also be nested and will restore the mask stack as they're used and what's more, you can now add masks to Cameras. This is a great feature in itself and opens up the possibility for lots of visual effects in your games.
As usual, it doesn't end there, though. You'll find hundreds of great new features, updates and fixes. So, as usual, please do spend some time digging through the [Change Log](#changelog). I assure you, it's worth while :)
A massive thank-you to everyone who supports Phaser on Patreon and PayPal. Your continued backing has allowed me to work on Phaser all year, and this great new releases is the very real result of that. If you've ever considered becoming a backer, now is the perfect time!
@ -110,13 +106,13 @@ npm install phaser
[Phaser is on jsDelivr](https://www.jsdelivr.com/projects/phaser) which is a "super-fast CDN for developers". Include the following in your html:
```html
<script src="//cdn.jsdelivr.net/npm/phaser@3.18.1/dist/phaser.js"></script>
<script src="//cdn.jsdelivr.net/npm/phaser@3.19.0/dist/phaser.js"></script>
```
or the minified version:
```html
<script src="//cdn.jsdelivr.net/npm/phaser@3.18.1/dist/phaser.min.js"></script>
<script src="//cdn.jsdelivr.net/npm/phaser@3.19.0/dist/phaser.min.js"></script>
```
### API Documentation
@ -197,13 +193,13 @@ We've 3 tutorials related to Facebook Instant Games and Phaser:
A special build of Phaser with the Facebook Instant Games Plugin ready-enabled is [available on jsDelivr](https://www.jsdelivr.com/projects/phaser). Include the following in your html:
```html
<script src="//cdn.jsdelivr.net/npm/phaser@3.18.1/dist/phaser-facebook-instant-games.js"></script>
<script src="//cdn.jsdelivr.net/npm/phaser@3.19.0/dist/phaser-facebook-instant-games.js"></script>
```
or the minified version:
```html
<script src="//cdn.jsdelivr.net/npm/phaser@3.18.1/dist/phaser-facebook-instant-games.min.js"></script>
<script src="//cdn.jsdelivr.net/npm/phaser@3.19.0/dist/phaser-facebook-instant-games.min.js"></script>
```
The build files are in the git repository in the `dist` folder, and you can also include the plugin in custom builds.
@ -220,7 +216,7 @@ Create an `index.html` page locally and paste the following code into it:
<!DOCTYPE html>
<html>
<head>
<script src="https://cdn.jsdelivr.net/npm/phaser@3.18.1/dist/phaser-arcade-physics.min.js"></script>
<script src="https://cdn.jsdelivr.net/npm/phaser@3.19.0/dist/phaser-arcade-physics.min.js"></script>
</head>
<body>
@ -331,210 +327,157 @@ You can then run `webpack` to create a development build in the `build` folder w
# Change Log
## Version 3.18.1 - Raphtalia - 20th June 2019
## Version 3.19.0 - Naofumi - 8th August 2019
### Bug Fixes
### Tween Updates
* `InputManager.preRender` didn't get the `time` property correctly, causing input plugin methods that relied on it to fail.
* `KeyboardPlugin.time` wasn't being set to the correct value, causing `checkDown` to fail constantly.
* All Tween classes and functions have 100% complete JSDocs :)
* `StaggerBuilder` is a new function that allows you to define a staggered tween property. For example, as part of a tween config: `delay: this.tweens.stagger(500)` would stagger the delay by 500ms for every target of the tween. You can also provide a range: `delay: this.tweens.stagger([ 500, 1000 ])` which is spread across all targets. Finally, you can provide a Stagger Config object as the second argument. This allows you to define a stagger grid, direction, starting value and more. Please see the API Docs and new Examples for further details.
* `Tween` now extends the Event Emitter class, allowing it to emit its own events and be listened to.
* `Tween.ACTIVE_EVENT` is a new event that is dispatched when a tween becomes active. Listen to it with `tween.on('active')`.
* `Tween.COMPLETE_EVENT` is a new event that is dispatched when a tween completes or is stopped. Listen to it with `tween.on('complete')`.
* `Tween.LOOP_EVENT` is a new event that is dispatched when a tween loops, after any loop delay expires. Listen to it with `tween.on('loop')`.
* `Tween.REPEAT_EVENT` is a new event that is dispatched when a tween property repeats, after any repeat delay expires. Listen to it with `tween.on('repeat')`.
* `Tween.START_EVENT` is a new event that is dispatched when a tween starts. Listen to it with `tween.on('start')`.
* `Tween.UPDATE_EVENT` is a new event that is dispatched when a tween property updates. Listen to it with `tween.on('update')`.
* `Tween.YOYO_EVENT` is a new event that is dispatched when a tween property yoyos, after any hold delay expires. Listen to it with `tween.on('yoyo')`.
* `Tween.onActive` is a new callback that is invoked the moment the Tween Manager brings the tween to life, even though it may not have yet started actively tweening anything due to delay settings.
* `Tween.onStart` is now only invoked when the Tween actually starts tweening a value. Previously, it was invoked as soon as the Tween Manager activated the Tween. This has been recoded and this action is now handled by the `onActive` callback. Fix #3330 (thanks @wtravO)
* `Tween.seek` has been rewritten so you can now seek to any point in the Tween, regardless of repeats, loops, delays and hold settings. Seeking will not invoke any callbacks or events during the seek. Fix #4409 (thanks @cristib84)
* You can now set `from` and `to` values for a property, i.e. `alpha: { from: 0, to: 1 }` which would set the alpha of the target to 0 and then tween it to 1 _after_ any delays have expired. Fix #4493 (thanks @BigZaphod)
* You can now set `start` and `to` values for a property, i.e. `alpha: { start: 0, to: 1 }` which would set the alpha of the target to 0 immediately, as soon as the Tween becomes active, and then tween it to 1 over the duration of the tween.
