Change log and readme update

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Richard Davey 2023-02-17 18:08:01 +00:00
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## Version 3.60.0 - Miku - in development
### New Features - Built-in Special FX
We have decided to bundle a selection of highly flexible special effect shaders in to Phaser 3.60 and provide access to them via an easy to use set of API calls. The FX included are:
* Barrel - A nice pinch / bulge distortion effect.
* Bloom - Add bloom to any Game Object, with custom offset, blur strength, steps and color.
* Blur - 3 different levels of gaussian blur (low, medium and high) and custom distance and color.
* Bokeh / TiltShift - A bokeh and tiltshift effect, with intensity, contrast and distance settings.
* Circle - Add a circular ring around any Game Object, useful for masking / avatar frames, with custom color, width and background color.
* ColorMatrix - Add a ColorMatrix to any Game Object with access to all of its methods, such as `sepia`, `greyscale`, `lsd` and lots more.
* Displacement - Use a displacement texture, such as a noise texture, to drastically (or subtly!) alter the appearance of a Game Object.
* Glow - Add a smooth inner or outer glow, with custom distance, strength and color.
* Gradient - Draw a gradient between two colors across any Game Object, with optional 'chunky' mode for classic retro style games.
* Pixelate - Make any Game Object appear pixelated, to a varying degree.
* Shadow - Add a drop shadow behind a Game Object, with custom depth and color.
* Shine - Run a 'shine' effect across a Game Object, either additively or as part of a reveal.
* Vignette - Apply a vignette around a Game Object, with custom offset position, radius and color.
* Wipe - Set a Game Object to 'wipe' or 'reveal' with custom line width, direction and axis of the effect.
What's more, the FX can be stacked up. You could add, for example, a `Barrel` followed by a `Blur` and then topped-off with a `Circle` effect. Just by adjusting the ordering you can achieve some incredible and unique effects, very quickly.
We've worked hard to make the API as easy to use as possible, too. No more messing with pipelines or importing plugins. You can simply do:
```js
const player = this.add.sprite(x, y, texture);
player.preFX.addGlow(0xff0000, 32);
```
This will add a 32 pixel red glow around the `player` Sprite.
Each effect returns a new FX Controller instance, allowing you to easily adjust the special effects in real-time via your own code, tweens and similar:
```js
const fx = container.postFX.addWipe();
this.tweens.add({
targets: fx,
progress: 1
});
```
This will add a Wipe Effect to a Container instance and then tween its progress value from 0 to 1, causing the wipe to play out.
All texture-based Game Objects have access to `Pre FX` (so that includes Images, Sprites, TileSprites, Text, RenderTexture and Video). However, _all_ Game Objects have access to `Post FX`, as do cameras. The difference is just when the effect is applied. For a 'pre' effect, it is applied before the Game Object is drawn. For a 'post' effect, it's applied after it has been drawn. All of the same effects are available to both.
```js
this.cameras.main.postFX.addTiltShift();
```
For example, this will apply a Tilt Shift effect to everything being rendered by the Camera. Which is a much faster way of doing it than applying the same effect to every child in a Scene. You can also apply them to Containers, allowing more fine-grained control over the display.
The full list of new methods are as follows:
Available only to texture-based Game Objects:
* `GameObject.preFX.addGlow` adds a Glow Pre FX effect to the Game Object.
* `GameObject.preFX.addShadow` adds a Shadow Pre FX effect to the Game Object.
* `GameObject.preFX.addPixelate` adds a Pixelate Pre FX effect to the Game Object.
* `GameObject.preFX.addVignette` adds a Vignette Pre FX effect to the Game Object.
* `GameObject.preFX.addShine` adds a Shine Pre FX effect to the Game Object.
* `GameObject.preFX.addBlur` adds a Blur Pre FX effect to the Game Object.
* `GameObject.preFX.addGradient` adds a Gradient Pre FX effect to the Game Object.
* `GameObject.preFX.addBloom` adds a Bloom Pre FX effect to the Game Object.
