## Version 3.60.0 - Miku - in development ### New Features - Sprite FX * When defining the `renderTargets` in a WebGL Pipeline config, you can now set optional `width` and `height` properties, which will create a Render Target of that exact size, ignoring the `scale` value (if also given). * `WebGLPipeline.isSpriteFX` is a new boolean property that defines if the pipeline is a Sprite FX Pipeline, or not. The default is `false`. * `GameObjects.Components.FX` is a new component that provides access to FX specific properties and methods. The Image and Sprite Game Objects have this component by default. * `fxPadding` and its related method `setFXPadding` allow you to set extra padding to be added to the texture the Game Object renders with. This is especially useful for Sprite FX shaders that modify the sprite beyond its bounds, such as glow or shadow effects. * The `WebGLPipeline.setShader` method has a new optional parameter `buffer` that allows you to set the vertex buffer to be bound before the shader is activated. * The `WebGLPipeline.setVertexBuffer` method has a new optional parameter `buffer` that allows you to set the vertex buffer to be bound if you don't want to bind the default one. * The `WebGLRenderer.createTextureFromSource` method has a new optional boolean parameter `forceClamp` that will for the clamp wrapping mode even if the texture is a power-of-two. * `RenderTarget` will now automatically set the wrapping mode to clamp. * `WebGLPipeline.flipProjectionMatrix` is a new method that allows you to flip the y and bottom projection matrix values via a parameter. * `PipelineManager.renderTargets` is a new property that holds an array of `RenderTarget` objects that all `SpriteFX` pipelines can share, to keep texture memory as low as possible. * `PipelineManager.maxDimension` is a new property that holds the largest possible target dimension. * `PipelineManager.frameInc` is a new property that holds the amount the `RenderTarget`s will increase in size in each iteration. The default value is 32, meaning it will create targets of size 32, 64, 96, etc. You can control this via the pipeline config object. * `PipelineManager.targetIndex` is a new property that holds the internal target array offset index. Treat it as read-only. * The Pipeline Manager will now create a bunch of `RenderTarget` objects during its `boot` method. These are sized incrementally from 32px and up (use the `frameInc` value to alter this). These targets are shared by all Sprite FX Pipelines. * `PipelineManager.getRenderTarget` is a new method that will return the a `RenderTarget` that best fits the dimensions given. This is typically called by Sprite FX Pipelines, rather than directly. * `PipelineManager.getSwapRenderTarget` is a new method that will return a 'swap' `RenderTarget` that matches the size of the main target. This is called by Sprite FX pipelines and not typically called directly. * `PipelineManager.getAltSwapRenderTarget` is a new method that will return a 'alternative swap' `RenderTarget` that matches the size of the main target. This is called by Sprite FX pipelines and not typically called directly. ### New Features - Compressed Texture Support Phaser 3.60 contains support for Compressed Textures. It can parse both KTX and PVR containers and within those has support for the following formats: ETC, ETC1, ATC, ASTC, BPTC, RGTC, PVRTC, S3TC and S3TCSRB. Compressed Textures differ from normal textures in that their structure is optimized for fast GPU data reads and lower memory consumption. Popular tools that can create compressed textures include PVRTexTool, ASTC Encoder and Texture Packer. Compressed Textures are loaded using the new `this.load.texture` method, which takes a texture configuration object that maps the formats to the files. The browser will then download the first file in the object that it knows it can support. You can also provide Texture Atlas JSON data, or Multi Atlas JSON data, too, so you can use compressed texture atlases. Currently, Texture Packer is the best tool for creating these type of files. Development of this feature was kindly sponsored by Club Penguin Rewritten (https://cprewritten.net). * `TextureSoure.compressionAlgorithm` is now populated with the compression format used by the texture. * `Types.Textures.CompressedTextureData` is the new compressed texture configuration object type. * `TextureManager.addCompressedTexture` is a new method that will add a compressed texture, and optionally atlas data into the Texture Manager and return a `Texture` object than any Sprite can use. * `Textures.Parsers.KTXParser` is a new parser for the KTX compression container format. * `Textures.Parsers.PVRParser` is a new parser for the PVR compression container format. * The `WebGLRenderer.compression` property now holds a more in-depth object containing supported compression formats. * The `WebGLRenderer.createTextureFromSource` method now accepts the `CompressedTextureData` data objects and creates WebGL textures from them. * `WebGLRenderer.getCompressedTextures` is a new method that will populate the `WebGLRenderer.compression` object and return its value. This is called automatically when the renderer boots. * `WebGLRenderer.getCompressedTextureName` is a new method that will return a compressed texture format GLenum based on the given format. ### New