* You can now set `start`, `from` and `to` values for a property, i.e. `alpha: { start: 0, from: 0.5, to: 1 }` which would set the alpha of the target to 0 immediately, as soon as the Tween becomes active, then after any delays it would set the alpha to 0.5 and then tween it to 1 over the duration of the Tween.
* `Tween.hasStarted` is a new property that holds a flag signifying if the Tween has started or not. A Tween that has started is one that is actively tweening a property and not just in a delayed state.
* `Tween.startDelay` is a new property that is set during the Tween init to hold the shortest possible time before the Tween will start tweening a value. It is decreased each update until it hits zero, after which the `onStart` callback is invoked.
* `Tween.init` and `Tween.play` have been rewritten so they are not run multiple times when a Tween is paused before playback, or is part of a Timeline. This didn't cause any problems previously, but it was a redundant duplication of calls.
* `Tween.onLoop` will now be invoked _after_ the `loopDelay` has expired, if any was set.
* `Tween.onRepeat` will now be invoked _after_ the `repeatDelay` has expired, if any was set.
* `easeParams` would be ignored for tweens that _didn't_ use a string for the ease function name. Fix #3826 (thanks @SBCGames)
* You can now specify `easeParams` for any custom easing function you wish to use. Fix #3826 (thanks @SBCGames)
* All changes to `Tween.state` are now set _before_ any events or callbacks, allowing you to modify the state of the Tween in those handlers (thanks @Cudabear)
* `Tween.dispatchTweenEvent` is a new internal method that handles dispatching the new Tween Events and callbacks. This consolidates a lot of duplicate code into a single method.
* `Tween.dispatchTweenDataEvent` is a new internal method that handles dispatching the new TweenData Events and callbacks. This consolidates a lot of duplicate code into a single method.
* `Tween.isSeeking` is a new internal boolean flag that is used to keep track of the seek progress of a Tween.
* `Timeline.onLoop` will now be invoked _after_ the `loopDelay` has expired, if any was set.
* `Timeline.onComplete` will now be invoked _after_ the `completeDelay` has expired, if any was set.
* All changes to `Timeline.state` are now set _before_ any events or callbacks, allowing you to modify the state of the Timeline in those handlers.
* The `TIMELINE_LOOP_EVENT` has had the `loopCounter` argument removed from it. It didn't actually send the number of times the Timeline had looped (it actually sent the total remaining).
* When a TweenData completes it will now set the `current` property to be exactly either `start` or `end` depending on playback direction.
* When a TweenData completes it will set the exact `start` or `end` value into the target property.
* `TweenData` has a new function signature, with the new `index` and `getActive`arguments added to it. `TweenBuilder` has been updated to set these, but if you create any TweenData objects directly, use the new signature.
* `TweenData.getActiveValue` is a new property that, if not null, returns a value to immediately sets the property value to on activation.
* `GetEaseFunction`, and by extension anything that uses it, such as setting the ease for a Tween, will now accept a variety of input strings as valid. You can now use lower-case, such as `back`, and omit the 'ease' part of the direction, such as `back.in` or `back.inout`.
* The signature of `getStart` and `getEnd` custom property functions has changed to `(target, key, value, targetIndex, totalTargets, tween)`, previously it was just `(target, key, value)`. Custom functions don't need to change as the new arguments are in addition to those sent previously.
* The signature of the LoadValue generator functions (such as `delay` and `repeat`) has changed to `(target, key, value, targetIndex, totalTargets, tween)` to match those of the custom property functions. If you used a custom generator function for your Tween configs you'll need to modify the signature to the new one.
* Tweens created via `TweenManager.create` wouldn't start when `Tween.play` was called without first making them active manually. They now start automatically. Fix #4632 (thanks @mikewesthad)
## Version 3.18.0 - Raphtalia - 19th June 2019
### Spine Updates
### Input System Changes
The Spine Plugin is now 100% complete. It has been updated to use the Spine 3.7 Runtimes. Improvements have been made across the entire plugin, including proper batched rendering support in WebGL, cleaner skin and slot functions and lots and lots of updates. It's fully documented and there are lots of examples to be found. The following legacy bugs have also been fixed:
#### Mouse Wheel Support
3.18 now includes native support for reading mouse wheel events.
* `POINTER_WHEEL` is a new event dispatched by the Input Plugin allowing you to listen for global wheel events.
* `GAMEOBJECT_WHEEL` is a new event dispatched by the Input Plugin allowing you to listen for global wheel events over all interactive Game Objects in a Scene.
* `GAMEOBJECT_POINTER_WHEEL` is a new event dispatched by a Game Object allowing you to listen for wheel events specifically on that Game Object.
* `Pointer.deltaX` is a new property that holds the horizontal scroll amount that occurred due to the user moving a mouse wheel or similar input device.
* `Pointer.deltaY` is a new property that holds the vertical scroll amount that occurred due to the user moving a mouse wheel or similar input device.
* `Pointer.deltaZ` is a new property that holds the z-axis scroll amount that occurred due to the user moving a mouse wheel or similar input device.
* `Pointer.wheel` is a new internal method that handles the wheel event.
* `InputManager.onMouseWheel` is a new internal method that handles processing the wheel event.
* `InputManager.processWheelEvent` is a new internal method that handles processing the wheel event sent by the Input Manager.
#### Button Released Support
* `Pointer.button` is a new property that indicates which button was pressed, or released, on the pointer during the most recent event. It is only set during `up` and `down` events and is always 0 for Touch inputs.
* `Pointer.leftButtonReleased` is a new method that returns `true` if it was the left mouse button that was just released. This can be checked in a `pointerup` event handler to find out which button was released.
