## Version 3.60.0 - Miku - in development ### New Features - ESM Support Phaser 3.60 uses the new release of Webpack 5 in order to handle the builds. The configurations have been updated to follow the new format this upgrade introduced. As a bonus, Webpack 5 also bought a new experimental feature called 'output modules', which will take a CommonJS code-base, like Phaser uses and wrap the output in modern ES Module declarations. We are now using this as part of our build. You will find in the `dist` folder a new `phaser.esm.js` file, which is also linked in from our `package.json` module property. Using this build you can access any of the Phaser modules directly via named imports, meaning you can code like this: ```js import { AUTO, Scene, Game } from './phaser.esm.js'; class Test extends Scene { constructor () { super(); } create () { this.add.text(10, 10, 'Welcome to Phaser ESM'); } } const config = { type: AUTO, width: 800, height: 600, parent: 'phaser-example', scene: [ Test ] }; const game = new Game(config); ``` Note that we're importing from the local esm bundle. By using this approach you don't need to even use a bundler for quick local prototyping or testing, you can simply import and code directly. The dist folder still also contains `phaser.js` which, as before, uses a UMD export. Because the Webpack feature is experimental we won't make the ESM version the default just yet, but if you're curious and want to explore, please go ahead! ### 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) * The Spine Plugin `add` and `make` functions didn't clear and rebind the WebGL pipeline. This could cause two different visual issues: The first is that a Phaser Game Object (such as a Sprite) could be seen to change its texture to display the Spine atlas texture instead for a single frame, and then on the next pass revert back to normal again. The second issue is that if the Spine skeleton wasn't added to the display list, but just created (via `addToScene: false`) then the Sprite would take on the texture frame entirely from that point on. Fix #6362 (thanks @frissonlabs) * Previously, it wasn't possible for multiple Spine Atlases to use PNGs with the exact same filename, even if they were in different folders. The `SpineFile` loader has now been updated so that the always-unique Spine key is pre-pended to the filename, for example if the key was `bonus` and the PNG in the atlas was `coin.png` then the final key (as stored in the Texture Manager) is now `bonus:coin.png`. The `SpinePlugin.getAtlasCanvas` and `getAtlasWebGL` methods have been updated to reflect this change. Fix #6022 (thanks @orjandh) * If a `SpineContainer` had a mask applied to it and the next immediate item on the display list was another Spine object (outside of the Container) then it would fail to rebind the WebGL pipeline, causing the mask to break. It will now rebind the renderer at the end of the SpineContainer batch, no matter what, if it has a mask. Fix #5627 (thanks @FloodGames) ### New Features - Plane Game Object Phaser v3.60 contains 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. The Plane can then be manipulated in 3D space, with rotation across all 3 axis. This allows you to create effects not possible with regular Sprites, such as perspective distortion. You can also adjust the vertices on a per-vertex basis. Plane data becomes part of the WebGL batch, just like standard Sprites, so doesn't introduce any additional shader overhead. Because the Plane just generates vertices into the WebGL batch, like any other Sprite, you can use all of the common Game Object components on a Plane too, such as a custom pipeline, mask, blend mode or texture. You can use the `uvScroll` and `uvScale` methods to adjust the placement and scaling of the texture if this Plane is using a single texture, and not a frame from a texture atlas or sprite sheet. The Plane Game Object also has the Animation component, allowing you to play animations across the Plane just as you would with a Sprite. As of Phaser 3.60 this Game Object is WebGL only. Please see the new examples and documentation for how to use it. ### New Features - Nine Slice Game Object Phaser v3.60 contains 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. The texture you provide for this Game Object should be based on the following layout structure: ``` A B +---+----------------------+---+ C | 1 | 2 | 3 | +---+----------------------+---+ | | | | | 4 | 5 | 6 | | | | | +---+----------------------+---+ D | 7 | 8 | 9 | +---+----------------------+---+ ``` When changing this objects width and / or height: areas 1, 3, 7 and 9 (the corners) will remain unscaled areas 2 and 8 will be stretched horizontally only areas 4 and 6 will be stretched vertically only area 5 will be stretched both horizontally and vertically You can also create a 3 slice Game Object: This works in a similar way, except you can only stretch it horizontally. Therefore, it requires less configuration: ``` A B +---+----------------------+---+ | | | | C | 1 | 2 | 3 | | | | | +---+----------------------+---+ ``` When changing this objects width (you cannot change its height) areas 1 and 3 will remain unscaled area 2 will be stretched horizontally The above configuration concept is adapted from the Pixi NineSlicePlane. To specify a 3 slice object instead of a 9 slice you should only provide the `leftWidth` and `rightWidth` parameters. To create a 9 slice you must supply all parameters. The _minimum_ width this Game Object can be is the total of `leftWidth` + `rightWidth`. The _minimum_ height this Game Object can be is the total of `topHeight` + `bottomHeight`. If you need to display this object at a smaller size, you can scale it. In terms of performance, using a 3 slice Game Object is the equivalent of having 3 Sprites in a row. Using a 9 slice Game Object is the equivalent of having 9 Sprites in a row. The vertices of this object are all batched together and can co-exist with other Sprites and graphics on the display list, without incurring any additional overhead. As of Phaser 3.60 this Game Object is WebGL only. Please see the new examples and documentation for how to use it. ### New Features - Pre FX Pipeline * 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.isPreFX` 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 Pre 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 `PreFX` 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 Pre 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 Pre 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 Pre FX pipelines and not typically called directly. * The `WebGLPipeline.setTime` method has a new optional parameter `shader`, which allows you to control the shader on which the time value is set. * If you add `#define SHADER_NAME` to the start of your shader then it will be picked up as the `WebGLShader` name during the `setShadersFromConfig` process within `WebGLPipeline`. * Calling `setPostPipeline` on a Game Object will now pass the `pipelineData` configuration object (if provided) to the pipeline instance being created. * `PipelineManager.getPostPipeline` now has an optional 3rd parameter, a `config` object that is passed to the pipeline instance in its constructor, which can be used by the pipeline during its set-up. ### 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. * `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 - Updated Particle System The Particle system has been mostly rewritten to give it a much needed overhaul. This makes the API cleaner, the Game Objects a lot more memory efficient and also introduces several great new features. In order to do this, we had to make some breaking changes. The largest being the way in which particles are now created. Previously when you used the `this.add.particles` command it would create a `ParticleEmitterManager` instance. You would then use this to create an Emitter, which would actually emit the particles. While this worked and did allow a Manager to control multiple emitters we found that in discussion developers seldom used this feature and it was common for a Manager to own just one single Emitter. In order to streamline memory and the display list we have removed the `ParticleEmitterManager` entirely. When you call `this.add.particles` you're now creating a `ParticleEmitter` instance, which is being added directly to the display list and can be manipulated just like any other Game Object, i.e. scaled, rotated, positioned, added to a Container, etc. It now extends the `GameObject` base class, meaning it's also an event emitter, which allowed us to create some handy new events for particles. So, to create an emitter, you now give it an xy coordinate, a texture and an emitter configuration object (you can also set this later, but most commonly you'd do it on creation). I.e.: ```js const emitter = this.add.particles(100, 300, 'flares', { frame: 'red', angle: { min: -30, max: 30 }, speed: 150 }); ``` This will create a 'red flare' emitter at 100 x 300. Prior to 3.60 it would have looked like: ```js const manager = this.add.particles('flares'); const emitter = manager.createEmitter({ x: 100, y: 300, frame: 'red', angle: { min: -30, max: 30 }, speed: 150 }); ``` The change is quite subtle but makes a big difference internally. The biggest real change is with the particle x/y coordinates. It's important to understand that if you define x/y coordinates within the emitter configuration, they will be relative to those given in the `add.particles` call: ```js const emitter = this.add.particles(100, 300, 'flares', { x: 100, y: 100, frame: 'red', angle: { min: -30, max: 30 }, speed: 150 }); ``` In the above example the particles will emit from 200 x 400 in world space, because the emitter is at 100 x 300 and the particles emit from an offset of 100 x 100. By making this change it now means you're able to do things like tween the x/y coordinates of the emitter (something