* `GameObject.preFX.addColorMatrix` adds a ColorMatrix Pre FX effect to the Game Object.
* `GameObject.preFX.addCircle` adds a Circle Pre FX effect to the Game Object.
* `GameObject.preFX.addBarrel` adds a Barrel Pre FX effect to the Game Object.
* `GameObject.preFX.addDisplacement` adds a Displacement Pre FX effect to the Game Object.
* `GameObject.preFX.addWipe` adds a Wipe Pre FX effect to the Game Object.
* `GameObject.preFX.addReveal` adds a Reveal Pre FX effect to the Game Object.
* `GameObject.preFX.addBokeh` adds a Bokeh Pre FX effect to the Game Object.
* `GameObject.preFX.addTiltShift` adds a TiltShift Pre FX effect to the Game Object.
Available to all Game Objects:
* `GameObject.postFX.addGlow` adds a Glow Post FX effect to the Game Object.
* `GameObject.postFX.addShadow` adds a Shadow Post FX effect to the Game Object.
* `GameObject.postFX.addPixelate` adds a Pixelate Post FX effect to the Game Object.
* `GameObject.postFX.addVignette` adds a Vignette Post FX effect to the Game Object.
* `GameObject.postFX.addShine` adds a Shine Post FX effect to the Game Object.
* `GameObject.postFX.addBlur` adds a Blur Post FX effect to the Game Object.
* `GameObject.postFX.addGradient` adds a Gradient Post FX effect to the Game Object.
* `GameObject.postFX.addBloom` adds a Bloom Post FX effect to the Game Object.
* `GameObject.postFX.addColorMatrix` adds a ColorMatrix Post FX effect to the Game Object.
* `GameObject.postFX.addCircle` adds a Circle Post FX effect to the Game Object.
* `GameObject.postFX.addBarrel` adds a Barrel Post FX effect to the Game Object.
* `GameObject.postFX.addDisplacement` adds a Displacement Post FX effect to the Game Object.
* `GameObject.postFX.addWipe` adds a Wipe Post FX effect to the Game Object.
* `GameObject.postFX.addReveal` adds a Reveal Post FX effect to the Game Object.
* `GameObject.postFX.addBokeh` adds a Bokeh Post FX effect to the Game Object.
* `GameObject.postFX.addTiltShift` adds a TiltShift Post FX effect to the Game Object.
### New Features - Spatial Sound
Thanks to a contribution from @alxwest the Web Audio Sound system now supports spatial sound.
TODO - List all of the new properties and methods!
### New Features - Spine 4 Support
Thanks to a contribution from @justintien we now have a Spine 4 Plugin available.
You can find it in the `plugins/spine4.1` folder in the main repository. There are also a bunch of new npm scripts to help build this plugin:
`npm run plugin.spine4.1.full.dist` - To build new dist files for both canvas and WebGL.
`npm run plugin.spine4.1.dist` - To build new dist files.
`npm run plugin.spine4.1.watch` - To enter watch mode when doing dev work on the plugin.
`npm run plugin.spine4.1.runtimes` - To build new versions of the Spine 4 runtimes.
The core plugin API remains largely the same. You can find lots of updated examples in the Phaser 3 Examples repo in the `3.60/spine4.1` folder.
We will maintain both the Spine 3 and 4 plugins for the forseeable future.