* `Pointer.rightButtonReleased` is a new method that returns `true` if it was the right mouse button that was just released. This can be checked in a `pointerup` event handler to find out which button was released (thanks @BobtheUltimateProgrammer)
* `Pointer.middleButtonReleased` is a new method that returns `true` if it was the middle mouse button that was just released. This can be checked in a `pointerup` event handler to find out which button was released.
* `Pointer.backButtonReleased` is a new method that returns `true` if it was the back mouse button that was just released. This can be checked in a `pointerup` event handler to find out which button was released.
* `Pointer.forwardButtonReleased` is a new method that returns `true` if it was the forward mouse button that was just released. This can be checked in a `pointerup` event handler to find out which button was released.
#### Input System Bug Fixes
* Calling `setPollAlways()` would cause the `'pointerdown'` event to fire multiple times. Fix #4541 (thanks @Neyromantik)
* The pointer events were intermittently not registered, causing `pointerup` to often fail. Fix #4538 (thanks @paulsymphony)
* Due to a regression in 3.16 the drag events were not performing as fast as before, causing drags to feel lagged. Fix #4500 (thanks @aliblong)
* The Touch Manager will now listen for Touch Cancel events on the Window object (if `inputWindowEvents` is enabled in the game config, which it is by default). This allows it to prevent touch cancel actions, like opening the dock on iOS, from causing genuinely active pointers to enter an active locked state.
* Over and Out events now work for any number of pointers in multi-touch environments, not just the first touch pointer registered. They also now fire correctly on touch start and touch end / cancel events.
* If you enable a Game Object for drag and place it inside a rotated Container (of any depth), the `dragX` and `dragY` values sent to the `drag` callback didn't factor the rotation in, so you had to do it manually. This is now done automatically, so the values account for parent rotation before being sent to the event handler. Fix #4437 (thanks @aliblong)
#### Input System API Changes
The old 'input queue' legacy system, which was deprecated in 3.16, has been removed entirely in order to tidy-up the API and keep input events consistent. This means the following changes:
* Removed the `inputQueue` Game config property.
* Removed the `useQueue`, `queue` and `_updatedThisFrame` properties from the Input Manager.
* Removed the `legacyUpdate` and `update` methods from the Input Manager.
* Removed the `ignoreEvents` property as this should now be handled on a per-event basis.
* The Input Manager no longer listens for the `GameEvents.POST_STEP` event.
* The following Input Manager methods are no longer required so have been removed: `startPointer`, `updatePointer`, `stopPointer` and `cancelPointer`.
As a result, all of the following Input Manager methods have been renamed:
* `queueTouchStart` is now called `onTouchStart` and invoked by the Touch Manager.
* `queueTouchMove` is now called `onTouchMove` and invoked by the Touch Manager.
* `queueTouchEnd` is now called `onTouchEnd` and invoked by the Touch Manager.
* `queueTouchCancel` is now called `onTouchCancel` and invoked by the Touch Manager.
* `queueMouseDown` is now called `onMouseDown` and invoked by the Mouse Manager.
* `queueMouseMove` is now called `onMouseMove` and invoked by the Mouse Manager.
* `queueMouseUp` is now called `onMouseUp` and invoked by the Mouse Manager.
Each of these handlers used to check the `enabled` state of the Input Manager, but this now handled directly in the Touch and Mouse Managers instead, leading to less branching and cleaner tests. They also all used to run an IIFE that updated motion on the changed pointers array, but this is now handled directly in the event handler, allowing it to be removed from here.
Because the legacy queue mode is gone, there is no longer any need for the DOM Callbacks:
* Removed the `_hasUpCallback`, `_hasDownCallback` and `_hasMoveCallback` properties from the Input Manager
* Removed the `processDomCallbacks`, `addDownCallback`, `addUpCallback`, `addMoveCallback`, `domCallbacks`, `addDownCallback`, `addUpCallback` and `addMoveCallback` methods.
Also, CSS cursors can now be set directly:
* Cursors are now set and reset immediately on the canvas, leading to the removal of `_setCursor` and `_customCursor` properties.
The following changes took place in the Input Plugin class:
* The method `processDragEvents` has been removed as it's now split across smaller, more explicit methods.
* `processDragDownEvent` is a new method that handles a down event for drag enabled Game Objects.
* `processDragMoveEvent` is a new method that handles a move event for drag enabled Game Objects.
* `processDragUpEvent` is a new method that handles an up event for drag enabled Game Objects.
* `processDragStartList` is a new internal method that builds a drag list for a pointer.
* `processDragThresholdEvent` is a new internal method that tests when a pointer with drag thresholds can drag.
* `processOverEvents` is a new internal method that handles when a touch pointer starts and checks for over events.
* `processOutEvents` is a new internal method that handles when a touch pointer stops and checks for out events.
The following changes took place in the Pointer class:
* `Pointer.dirty` has been removed as it's no longer required.
* `Pointer.justDown` has been removed as it's not used internally and makes no sense under the DOM event system.
* `Pointer.justUp` has been removed as it's not used internally and makes no sense under the DOM event system.
* `Pointer.justMoved` has been removed as it's not used internally and makes no sense under the DOM event system.
* The `Pointer.reset` method has been removed as it's no longer required internally.
* `Pointer.touchstart` now has two arguments, the Touch List entry and the Touch Event. The full Touch Event is now stored in `Pointer.event` (instead of the Touch List entry).
* `Pointer.touchmove` now has two arguments, the Touch List entry and the Touch Event. The full Touch Event is now stored in `Pointer.event` (instead of the Touch List entry).
* `Pointer.touchend` now has two arguments, the Touch List entry and the Touch Event. The full Touch Event is now stored in `Pointer.event` (instead of the Touch List entry).