you couldn't do before), or add a single emitter to a Container. Other new features include: #### Animated Particles The Particle class now has an instance of the `Animation State` component within it. This allows a particle to play an animation when it is emitted, simply by defining it in the emitter config. For example, this will make each particle play the 'Prism' animation on emission: ```js const emitter = this.add.particles(400, 300, 'gems', { anim: 'prism' ... }); ``` You can also allow it to select a random animation by providing an array: ```js const emitter = this.add.particles(400, 300, 'gems', { anim: [ 'prism', 'square', 'ruby', 'square' ] ... }); ``` You've also the ability to cycle through the animations in order, so each new particle gets the next animation in the array: ```js const emitter = this.add.particles(400, 300, 'gems', { anim: { anims: [ 'prism', 'square', 'ruby', 'square' ], cycle: true } ... }); ``` Or even set a quantity. For example, this will emit 10 'prism' particles, then 10 'ruby' particles and then repeat: ```js const emitter = this.add.particles(400, 300, 'gems', { anim: { anims: [ 'prism', 'ruby' ], cycle: true, quantity: 10 } ... }); ``` The Animations must have already been created in the Global Animation Manager and must use the same texture as the one bound to the Particle Emitter. Aside from this, you can still control them in the same way as any other particle - scaling, tinting, rotation, alpha, lifespan, etc. #### Fast Forward Particle Time * You can now 'fast forward' a Particle Emitter. This can be done via either the emitter config, using the new `advance` property, or by calling the new `ParticleEmitter.fastForward` method. If, for example, you have an emitter that takes a few seconds to 'warm up' and get all the particles into position, this allows you to 'fast forward' the emitter to a given point in time. The value is given in ms. All standard emitter events and callbacks are still handled, but no rendering takes place during the fast-forward until it has completed. * The `ParticleEmitter.start` method has a new optional parameter `advance` that allows you to fast-forward the given amount of ms before the emitter starts flowing. #### Particle Interpolation * It's now possible to create a new Interpolation EmitterOp. You do this by providing an array of values to interpolate between, along with the function name: ```js const emitter = this.add.particles(0, 0, 'texture', { x: { values: [ 50, 500, 200, 800 ], interpolation: 'catmull' } ... }); ``` This will interpolate the `x` property of each particle through the data set given, using a catmull rom interpolation function. You can also use `linear` or `bezier` functions. Interpolation can be combined with an `ease` type, which controls the progression through the time value. The related `EmitterOpInterpolationConfig` types have also been added. #### Particle Emitter Duration * The Particle Emitter config has a new optional parameter `duration`: ```js const emitter = this.add.particles(0, 0, 'texture', { speed: 24, lifespan: 1500, duration: 500 }); ``` This parameter is used for 'flow' emitters only and controls how many milliseconds the emitter will run for before automatically turning itself off. * `ParticleEmitter.duration` is a new property that contains the duration that the Emitter will emit particles for in flow mode. * The `ParticleEmitter.start` method has a new optional parameter `duration`, which allows you to set the emitter duration when you call this method. If you do this, it will override any value set in the emitter configuration. * The `ParticleEmitter.stop` method has a new optional parameter `kill`. If set it will kill all alive particles immediately, rather than leaving them to die after their lifespan expires. #### Stop After a set number of Particles * The Particle Emitter config has a new optional `stopAfter` property. This, combined with the `frequency` property allows you to control exactly how many particles are emitted before the emitter then stops: ```js const emitter = this.add.particles(0, 0, 'texture', { x: { start: 400, end: 0 }, y: { start: 300, end: 0 }, lifespan: 3000, frequency: 250, stopAfter: 6, quantity: 1 }); ``` In the above code the emitter will launch 1 particle (set by the `quantity` property) every 250 ms (set by the `frequency` property) and move it to xy 0x0. Once it has fired 6 particles (the `stopAfter` property) the emitter will stop and emit the `COMPLETE` event. * The `stopAfter` counter is reset each time you call the `start` or `flow` methods. #### Particle Hold * You can configure a Particle to be frozen or 'held in place' after it has finished its lifespan for a set number of ms via the new `hold` configuration option: ```js const emitter = this.add.particles(0, 0, 'texture', { lifespan: 2000, scale: { start: 0, end: 1 }, hold: 1000 ... }); ``` The above will scale a Particle in from 0 to 1 over the course of its lifespan (2 seconds). It