Keyboard.justReleased has bee renamed to Keyboard.upDuration which is a much clearer name for what the method actually does.
Keyboard.downDuration, Keyboard.upDuration and Keyboard.isDown now all return `null` if the Key wasn't found in the local keys array.
When specifying the ease in `Tween.to` or `Tween.from` you can now use a string instead of the Function. This makes your code less verbose. For example instead of `Phaser.Easing.Sinusoidal.Out` and you can now just use the string "Sine".The string names match those used by TweenMax and includes: "Linear", "Quad", "Cubic", "Quart", "Quint", "Sine", "Expo", "Circ", "Elastic", "Back", "Bounce", "Power0", "Power1", "Power2", "Power3" and "Power4". You can append ".easeIn", ".easeOut" and "easeInOut" variants. All are supported for each ease types.
Tweens now create a TweenData object. The Tween object itself acts like more of a timeline, managing multiple TweenData objects. You can now call `Tween.to` and each call will create a new child tween that is added to the timeline, which are played through in sequence.
Tweens are now bound to the new Time.desiredFps value and update based on the new Game core loop, rather than being bound to time calculations. This means that tweens are now running with the same update logic as physics and the core loop.
Tween.timeScale allows you to scale the duration of a tween (and any child tweens it may have). A value of 1.0 means it should play at the desiredFps rate. A value of 0.5 will run at half the frame rate, 2 at double and so on. You can even tween the timeScale value for interesting effects!
Tween.reverse allows you to instantly reverse an active tween. If the Tween has children then it will smoothly reverse through all child tweens as well.
Tween.repeatAll allows you to control how many times all child tweens will repeat before firing the Tween.onComplete event. You can set the value to -1 to repeat forever.
Tween.loop now controls the looping of all child tweens.
Tween.onRepeat is a new signal that is dispatched whenever a Tween repeats. If a Tween has many child tweens its dispatched once the sequence has repeated.
Tween.onChildComplete is a new signal that is dispatched whenever any child tweens have completed. If a Tween consists of 4 sections you will get 3 onChildComplete events followed by 1 onComplete event as the final tween finishes.
Chained tweens are now more intelligently handled. Because you can easily create child tweens (by simply calling Tween.to multiple times) chained tweens are now used to kick-off longer sequences. You can pass as many Tween objects to `Tween.chain` as you like as they'll all be played in sequence. As one Tween completes it passes on to the next until the entire chain is finished.
Tween.stop has a new `complete` parameter that if set will still fire the onComplete event and start the next chained tween, if there is one.
Tween.delay, Tween.repeat, Tween.yoyo, Tween.easing and Tween.interpolation all have a new `index` parameter. This allows you to target specific child tweens, or if set to -1 it will update all children at once.
Tween.totalDuration reports the total duration of all child tweens in ms.
There are new easing aliases:
* Phaser.Easing.Power0 = Phaser.Easing.Linear.None
* Phaser.Easing.Power1 = Phaser.Easing.Quadratic.Out
* Phaser.Easing.Power2 = Phaser.Easing.Cubic.Out
* Phaser.Easing.Power3 = Phaser.Easing.Quartic.Out
* Phaser.Easing.Power4 = Phaser.Easing.Quintic.Out
Key.justReleased has bee renamed to Key.upDuration which is a much clearer name for what the method actually does. See Key.justUp for a nice clean alternative.
Key.justDown allows you to test if a Key has just been pressed down or not. You can only call justDown once per key press. It will only return `true` once, until the Key is released and pressed down again. This allows you to use it in situations where you want to check if this key is down without using a Signal, such as in a core game loop (thanks @pjbaron #1321)
Key.justUp allows you to test if a Key has just been released or not. You can only call justUp once per key press. It will only return `true` once, until the Key is pressed down and released again. This allows you to use it in situations where you want to check if this key is up without using a Signal, such as in a core game loop (thanks @pjbaron #1321)
We have separated the logic and render updates to permit slow motion and time slicing effects. We've fixed time calling to fix physics problems caused by variable time updates (i.e. collisions sometimes missing, objects tunneling, etc)
Once per frame calling for rendering and tweening to keep things as smooth as possible
Calculates a `suggestedFps` value (in multiples of 5 fps) based on a 2 second average of actual elapsed time values in the `Time.update` method. This is recalculated every 2 seconds so it could be used on a level-by-level basis if a game varies dramatically. I.e. if the fps rate consistently drops, you can adjust your game effects accordingly.