* `Pointer.touchcancel` now has two arguments, the Touch List entry and the Touch Event. The full Touch Event is now stored in `Pointer.event` (instead of the Touch List entry).
* Adding Spine to physics causes position to become NaN. Fix #4501 (thanks @hizzd)
* Destroying a Phaser Game instance and then re-creating it would cause an error trying to re-create Spine Game Objects ("Cannot read property get of null"). Fix #4532 (thanks @Alex-Badea)
* Rendering a Spine object when a Camera has `renderToTexture` enabled on it would cause the object to be vertically flipped. It now renders correctly in both cases. Fix #4647 (thanks @probt)
### New Features
* `Matter.Factory.velocity` is a new method that allows you to set the velocity on a Matter Body directly.
* `Matter.Factory.angularVelocity` is a new method that allows you to set the angular velocity on a Matter Body directly.
* `Matter.Factory.force` is a new method that allows you to apply a force from a world position on a Matter Body directly.
* `GetBounds.getTopCenter` is a new method that will return the top-center point from the bounds of a Game Object.
* `GetBounds.getBottomCenter` is a new method that will return the bottom-center point from the bounds of a Game Object.
* `GetBounds.getLeftCenter` is a new method that will return the left-center point from the bounds of a Game Object.
* `GetBounds.getRightCenter` is a new method that will return the right-center point from the bounds of a Game Object.
* You can now create a desynchronized 2D or WebGL canvas by setting the Game Config property `desynchronized` to `true` (the default is `false`). For more details about what this means see https://developers.google.com/web/updates/2019/05/desynchronized.
* The CanvasRenderer can now use the `transparent` Game Config property in order to tell the browser an opaque background is in use, leading to faster rendering in a 2D context.
* `GameObject.scale` is a new property, that exists as part of the Transform component, that allows you to set the horizontal and vertical scale of a Game Object via a setter, rather than using the `setScale` method. This is handy for uniformly scaling objects via tweens, for example.
* `Base64ToArrayBuffer` is a new utility function that will convert a base64 string into an ArrayBuffer. It works with plain base64 strings, or those with data uri headers attached to them. The resulting ArrayBuffer can be fed to any suitable function that may need it, such as audio decoding.
* `ArrayBufferToBase64` is a new utility function that converts an ArrayBuffer into a base64 string. You can also optionally included a media type, such as `image/jpeg` which will result in a data uri being returned instead of a plain base64 string.
*`WebAudioSoundManager.decodeAudio` is a new method that allows you to decode audio data into a format ready for playback and stored in the audio cache. The audio data can be provided as an ArrayBuffer, a base64 string or a data uri. Listen for the events to know when the data is ready for use.
* `Phaser.Sound.Events#DECODED` is a new event emitted by the Web Audio Sound Manager when it has finished decoding audio data.
* `Phaser.Sound.Events#DECODED_ALL` is a new event emitted by the Web Audio Sound Manager when it has finished decoding all of the audio data files passed to the `decodeAudio` method.
* `Phaser.Utils.Objects.Pick` is a new function that will take an object and an array of keys and return a new object containing just the keys provided in the array.
* `Text.align` and `Text.setAlign` can now accept `justify` as a type. It will apply basic justification to multi-line text, adding in extra spaces in order to justify the content. Fix #4291 (thanks @andrewbaranov @Donerkebap13 @dude78GH)
* `Arcade.Events.WORLD_STEP` is a new event you can listen to. It is emitted by the Arcade Physics World every time the world steps once. It is emitted _after_ the bodies and colliders have been updated. Fix #4289 (thanks @fant0m)
* `Shader.setRenderToTexture` is a new method that will redirect the Shader to render to its own framebuffer / WebGLTexture instead of to the display list. This allows you to use the output of the shader as an input for another shader, by mapping a sampler2D uniform to it. It also allows you to save the Shader to the Texture Manager, allowing you to use it as a texture for any other texture based Game Object such as a Sprite.
* `Shader.setSampler2DBuffer` is a new method that allows you to pass a WebGLTexture directly into a Shader as a sampler2D uniform, such as when linking shaders together as buffers for each other.
* `Shader.renderToTexture` is a new property flag that is set if you set the Shader to render to a texture.
* `Shader.framebuffer` is a new property that contains a WebGLFramebuffer reference which is set if you set the Shader to render to a texture.
* `Shader.glTexture` is a new property that contains a WebGLTexture reference which is set if you set the Shader to render to a texture.
* `Shader.texture` is a new property that contains a Phaser Texture reference which is set if you set the Shader to save to the Texture Manager.
* `TextureManager.addGLTexture` is a new method that allows you to add a WebGLTexture directly into the Texture Manager, saved under the given key.
* `TextureSource.isGLTexture` is a new boolean property that reflects if the data backing the underlying Texture Source is a WebGLTexture or not.
* `TextureTintPipeline.batchSprite` will now flip the UV if the TextureSource comes from a GLTexture.
* `Math.ToXY` is a new mini function that will take a given index and return a Vector2 containing the x and y coordinates of that index within a grid.
* `RenderTexture.glTexture` is a new property that holds a reference to the WebGL Texture being used by the Render Texture. Useful for passing to a shader as a sampler2D.
* `GroupCreateConfig.quantity` - when creating a Group using a config object you can now use the optional property `quantity` to set the number of objects to be created. Use this for quickly creating groups of single frame objects that don't need the advanced capabilities of `frameQuantity` and `repeat`.
* `Pointer.locked` is a new read-only property that indicates if the pointer has been Pointer Locked, or not, via the Pointer Lock API.
* `WebGLRenderer.snapshotFramebuffer`, and the corresponding utility function `WebGLSnapshot`, allows you to take a snapshot of a given WebGL framebuffer, such as the one used by a Render Texture or Shader, and either get a single pixel from it as a Color value, or get an area of it as an Image object, which can then optionally be saved to the Texture Manager for use by Game Object textures.