Features - Multi Tint Pipeline * If you have a customised Multi Tint Pipeline fragment shader that uses the `%forloop%` declaration, you should update it to follow the new format defined in `Multi.frag`. This new shader uses a function called `getSampler` instead. Please see the shader code and update your own shaders accordingly. You can also see the documentation for the MultiPipeline for details. * The `Multi.frag` shader now uses a `highp` precision instead of `mediump`. * The `WebGL.Utils.checkShaderMax` function will no longer use a massive if/else glsl shader check and will instead rely on the value given in `gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS)`. * The `WebGL.Utils.parseFragmentShaderMaxTextures` function no longer supports the `%forloop%` declaration. * The internal WebGL Utils function `GenerateSrc` has been removed as it's no longer required internally. ### New Features - Matter Physics v0.18 We have updated the version of Matter Physics to the latest v0.18 release. This is a big jump and brings with it quite a few internal changes to Matter. The following are the differences we have identified in this release: * Up to ~40% performance improvement (on average measured over all examples, in Node on a Mac Air M1) * Replaces `Matter.Grid` with a faster and more efficient broadphase in `Matter.Detector`. * Reduced memory usage and garbage collection. * Resolves issues in `Matter.SAT` related to collision reuse. * Removes performance issues from `Matter.Grid`. * Improved collision accuracy. * `MatterPhysics.collision` is a new reference to the `Collision` module, which now handles all Matter collision events. * `MatterPhysics.grid` has been removed as this is now handled by the `Collision` module. * `MatterPhysics.sat` has been removed as this is now handled by the `Collision` module. * The `Matter.Body.previousPositionImpulse` property has been removed as it's no longer used. ### New Features * `ScaleManager.getViewPort` is a new method that will return a Rectangle geometry object that matches the visible area of the screen (thanks @rexrainbow) * When starting a Scene and using an invalid key, Phaser will now raise a console warning informing you of this, instead of silently failing. Fix #5811 (thanks @ubershmekel) * `GameObjects.Layer.addToDisplayList` and `removeFromDisplayList` are new methods that allows for you to now add a Layer as a child of another Layer. Fix #5799 (thanks @samme) * `GameObjects.Video.loadURL` has a new optional 4th parameter `crossOrigin`. This allows you to specify a cross origin request type when loading the video cross-domain (thanks @rmartell) * You can now set `loader.imageLoadType: "HTMLImageElement"` in your Game Configuration and the Phaser Loader will use an Image Tag to load all images, rather than XHR and a Blob object which is the default. This is a global setting, so all file types that use images, such as Atlas or Spritesheet, will be changed via this flag (thanks @hanzooo) * You can now control the drawing offset of tiles in a Tileset using the new optional property `Tileset.tileOffset` (which is a Vector2). This property is set automatically when Tiled data is parsed and found to contain it. Fix #5633 (thanks @moJiXiang @kainage) * You can now set the alpha value of the Camera Flash effect before running it, where-as previously it was always 1 (thanks @kainage) * The `Tilemap.createFromObjects` method has been overhauled to support typed tiles from the Tiled Map Editor (https://doc.mapeditor.org/en/stable/manual/custom-properties/#typed-tiles). It will now also examine the Tileset to inherit properties based on the tile gid. It will also now attempt to use the same texture and frame as Tiled when creating the object (thanks @lackhand) * `TweenManager.reset` is a new method that will take a tween, remove it from all internal arrays, then seek it back to its start and set it as being active. * The `Video` config will now detect for `x-m4v` playback support for video formats and store it in the `Video.m4v` property. This is used automatically by the `VideoFile` file loader. Fix #5719 (thanks @patrickkeenan) * The `KeyboardPlugin.removeKey` method has a new optional parameter `removeCapture`. This will remove any keyboard capture events for the given Key. Fix #5693 (thanks @cyantree) * The `KeyboardPlugin.removeAllKeys` method has a new optional parameter `removeCapture`. This will remove any keyboard capture events for all of the Keys owned by the plugin. * `WebGLShader.fragSrc` is a new property that holds the source of the fragment shader. * `WebGLShader.vertSrc` is a new property that holds the source of the vertex shader. * `WebGLShader#.createProgram` is a new method that will destroy and then re-create the shader program based on the given (or stored) vertex and fragment shader source. * `WebGLShader.setBoolean` is a new method that allows you to set a boolean uniform on a shader. * `WebGLPipeline.setBoolean` is a new method that allows you to set a boolean uniform on a shader. * `Phaser.Scenes.Systems.getStatus` is a new method that will return the current status of the Scene. * `Phaser.Scenes.ScenePlugin.getStatus` is a new method that will return the current status of the given Scene. * `Math.LinearXY` is a new function that will interpolate between 2 given Vector2s and return a