Game loop now tries to "catch up" frames if it is falling behind by iterating the logic update. This will help if the logic is occasionally causing things to run too slow, or if the renderer occasionally pushes the combined frame time over the FPS time. It's not a band-aid for a game that floods a low powered device however, so you still need to code accordingly. But it should help capture issues such as gc spikes or temporarily overloaded CPUs.
It now detects 'spiralling' which happens if a lot of frames are pushed out in succession meaning the CPU can never "catch up". It skips frames instead of trying to catch them up in this case. Note: the time value passed to the logic update functions is always constant regardless of these shenanigans.
Signals to the game program if there is a problem which might be fixed by lowering the desiredFps
Time.desiredFps is the new desired frame rate for your game.
Time.suggestedFps is the suggested frame rate for the game based on system load.
Time.slowMotion allows you to push the game into a slow motion mode. The default value is 1.0. 2.0 would be half speed, and so on.
Time.timeCap is no longer used and now deprecated. All timing is now handled by the fixed time-step code we've introduced.
ScaleManager.calibrate is a private method that calibrates element coordinates for viewport checks.
ScaleManager.aspect gets the viewport aspect ratio (or the aspect ratio of an object or element)
ScaleManager.inViewport tests if the given DOM element is within the viewport, with an optional cushion parameter that allows you to specify a distance.
ScaleManager.scaleSprite takes a Sprite or Image object and scales it to fit the given dimensions. Scaling happens proportionally without distortion to the sprites texture. The letterBox parameter controls if scaling will produce a letter-box effect or zoom the sprite until it fills the given values.
ScaleManager.viewportWidth returns the viewport width in pixels.
ScaleManager.viewportHeight returns the viewport height in pixels.
ScaleManager.documentWidth returns the document width in pixels.
ScaleManager.documentHeight returns the document height in pixels.
* pointerN are aliases to backed pointers[N-1] array. This simplifies (and increases the efficiency of) looping through all the pointers when applicable; also eliminates pointer-existance checks Removes various hard-coded limits (added MAX_POINTERS); changed maxPointers default
* Removed some special-casing from cases where it did not matter
* Removed === false/true, == usage for consistency, changed missing value check to typeof, etc.
* Updated documentation for specificty; added @public\@protected
* @deprecated currentPointers due to odd set pattern; totalCurrentPointers is more appropriate.
(thanks @pnstickne #1283)
Polygon.area is now only calculated when the Polygon points list is modified, rather than on every call.
Phaser.Polygon can now accept the points list in a variety of formats: Arrays of Points, numbers, objects with public x/y properties or any combination of, or as a parameter list (thanks @pnstickne for the original implementation #1267)
Polygon.contains now correctly calculates the result (thanks @pnstickne @BurnedToast #1267)
Particle.Emitter.explode (or `Emitter.start` with the `explode` parameter set to `true`) will immediately emit the required quantity of particles and not delay until the next frame to do so. This means you can re-use a single emitter across multiple places in your game that require explode-style emissions, just by adjusting the `emitter.x` and `emitter.y` properties before calling explode (thanks Insanehero)
Cache.autoResolveURL is a new boolean (default `false`) that automatically builds a cached map of all loaded assets vs. their absolute URLs, for use with Cache.getURL and Cache.checkURL. Note that in 2.1.3 and earlier this was enabled by default, but has since been moved behind this property which needs to be set to `true` *before* you load any assets to enable.