* `CanvasRenderer.snapshotCanvas` allows you to take a snapshot of a given Canvas object, such as the one used by a Render Texture, and either get a single pixel from it as a Color value, or get an area of it as an Image object, which can then optionally be saved to the Texture Manager for use by Game Object textures.
* `RenderTexture.snapshot` is a new method that will take a snapshot of the whole current state of the Render Texture and return it as an Image object, which could then be saved to the Texture Manager if needed.
* `RenderTexture.snapshotArea` is a new method that will take a snapshot of an area of a Render Texture and return it as an Image object, which could then be saved to the Texture Manager if needed.
* `RenderTexture.snapshotPixel` is a new method that will take extract a single pixel color value from a Render Texture and return it as a Color object.
* The `SnapshotState` object has three new properties: `isFramebuffer` boolean and `bufferWidth` and `bufferHeight` integers.
* `Game.CONTEXT_LOST_EVENT` is a new event that is dispatched by the Game instance when the WebGL Renderer webgl context is lost. Use this instead of the old 'lostContextCallbacks' for cleaner context handling.
* `Game.CONTEXT_RESTORED_EVENT` is a new event that is dispatched by the Game instance when the WebGL Renderer webgl context is restored. Use this instead of the old 'restoredContextCallbacks' for cleaner context handling.
* `WebGLRenderer.currentType` contains the type of the Game Object currently being rendered.
* `WebGLRenderer.newType` is a boolean that indicates if the current Game Object has a new type, i.e. different to the previous one in the display list.
* `WebGLRenderer.nextTypeMatch` is a boolean that indicates if the _next_ Game Object in the display list has the same type as the one being currently rendered. This allows you to build batching into separated Game Objects.
* `PluginManager.removeGameObject` is a new method that allows you to de-register custom Game Object types from the global Game Object Factory and/or Creator. Useful for when custom plugins are destroyed and need to clean-up after themselves.
* `GEOM_CONST` is a new constants object that contains the different types of Geometry Objects, such as `RECTANGLE` and `CIRCLE`.
* `Circle.type` is a new property containing the shapes geometry type, which can be used for quick type comparisons.
* `Ellipse.type` is a new property containing the shapes geometry type, which can be used for quick type comparisons.
* `Line.type` is a new property containing the shapes geometry type, which can be used for quick type comparisons.
* `Point.type` is a new property containing the shapes geometry type, which can be used for quick type comparisons.
* `Polygon.type` is a new property containing the shapes geometry type, which can be used for quick type comparisons.
* `Rectangle.type` is a new property containing the shapes geometry type, which can be used for quick type comparisons.
* `Triangle.type` is a new property containing the shapes geometry type, which can be used for quick type comparisons.
* `InputPlugin.enableDebug` is a new method that will create a debug shape for the given Game Objects hit area. This allows you to quickly check the size and placement of an input hit area. You can customzie the shape outline color. The debug shape will automatically track the Game Object to which it is bound.
* `InputPlugion.removeDebug` will remove a Debug Input Shape from the given Game Object and destroy it.
* `Pointer.updateWorldPoint` is a new method that takes a Camera and then updates the Pointers `worldX` and `worldY` values based on the cameras transform (thanks @Nick-lab)
* `ScaleManager._resetZoom` is a new internal flag that is set when the game zoom factor changes.
* `Texture.remove` is a new method that allows you to remove a Frame from a Texture based on its name. Fix #4460 (thanks @BigZaphod)
### Updates
* `Zones` will now use the new `customHitArea` property introduced in 3.17 to avoid their hit areas from being resized if you specified your own custom hit area (thanks @rexrainbow)
* The default `BaseShader` vertex shader has a new uniform `uResolution` which is set during the Shader init and load to be the size of the Game Object to which the shader is bound.
* The default `BaseShader` vertex shader will now set the `fragCoord` varying to be the Game Object height minus the y inPosition. This will give the correct y axis in the fragment shader, causing 'inverted' shaders to display normally when using the default vertex code.
* There was some test code left in the `DOMElementCSSRenderer` file that caused `getBoundingClientRect` to be called every render. This has been removed, which increases performance significantly for DOM heavy games.
* The `TimeStep` will no longer set its `frame` property to zero in the `resetDelta` method. Instead, this property is incremented every step, no matter what, giving an accurate indication of exactly which frame something happened on internally.
* The `TimeStep.step` method no longer uses the time value passed to the raf callback, as it's not actually the current point in time, but rather the time that the main thread began at. Which doesn't help if we're comparing it to event timestamps.
* `TimeStep.now` is a new property that holds the exact `performance.now` value, as set at the start of the current game step.
* `Matter.Factory.fromVertices` can now take a vertices path string as its `vertexSets` argument, as well as an array of vertices.
* `GetBounds.prepareBoundsOutput` is a new private method that handles processing the output point. All of the bounds methods now use this, allowing us to remove a lot of duplicated code.
* The PluginManager will now display a console warning if it skips installing a plugin (during boot) because the plugin value is missing or empty (thanks @samme)
* When creating a Matter Constraint via the Factory you can now optionally provide a `length`. If not given, it will determine the length automatically from the position of the two bodies.
* When creating a Matter Game Object you can now pass in a pre-created Matter body instead of a config object.
* When Debug Draw is enabled for Arcade Physics it will now use `Graphics.defaultStrokeWidth` to drawn the body with, this makes static bodies consistent with dynamic ones (thanks @samme)
* `Group.name` is a new property that allows you to set a name for a Group, just like you can with all other Game Objects. Phaser itself doesn't use this, it's there for you to take advantage of (thanks @samme)
* Calling `ScaleManager.setGameSize` will now adjust the size of the canvas element as well. Fix #4482 (thanks @sudhirquestai)
* `Scale.Events.RESIZE` now sends two new arguments to the handler: `previousWidth` and `previousHeight`. If, and only if, the Game Size has changed, these arguments contain the previous size, before the change took place.