will then `hold` it on-screen for another second (1000 ms) before the Emitter recycles it and removes it from display. #### Particle Emitter Events * The Particle Emitter will now fire 5 new events. Listen for the events as follows: ```js const emitter = this.add.particles(0, 0, 'flares'); emitter.on('start', (emitter) => { // emission started }); emitter.on('explode', (emitter, particle) => { // emitter 'explode' called }); emitter.on('deathzone', (emitter, particle, deathzone) => { // emitter 'death zone' called }); emitter.on('stop', (emitter) => { // emission has stopped }); emitter.on('complete', (emitter) => { // all particles fully dead }); ``` * The `Particles.Events.START` event is fired whenever the Emitter begins emission of particles in flow mode. A reference to the `ParticleEmitter` is included as the only parameter. * The `Particles.Events.EXPLODE` event is fired whenever the Emitter explodes a bunch of particles via the `explode` method. A reference to the `ParticleEmitter` and a reference to the most recently fired `Particle` instance are the two parameters. * The `Particles.Events.DEATH_ZONE` event is fired whenever a Particle is killed by a Death Zone. A reference to the `ParticleEmitter`, the killed `Particle` and the `DeathZone` that caused it are the 3 parameters. * The `Particles.Events.STOP` event is fired whenever the Emitter finishes emission of particles in flow mode. This happens either when you call the `stop` method, or when an Emitter hits its duration or stopAfter limit. A reference to the `ParticleEmitter` is included as the only parameter. * The `Particles.Events.COMPLETE` event is fired when the final alive particle expires. #### Multiple Emit Zones * In v3.60 a Particle Emitter can now have multiple emission zones. Previously, an Emitter could have only a single emission zone. The zones can be created either via the Emitter Config by passing an array of zone objects, or via the new `ParticleEmitter.addEmitZone` method: ```js const circle = new Phaser.Geom.Circle(0, 0, 160); const emitter = this.add.particles(400, 300, 'metal'); emitter.addEmitZone({ type: 'edge', source: circle, quantity: 64 }); ``` * When an Emitter has more than one emission zone, the Particles will cycle through the zones in sequence. For example, an Emitter with 3 zones would emit its first particle from zone 1, the second from zone 2, the third from zone 3, the fourth from zone 1, etc. * You can control how many particles are emitted from a single zone via the new `total` property. `EdgeZone.total` and `RandomZone.total` are new properties that control the total number of particles the zone will emit, before passing control over to the next zone in the list, if any. The default is -1. * Because an Emitter now supports multiple Emit Zones, the method `setEmitZone` now performs a different task than before. It's now an alias for `addEmitZone`. This means if you call it multiple times, it will add multiple zones to the emitter, where-as before it would just replace the zone each time. * `ParticleEmitter#removeEmitZone` is a new method that allows you to remove an Emit Zone from an Emitter without needing to modify the internal zones array. * `ParticleEmitter.getEmitZone` is a new method that Particles call when they are 'fired' in order to set their starting position, if any. * The property `ParticleEmitter.emitZone` has been removed. It has been replaced with the new `ParticleEmitter.emitZones` array-based property. #### Multiple Death Zones * In v3.60 a Particle Emitter can now have multiple death zones. Previously, an Emitter could have only a single death zone. The zones can be created either via the Emitter Config by passing an array of zone objects, or via the new `ParticleEmitter.addDeathZone` method: ```js const circle = new Phaser.Geom.Circle(0, 0, 160); const emitter = this.add.particles(400, 300, 'metal'); emitter.addDeathZone({ type: 'onEnter', source: circle }); ``` * When an Emitter has more than one Death Zone, the Particles will check themselves against all of the Death Zones, to see if any of them kills them. * Because an Emitter now supports multiple Emit Zones, the method `setEmitZone` now performs a different task than before. It's now an alias for `addEmitZone`. This means if you call it multiple times, it will add multiple zones to the emitter, where-as before it would just replace the zone each time. * `ParticleEmitter#removeDeathZone` is a new method that allows you to remove a Death Zone from an Emitter without needing to modify the internal zones array. * `ParticleEmitter.getDeathZone` is a new method that Particles call when they are updated in order to check if they intersect with any of the Death Zones. * The property `ParticleEmitter.deathZone` has been removed. It has been replaced with the new `ParticleEmitter.deathZones` array-based property. #### Particle Colors * You can now specify a new `color` property in the Emitter configuration. This takes