new Vector2 as a result (thanks @GregDevProjects) * `Curves.Path.getCurveAt` is a new method that will return the curve that forms the path at the given location (thanks @natureofcode) * You can now use any `Shape` Game Object as a Geometry Mask. Fix #5900 (thanks @rexrainbow) * `Mesh.setTint` is a new method that will set the tint color across all vertices of a Mesh (thanks @rexrainbow) * `Mesh.tint` is a new setter that will set the tint color across all vertices of a Mesh (thanks @rexrainbow) * `Mesh.clearTint` is a new method that will clear the tint from all vertices of a Mesh (thanks @rexrainbow) * You can now use dot notation as the datakey when defining a Loader Pack File (thanks @rexrainbow) * `Vector2.project` is a new method that will project the vector onto the given vector (thanks @samme) ### Geom Updates The following are API-breaking, in that a new optional parameter has been inserted prior to the output parameter. If you use any of the following functions, please update your code: * The `Geom.Intersects.GetLineToLine` method has a new optional parameter `isRay`. If `true` it will treat the first line parameter as a ray, if false, as a line segment (the default). * The `Geom.Intersects.GetLineToPoints` method has a new optional parameter `isRay`. If `true` it will treat the line parameter as a ray, if false, as a line segment (the default). * The `Geom.Intersects.GetLineToPolygon` method has a new optional parameter `isRay`. If `true` it will treat the line parameter as a ray, if false, as a line segment (the default). * `Geom.Intersects.GetRaysFromPointToPolygon` uses the new `isRay` parameter to enable this function to work fully again. ### Loader Updates * `MultiFile.pendingDestroy` is a new method that is called by the Loader Plugin and manages preparing the file for deletion. It also emits the `FILE_COMPLETE` and `FILE_KEY_COMPLETE` events, fixing a bug where `MultiFile` related files, such as an Atlas JSON or a Bitmap Font File, wouldn't emit the `filecomplete` events for the parent file, only for the sub-files. This means you can now listen for the file completion event for `multiatlas` files, among others. * `MultiFile.destroy` is a new method that clears down all external references of the file, helping free-up resources. * `File.addToCache` no longer calls `File.pendingDestroy`, instead this is now handled by the Loader Plugin. * There is a new File constant `FILE_PENDING_DESTROY` which is used to ensure Files aren't flagged for destruction more than once. * `LoaderPlugin.localSchemes` is a new array of scheme strings that the Loader considers as being local files. This is populated by the new `Phaser.Core.Config#loaderLocalScheme` game / scene config property. It defaults to `[ 'file://', 'capacitor://' ]` but additional schemes can be defined or pushed onto this array. Based on #6010 (thanks @kglogocki) ### Updates * When you try to use a frame that is missing on the Texture, it will now give the key of the Texture in the console warning (thanks @samme) * The `Display.Masks.BitmapMask` `destroy` method will now remove the context-lost event handler. * The `hitArea` parameter of the `GameObjects.Zone.setDropZone` method is now optional and if not given it will try to create a hit area based on the size of the Zone Game Object (thanks @rexrainbow) * `BitmapMask.scene` is a new property that allows the Bitmap Mask to reference the Scene it was created in. * The `DOMElement.preUpdate` method has been removed. If you overrode this method, please now see `preRender` instead. * `DOMElement.preRender` is a new method that will check parent visibility and improve its behavior, responding to the parent even if the Scene is paused or the element is inactive. Dom Elements are also no longer added to the Scene Update List. Fix #5816 (thanks @prakol16 @samme) * Phaser 3 is now built with webpack 5 and all related packages have been updated. * Previously, an Array Matrix would enforce it had more than 2 rows. This restriction has been removed, allowing you to define and rotate single-row array matrices (thanks @andriibarvynko) * The Gamepad objects now have full TypeScript definitions thanks to @sylvainpolletvillard * Lots of configuration objects now have full TypeScript definitions thanks to @16patsle * `Particle.fire` will now throw an error if the particle has no texture frame. This prevents an uncaught error later when the particle fails to render. Fix #5838 (thanks @samme @monteiz) * `ParticleEmitterManager.setEmitterFrames` will now print out console warnings if an invalid texture frame is given, or if no texture frames were set. Fix #5838 (thanks @samme @monteiz) * `SceneManager.stop` and `sleep` will now ignore the call if the Scene has already been shut down, avoiding potential problems with duplicate event handles. Fix #5826 (thanks @samme) * Removed the `Tint` and `Flip` components from the `Camera` class. Neither were ever used internally, or during rendering, so it was just confusing having them in the API. * A new `console.error` will be printed if the `File`, `MultiFile`, `JSONFile` or `XMLFile` fail to process or parse correctly, even if they manage to load. Fix #5862 #5851 (thanks @samme @ubershmekel) * The `ScriptFile` Loader File Type has a new optional parameter: `type`. This is a string that controls the type attribute of the `