* The Camera Manager has a new method `onSize` which is invoked by handling the Scale Manager `RESIZE` event. When it receives it, it will iterate the cameras it manages. If the camera _doesn't_ have a custom offset and _is_ the size of the game, then it will be automatically resized for you. This means you no longer need to call `this.cameras.resize(width, height)` from within your own resize handler, although you can still do so if you wish, as that will resize _every_ Camera being managed to the new size, instead of just 'full size' cameras.
* `Graphics.translate` has been renamed to `Graphics.translateCanvas` to make it clearer what it's actually translating (i.e. the drawing buffer, not the Graphics object itself)
* `Graphics.scale` has been renamed to `Graphics.scaleCanvas` to make it clearer what it's actually scaling (i.e. the drawing buffer, not the Graphics object itself)
* `Graphics.rotate` has been renamed to `Graphics.rotateCanvas` to make it clearer what it's actually rotating (i.e. the drawing buffer, not the Graphics object itself)
* The `width` and `height` of an Arc / Circle Shape Game Object is now set to be the diameter of the arc, not the radius (thanks @rexrainbow)
* `LineStyleCanvas` now takes an `altColor` argument which is used to override the context color.
* `LineStyleCanvas` now takes an `altAlpha` argument which is used to override the context alpha.
* `FillStyleCanvas` now takes an `altAlpha` argument which is used to override the context alpha.
* `StaticPhysicsGroup` can now take a `classType` property in its Group Config and will use the value of it, rather than override it. If none is provided it'll default to `ArcadeSprite`. Fix #4401 (thanks @Legomite)
* `Phaser.Tilemaps.Parsers.Tiled` used to run the static function `ParseJSONTiled`. `Parsers.Tiled` is now just a namespace, so access the function within it: `Phaser.Tilemaps.Parsers.Tiled.ParseJSONTiled`.
* `Phaser.Tilemaps.Parsers.Impact` used to run the static function `ParseWeltmeister`. `Parsers.Impact` is now just a namespace, so access the function within it: `Phaser.Tilemaps.Parsers.Impact.ParseWeltmeister`.
* `Phaser.Tilemaps.Parsers.Tiled.AssignTileProperties` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.Base64Decode` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.BuildTilesetIndex` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.ParseGID` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.ParseImageLayers` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.ParseJSONTiled` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.ParseObject` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.ParseObjectLayers` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.ParseTileLayers` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.ParseTilesets` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.ParseTilesets` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Impact.ParseTileLayers` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Impact.ParseTilesets` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Impact.ParseWeltmeister` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.Pick` has been removed. It is now available under `Phaser.Utils.Objects.Pick`, which is a more logical place for it.
* You can now call `this.scene.remove` at the end of a Scene's `create` method without it throwing an error. Why you'd ever want to do this is beyond me, but you now can (thanks @samme)
* The `Arcade.StaticBody.setSize` arguments have changed from `(width, height, offsetX, offsetY)` to `(width, height, center)`. They now match Dynamic Body setSize and the Size Component method (thanks @samme)
* When enabling Arcade Physics Body debug it will now draw only the faces marked for collision, allowing you to easily see if a face is disabled or not (thanks @BdR76)
* `Transform.getParentRotation` is a new method available to all GameObjects that will return the sum total rotation of all of the Game Objects parent Containers, if it has any.
* `Tween.restart` now sets the Tween properties `elapsed`, `progress`, `totalElapsed` and `totalProgress` to zero when called, rather than adding to existing values should the tween already be running.
* `ArcadePhysics.Body.resetFlags` is a new method that prepares the Body for a physics step by resetting the `wasTouching`, `touching` and `blocked` states.
* `ArcadePhysics.Body.preUpdate` has two new arguments `willStep` and `delta`. If `willStep` is true then the body will call resetFlags, sync with the parent Game Object and then run one iteration of `Body.update`, using the provided delta. If false, only the Game Object sync takes place.
* `ArcadePhysics.World.update` will now determine if a physics step is going to happen this frame or not. If not, it no longer calls `World.step` (fix #4529, thanks @ampled). If a step _is_ going to happen, then it now handles this with one iteration of the bodies array, instead of two. It has also inlined a single world step, avoiding branching out. If extra world steps are required this frame (such as in high Hz environments) then `World.step` is called accordingly.
* `ArcadePhysics.World.postUpdate` will no longer call `Body.postUpdate` on all of the bodies if no World step has taken place this frame.
* `ArcadePhysics.World.step` will now increment the `stepsLastFrame` counter, allowing `postUpdate` to determine if bodies should be processed should World.step have been invoked manually.
* When calling `setHitArea` and not providing a shape (i.e. a texture based hit area), it will now set `customHitArea` to `false` by default (thanks @rexrainbow)
* The Shader will no longer set uniforms if the values are `null`, saving on GL ops.
* The Animation Manager will now emit a console warning if you try and play an animation on a Sprite that doesn't exist.
* The Animation component will no longer start an animation on a Sprite if the animation doesn't exist. Previously it would throw an error saying "Unable to read the property getFirstTick of null".
* `InputManager.onPointerLockChange` is a new method that handles pointer lock change events and dispatches the lock event.