the form of an array of hex color values that the particles will linearly interpolate between during theif lifetime. This allows you to now change the color of a particle from birth to death, which gives you far more control over your emitter visuals than ever before. You'd use it as follows: ```js const flame = this.add.particles(150, 550, 'flares', { frame: 'white', color: [ 0xfacc22, 0xf89800, 0xf83600, 0x9f0404 ], colorEase: 'quad.out', lifespan: 2400, angle: { min: -100, max: -80 }, scale: { start: 0.70, end: 0, ease: 'sine.out' }, speed: 100, advance: 2000, blendMode: 'ADD' }); ``` Here you can see the array of 4 colors it will interpolate through. * The new `colorEase` configuration property allows you to define the ease used to calculate the route through the interpolation. This can be set to any valid ease string, such as `sine.out` or `quad.in`, etc. If left undefined it will use `linear` as default. * `EmitterColorOp` is a brand new Emitter Op class that specifically controls the handling of color values, it extends `EmitterOp` and uses the same methods but configured for faster color interpolation. * If you define `color` in your config it will override any Emitter tint values you may have set. In short, use `color` if you wish to adjust the color of the particles during their lifespan and use `tint` if you wish to modify either the entire emitter at once, or the color of the particles on birth only. * `ParticleEmitter.particleColor` is a new property that allows you to get and set the particle color op value. * `ParticleEmitter.colorEase` is a new property that allows you to get and set the ease function used by the color op. #### Particle Sort Order * You now have much more control over the sorting order of particles in an Emitter. You can set the new `ParticleEmitter.sortProperty` and `sortOrderAsc` properties to set how (and if) particles should be sorted prior to rendering. For example, setting `sortProperty` to `y` would mean that the particles will be sorted based on their y value prior to rendering. The sort order controls the order in which the particles are rendered. For example: ```js const emitter = this.add.particles(100, 300, 'blocks', { frame: 'redmonster', lifespan: 5000, angle: { min: -30, max: 30 }, speed: 150, frequency: 200 }); emitter.setSortProperty('y', true); ``` * The new `ParticleEmitter.setSortProperty` method allows you to modify the sort property and order at run-time. * The new `ParticleEmitter.setSortCallback` method allows you to set a callback that will be invoked in order to sort the particles, rather than using the built-in one. This gives you complete freedom over the logic applied to particle render sorting. #### Particle Bounds, Renderer Culling and Overlap * Particles now have the ability to calculate their bounding box, based on their position, scale, rotation, texture frame and the transform of their parent. You can call the new `Particle.getBounds` method to return the bounds, which also gets stored in the new `Particle.bounds` Rectangle property. * `ParticleEmitter.getBounds` is a new method that will return the bounds of the Emitter based on all currently active particles. Optional parameters allow you to pad out the bounds and/or advance time in the particle flow, to allow for a more accurate overall bounds generation. * `ParticleEmitter.viewBounds` is a new property that is a Geom Rectangle. Set this Rectangle to define the overall area the emitter will render to. If this area doesn't intersect with the Camera then the emitter will be culled from rendering. This allows you to populate large Scenes with active emitters that don't consume rendering resources even though they are offscreen. Use the new `getBounds` method to help define the `viewBounds` area. * `ParticleEmitter.overlap` is a new method that will run a rectangle intersection test against the given target and all alive particles, returning those that overlap in an array. The target can be a Rectangle Geometry object or an Arcade Physics Body. * `Particle.kill` is a new method that will set the life of the particle to zero, forcing it to be immediately killed on the next Particle Emitter update. * `ParticleEmitter.getWorldTransformMatrix` is a new method that allows a Particle Emitter to calculate its world transform, factoring in any parents. * `ParticleEmitter.worldMatrix` is a new property that holds a TransformMatrix used for bounds calculations. #### Particle Emitter Bounds * Prior to v3.60 a Particle Emitter had a `bounds` property. This was a Rectangle and if a Particle hit any of its edges it would rebound off it based on the Particles `bounce` value. In v3.60 this action has been moved to a Particle Processor. You can still configure the bounds via the Emitter config using the `bounds` property, as before. And you can configure which faces collide via the `collideLeft` etc properties. However, the following internal changes have taken place: * `ParticleBounds` is