Cache._resolveUrl has been renamed to Cache._resolveURL internally and gained a new parameter. This method is a private internal one.
Cache.getUrl is deprecated. The same method is now available as Cache.getURL.
XML files weren't being added to the URL map.
Cache._resolveURL was causing a Sound double-load in Firefox and causing errors (thanks @domonyiv #1253)
BitmapData.getBounds will return a `Rectangle` object that encompasses the full extent of the non-transparent pixels in the BitmapData. This can be useful if you wish to trim away transparent pixels from the sides of a BitmapData down to size before saving.
Color.createColor now has a `color32` property with the results of `Phaser.Color.getColor32`.
Color.hexToColor has been optimised to inline the regex and has moved the createColor call so it now populates the color object fully, not just setting the r,g,b properties.
Cache.getFrameData has a new parameter: `map` which allows you to specify which cache to get the FrameData from, i.e. `Phaser.Cache.IMAGE` or `Phaser.Cache.BITMAPDATA`.
Sprite.loadTexture if given a BitmapData as the texture will now query the cache to see if it has any associated FrameData, and if so it will load that into the AnimationManager.
Sound.fadeIn(duration, loop) will start the Sound playing, or restart it if already playing, set its volume to zero and then increase the volume over the duration given until it reaches 1. At the end of the fade the Sound.onFadeComplete event is dispatched.
Cache now has support for XML files stored in their own container. You can add them with `cache.addXML` (typically this is done from the Loader automatically for you) and get them with `cache.getXML(key)`. There is also `cache.checkXMLKey(key)`, `cache.checkKeys` and `cache.removeXML(key)`.
The width and height given to the Phaser.Game constructor can now be numbers or strings in which case the value is treated as a percentage. For example a value of "100%" for the width and height will tell Phaser to size the game to match the parent container dimensions exactly (or the browser window if no parent is given). Equally a size of "50%" would tell it to be half the size of the parent. The values are retained even through resize events, allowing it to maintain a percentage size based on the parent even as it updates.
Stage.offset has been moved to ScaleManager.offset
Stage.bounds has been removed, you can access it via Stage.getBounds.
Stage.checkOffsetInterval has been moved to ScaleManager.trackParentInterval
ScaleManager.hasResized signal has been removed. Use ScaleManager.setResizeCallback instead.
StateManager.clearCurrentState now handles the process of clearing down the current state and is now called if the Game is destroyed.
Game.destroy now clears the current state, activating its shutdown callback if it had one. It also now destroys the SoundManager, stopping any currently running sounds (#1092)
P2.InversePointProxy.mx and my values are get and set in meters with no pixel conversion taking place.
P2.PointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
P2.InversePointProxy.x and y values are now returned in pixels (previously they were returned in meters). See PointProxy.mx/my for meter values.
Ninja Physics is no longer included in the build files by default. Not enough people were using it, and not enough contributions were coming in to help polish it up, so we've saved the space and removed it. It's still available in the grunt build files if you require it, but we're deprecating it from the core library at this time. It will make a return in Phaser3 when we move to a modular class system.
BitmapData.refreshBuffer has been removed and replaced with BitmapData.update.
BitmapData.drawSprite has been removed due to deprecation. Use BitmapData.draw instead.
Pointer.moveCallback has been removed due to deprecation.
SinglePad.addButton has been removed due to deprecation.
P2.Body.loadData has been removed due to deprecation.
P2.World.defaultFriction and defaultRestitution have been removed due to deprecation.
Canvas.create noCocoon parameter has been removed due to deprecation.
Color.getColorInfo, RGBtoHexstring, RGBtoWebstring and colorToHexstring has been removed due to deprecation.
Input.Gamepad.destroy now destroys all connected SinglePads and clears event listeners.
SinglePad.destroy now clears all associated GamepadButton objects and signals.
Group.onDestroy is a new signal that is dispatched whenever the Group is being destroyed. It's dispatched at the start of the destroy process, allowing you to perform any additional house cleaning needed (thanks @jonkelling #1084)