* `CanvasTexture` has been added to the `Textures` namespace so it can be created without needing to import it. The correct way to create a `CanvasTexture` is via the Texture Manager, but you can now do it directly if required. Fix #4651 (thanks @Jugacu)
* The `SmoothedKeyControl` minimum zoom a Camera can go to is now 0.001. Previously it was 0.1. This is to make it match the minimum zoom a Base Camera can go to. Fix #4649 (thanks @giviz)
* `WebGLRenderer.lostContextCallbacks` and the `onContextLost` method have been removed. Please use the new `CONTEXT_LOST` event instead.
* `WebGLRenderer.restoredContextCallbacks` and the `onContextRestored` method have been removed. Please use the new `CONTEXT_RESTORED` event instead.
* `TextureManager.getBase64` will now emit a console warning if you try to get a base64 from a non-image based texture, such as a WebGL Texture.
* The `WebAudioSoundManager` will now remove the document touch handlers even if the Promise fails, preventing it from throwing a rejection handler error.
* `GameObjectFactory.remove` is a new static function that will remove a custom Game Object factory type.
* `GameObjectCreator.remove` is a new static function that will remove a custom Game Object creator type.
* `CanvasTexture.getPixels` now defaults to 0x0 by width x height as the default area, allowing you to call the method with no arguments to get all the pixels for the canvas.
* `CreateDOMContainer` will now use `div.style.cssText` to set the inline styles of the container, so it now works on IE11. Fix #4674 (thanks @DanLiamco)
* `TransformMatrix.rotation` now returns the properly normalized rotation value.
* `PhysicsEditorParser` has now been exposed under the `Phaser.Physics.Matter` namespace, so you can call methods on it directly.
* Calling `CanvasTexture.update` will now automatically call `refresh` if running under WebGL. This happens for both `draw` and `drawFrame`, meaning you no longer need to remember to call `refresh` after drawing to a Canvas Texture in WebGL, keeping it consistent with the Canvas renderer.
* `Frame.destroy` will now null the Frames reference to its parent texture, glTexture and clear the data and customData objects.
* The Container renderer functions will now read the childs `alpha` property, instead of `_alpha`, allowing it to work with more variety of custom children.
### Bug Fixes
* Tweens created in a paused state couldn't be started by a call to `play`. Fix #4525 (thanks @TonioParis)
* If both Arcade Physics circle body positions and the delta equaled zero, the `separateCircle` function would cause the position to be set `NaN` (thanks @hizzd)
* The `CameraManager` would incorrectly destroy the `default` Camera in its shutdown method, meaning that if you used a fixed mask camera and stopped then resumed a Scene, the masks would stop working. The default camera is now destroyed only in the `destroy` method. Fix #4520 (thanks @telinc1)
* Passing a Frame object to `Bob.setFrame` would fail, as it expected a string or integer. It now checks the type of object, and if a Frame it checks to make sure it's a Frame belonging to the parent Blitter's texture, and if so sets it. Fix #4516 (thanks @NokFrt)
* The ScaleManager full screen call had an arrow function in it. Despite being within a conditional block of code it still broke really old browsers like IE11, so has been removed. Fix #4530 (thanks @jorbascrumps @CNDW)
* `Game.getTime` would return `NaN` because it incorrectly accessed the time value from the TimeStep.
* Text with a `fixedWidth` or `fixedHeight` could cause the canvas to be cropped if less than the size of the Text itself (thanks @rexrainbow)
* Changing the `radius` of an Arc Game Object wouldn't update the size, causing origin issues. It now updates the size and origin correctly in WebGL. Fix #4542 (thanks @@PhaserEditor2D)
* Setting `padding` in a Text style configuration object would cause an error about calling split on undefined. Padding can now be applied both in the config and via `setPadding`.
* `Tilemap.createBlankDynamicLayer` would fail if you provided a string for the tileset as the base tile width and height were incorrectly read from the tileset argument. Fix #4495 (thanks @jppresents)
* `Tilemap.createDynamicLayer` would fail if you called it without setting the `x` and `y` arguments, even though they were flagged as being optional. Fix #4508 (thanks @jackfreak)
* `RenderTexture.draw` didn't work if no `x` and `y` arguments were provided, even though they are optional, due to a problem with the way the frame cut values were added. The class has been refactored to prevent this, fixing issues like `RenderTexture.erase` not working with Groups. Fix #4528 (thanks @jbgomez21 @telinc1)
* The `Grid` Game Object wouldn't render in Canvas mode at all. Fix #4585 (thanks @fyyyyy)
* If you had a `Graphics` object in the display list immediately after an object with a Bitmap Mask it would throw an error `Uncaught TypeError: Cannot set property 'TL' of undefined`. Fix #4581 (thanks @Petah @Loonride)
* Calling Arcade Physics `Body.reset` on a Game Object that doesn't have any bounds, like a Container, would throw an error about being unable to access `getTopLeft`. If this is the case, it will now set the position to the given x/y values (thanks Jazz)
* All of the `Tilemaps.Parsers.Tiled` static functions are now available to be called directly. Fix #4318 (thanks @jestarray)
* `Arcade.StaticBody.setSize` now centers the body correctly, as with the other similar methods. Fix #4213 (thanks @samme)
* Setting `random: false` in a Particle Emitter config option no longer causes it to think random is true (thanks @samme)
* `Zone.setSize` didn't update the displayOrigin, causing touch events to be inaccurate as the origin was out. Fix #4131 (thanks @rexrainbow)
* `Tween.restart` wouldn't restart the tween properly. Fix #4594 (thanks @NokFrt)
* Looped Tween Timelines would mess-up the tween values on every loop repeat, causing the loop to fail. They now loop correctly due to a fix in the Tween.play method. Fix #4558 (thanks @peteroravec)
* `Timeline.setTimeScale` would only impact the Timeline loop and completion delays, not the actively running Tweens. It now scales the time for all child tweens as well. Fix #4164 (thanks @garethwhittaker)
* The Scale Manager would throw the error 'TypeError: this.removeFullscreenTarget is not a function' when entering full-screen mode. It would still enter fullscreen, but the error would appear in the console. Fix #4605 (thanks @darklightcode)
* `Tilemap.renderDebug` was calling out-dated Graphics API methods, which would cause the debug to fail (thanks @Fabadiculous)
* The `Matter.Factory.constraint`, `joint` and `worldConstraint` methods wouldn't allow a zero length constraint to be created due to a falsey check of the length argument. You can now set length to be any value, including zero, or leave it undefined to have it automatically calculated (thanks @olilanz)
* `Pointer.getDuration` would return a negative / static value on desktop, or NaN on mobile, because the base time wasn't being pulled in from the Input Manager properly. Fix #4612 (thanks @BobtheUltimateProgrammer)
* `Pointer.downTime`, `Pointer.upTime` and `Pointer.moveTime` would be set to NaN on mobile browsers where Touch.timeStamp didn't exist. Fix #4612 (thanks @BobtheUltimateProgrammer)
* `WebGLRenderer.setScissor` will default the `drawingBufferHeight` if no argument is provided, stopping NaN scissor heights.