### Additional Spine 3 Bug Fixes
* Using `drawDebug` on a Spine Game Object to view its skeleton would cause the next object in the display list to be skipped for rendering, if it wasn't a Spine Game Object too. This is because the Spine 3 skeleton debug draw ends the spine batch but the Scene Renderer wasn't rebound. Fix #6380 (thanks @spayton)
@ -1014,6 +1125,8 @@ ArtemSiz)
### Bug Fixes
* The `Container.getBounds` method will now use `getTextBounds` if one of its children is a `BitmapText` Game Object, giving more accurate bounds results (thanks @EmilSV)
* The `renderFlags` property, used to determine if a Game Object will render, or not, would be calculated incorrectly depending on the order of the `scaleX` and `scaleY` properties. It now works regardless of the order (thanks @mizunokazumi)
* The `SpriteSheetFromAtlas` parser was using the incorrect `sourceIndex` to grab frames from a given texture. This caused a crash whenever a trimmed spritesheet was added from any multiatlas image other than the first (thanks @Bambosh)
* The `maxSpeed` setting in Arcade Physics wasn't recalculated during the Body update, prior to being compared, leading to inconsistent results. Fix #6329 (thanks @Bambosh)
* Several paths have been fixed in the `phaser-core.js` entry point (thanks @pavle-goloskokovic)

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@ -28,13 +28,17 @@ Grab the source and join the fun!
<div align="center"><img src="https://phaser.io/images/github/news.jpg"></div>
> 20th September 2022
> 17th February 2023
We've been quietly but solidly working away on Phaser 3.60 for months now and are very close to release. Today I'm happy to say that 3.60 Beta 10 has been published and I would urge you to test it, if you can do so. There are a few breaking changes in this release, mostly to do with Tween Timelines, which have been removed and replaced with Tween Chains. If you don't use those, it should be a safe replacement for 3.55. As always, it brings a lot of new features and fixes to the table.
After months of hard work we're in the final stretch for the Phaser 3.60 release. Today we published Beta 19 and I would strongly urge you to test it out in production. It includes lots of new features, such as built-in Special Effects, support for Spine 4, Spatial Audio, Nine Slice Game Objects, Plane Game Objects and lots, lots more! There are a few breaking changes in this release, mostly to do with Tween Timelines, which have been removed and replaced with Tween Chains. If you don't use those, it should be a safe replacement for 3.55. As always, it brings a lot of new features and fixes to the table.
Some of the new features include:
**Sprite FX** - The ability to create and use SpriteFX Pipelines directly on Sprite Game Objects. These allow a really easy way to define per-Sprite shaders, including extra padding space, perfect for effects such as blur, distort, glow, outline, shadow and more.
**Built-in Special FX** - We now bundle 14 highly flexible special effects into the core, which are available to all Game Objects. These include Glow, Blur, Bloom, Bokeh, Barrel, Wipe, Pixelate, Vignette, Displacement and more.
**Nine-Slice Game Object** - A new native Nine Slice Game Object. A Nine Slice Game Object allows you to display a texture-based object that can be stretched both horizontally and vertically, but that retains fixed-sized corners. The dimensions of the corners are set via the parameters to the class. When you resize a Nine Slice Game Object only the middle sections of the texture stretch. This is extremely useful for UI and button-like elements, where you need them to expand to accommodate the content without distorting the texture.
**Plane Game Object** - A new native Plane Game Object. The Plane Game Object is a helper class that takes the Mesh Game Object and extends it, allowing for fast and easy creation of Planes. A Plane is a one-sided grid of cells, where you specify the number of cells in each dimension. The Plane can have a texture that is either repeated (tiled) across each cell, or applied to the full Plane.
**New Tween System** - We've reworked the entire Tween system to make it both more efficient, more powerful and easier for you to extend. New in this version are perfectly sequential Tween Chains, the ability to tween Sprite textures, much better garbage-collection and auto-destruction of expired tweens and lots more.
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As always, I have been careful to record all of these in their own [Change Log](https://github.com/photonstorm/phaser/blob/master/CHANGELOG-v3.60.md). So it's easier for you to identify which change happened in the 3.60 version specifically.
Beta 10 is available now from the [Releases page](https://github.com/photonstorm/phaser/releases). You can also download it from npm:
Beta 19 is available now from the [Releases page](https://github.com/photonstorm/phaser/releases). You can also download it from npm:
```
npm i phaser@3.60.0-beta.10
npm i phaser@beta
```
I have published new TypeScript defs files that align with this version. You can find them in the `types` folder of this repository.