* If you called `Scene.destroy` within a Game Object `pointerdown` or `pointerup` handler, it would cause the error "Cannot read property 'game' of null" if the event wasn't cancelled in your handler. It now checks if the manager is still there before accessing its property. Fix #4436 (thanks @jcyuan)
* The `Arc / Circle` Game Object wasn't rendering centered correctly in WebGL due to an issue in a previous size related commit, it would be half a radius off. Fix #4620 (thanks @CipSoft-Components @rexrainbow)
* Destroying a Scene in HEADLESS mode would throw an error as it tried to access the gl renderer in the Camera class. Fix #4467 (thanks @AndreaBoeAbrahamsen @samme)
* `Tilemap.createFromObjects` would ignore the `scene` argument passed in to the method. It's now used (thanks @samme)
* Fixed a bug in the WebGL and Canvas Renderers where a Sprite with a `flipX` or `flipY` value set would render the offset frames slightly out of place, causing the animation to appear jittery. Also, the sprite would be out of place by its origin. Fix #4636 #3813 (thanks @jronn @B3L7)
* Animations with custom pivots, like those created in Texture Packer with the pivot option enabled, would be mis-aligned if flipped. They now render in the correct position, regardless of scale or flip on either axis. Fix #4155 (thanks @Zax37)
* Removing a frame from a 2 frame animation would cause an error when a Sprite using that animation next tried to render. Fix #4621 (thanks @orlicgms)
* Calling `Animation.setRepeat()` wouldn't reset the `repeatCounter` properly, causing Sprite bound animation instances to fail to change their repeat rate. Fix #4553 (thanks @SavedByZero)
* The `UpdateList.remove` method wouldn't flag the Game Object for removal properly if it was active. It now checks that the Game Object is in the current update list and hasn't already been inserted into the 'pending removal' list before flagging it. Fix #4544 (thanks @jcyuan)
* `DynamicTilemapLayer.destroy` will now no longer run its destroy sequence again if it has already been run once. Fix #4634 (thanks @CipSoft-Components)
* `StaticTilemapLayer.destroy` will now no longer run its destroy sequence again if it has already been run once.
* `Shader.uniforms` now uses Extend instead of Clone to perform a deep object copy, instead of a shallow one, avoiding multiple instances of the same shader sharing uniforms. Fix #4641 (thanks @davidmball)
* Calling `input.mouse.requestPointerLock()` will no longer throw an error about being unable to push to the Input Manager events queue.
* The `POINTERLOCK_CHANGE` event is now dispatched by the Input Manager again.
* The `Pointer.movementX` and `Pointer.movementY` properties are now taken directly from the DOM pointer event values, if the pointer is locked, and no longer incremental. Fix #4611 (thanks @davidmball)
* The `Pointer.velocity` and `Pointer.midPoint` values are now updated every frame. Based on the `motionFactor` setting they are smoothed towards zero, for velocity, and the pointer position for the mid point. This now happens regardless if the Pointer moves or not, which is how it was originally intended to behave.
* The `DESTROY` event hook wasn't removed from Group children when destroying the Group and `destroyChildren` was set to false. Now, the hook is removed regardless (thanks @rexrainbow)
* The WebGL Lost and Restored Context callbacks were never removed, which could cause them to hold onto stale references. Fix #3610 (thanks @Twilrom)
* `Origin.updateDisplayOrigin` no longer applies a Math.floor to the display origins, allowing you to have a 0.x origin for a Game Object that only has a width or height of 1. This fixes issues with things like 1x1 rectangles displaying incorrectly during rendering. Fix #4126 (thanks @rexrainbow)
* `InputManager.resetCursor` will now check if the canvas element still exists before resetting the cursor on it. Fix #4662 (thanks @fromnowhereuser)
* It was not possible to set the zoom value of the Scale Manager back to 1 again, having changed it to a different value. Fix #4633 (thanks @lgibson02 @BinaryMoon)
### Examples, Documentation and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:
@PhaserEditor2D @samme @Nallebeorn @Punkiebe @rootasjey @Sun0fABeach
@vacarsu @KennethGomez @samme @ldd @Jazcash @jcyuan @LearningCode2023 @PhaserEditor2D
Please see the complete [Change Log](https://github.com/photonstorm/phaser/blob/master/CHANGELOG.md) for previous releases.
@ -565,8 +508,8 @@ All rights reserved.
"Above all, video games are meant to be just one thing: fun. Fun for everyone." - Satoru Iwata
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[get-minjs]: https://github.com/photonstorm/phaser/releases/download/v3.18.1/phaser.min.js
[get-js]: https://github.com/photonstorm/phaser/releases/download/v3.19.0/phaser.js
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