a new Particle Processor class that handles updating the particles. * The `ParticleEmitter.setBounds` method has been replaced with `ParticleEmitter.addParticleBounds` which now returns a new `ParticleBounds` Particle Processor instance. * The `ParticleEmitter.bounds` property has been removed. Please see the `addParticleBounds` method if you wish to retain this object. * The `ParticleEmitter.collideLeft` property has been removed. It's now part of the `ParticleBounds` Particle Processor. * The `ParticleEmitter.collideRight` property has been removed. It's now part of the `ParticleBounds` Particle Processor. * The `ParticleEmitter.collideTop` property has been removed. It's now part of the `ParticleBounds` Particle Processor. * The `ParticleEmitter.collideBottom` property has been removed. It's now part of the `ParticleBounds` Particle Processor. * The `Particle.checkBounds` method has been removed as it's now handled by the Particle Processors. #### Particle Processors * `ParticleProcessor` is a new base class that you can use to create your own Particle Processors, which are special processors capable of manipulating the path of Particles based on your own logic or math. It provides the structure required to handle the processing of particles and should be used as a base for your own classes. * `GravityWell` now extends the new `ParticleProcessor` class. * `ParticleEmitter.addParticleProcessor` is a new method that allows you to add a Particle Processor instance to the Emitter. The old `createGravityWell` method now uses this. * `ParticleEmitter.removeParticleProcessor` is a new method that will remove a Particle Processor from an Emitter. * `ParticleEmitter.processors` is a new List property that contains all of the Particle Processors belonging to the Emitter. * The `ParticleEmitter.wells` property has been removed. You should now use the new `processors` property instead, they are functionally identical. * `ParticleProcessor.update` is the method that handles all of the particle manipulation. It now has a new 4th parameter `t` that is the normalized lifespan of the Particle being processed. #### Particle System EmitterOp Breaking Changes and Updates: All of the following properties have been replaced on the `ParticleEmitter` class. Previously they were `EmitterOp` instances. They are now public getter / setters, so calling, for example, `emitter.particleX` will now return a numeric value - whereas before it would return the `EmitterOp` instance. This gives developers a lot more freedom when using Particle Emitters. Before v3.60 it was impossible to do this, for example: ```js this.tweens.add({ targets: emitter, particleX: 400 }); ``` I.e. you couldn't tween an emitters particle spawn position by directly accessing its x and y properties. However, now that all EmitterOps are getters, you're free to do this, allowing you to be much more creative and giving a nice quality-of-life improvement. If, however, your code used to access EmitterOps, you'll need to change it as follows: ```js // Phaser 3.55 emitter.x.onChange(value) // Phaser 3.60 emitter.particleX = value // Phaser 3.55 let x = emitter.x.propertyValue // Phaser 3.60 let x = emitter.particleX // Phaser 3.55 emitter.x.onEmit() emitter.x.onUpdate() // Phaser 3.60 emitter.ops.x.onEmit() emitter.ops.x.onUpdate() ``` All of following EmitterOp functions can now be found in the new `ParticleEmitter.ops` property and have been replaced with getters: * accelerationX * accelerationY * alpha * angle * bounce * color * delay * lifespan * maxVelocityX * maxVelocityY * moveToX * moveToY * quantity * rotate * scaleX * scaleY * speedX * speedY * tint * x * y Which means you can now directly access, modify and tween any of the above emitter properties at run-time while the emitter is active. Another potentially breaking change is the removal of two internal private counters. These should never have been used directly anyway, but they are: * `ParticleEmitter._counter` - Now available via `ParticleEmitter.flowCounter` * `ParticleEmitter._frameCounter` - Now available via `ParticleEmitter.frameCounter` * `EmitterOp._onEmit` is a new private reference to the emit callback function, if specified in the emitter configuration. It is called by the new `EmitterOp.proxyEmit` method, to ensure that the Emitter `current` property remains current. * `EmitterOp._onUpdate` is a new private reference to the update callback function, if specified in the emitter configuration. It is called by the new `EmitterOp.proxyUpdate` method, to ensure that the Emitter `current` property remains current. * `EmitterOp.destroy` is a new method that nulls all references. This is called automatically when a `ParticleEmitter` is itself destroyed. #### Further Particle System Updates and Fixes: * The Particle `DeathZone.willKill` method now takes a `Particle` instance as its only parameter, instead of x and y coordinates, allowing you to perform more complex checks before deciding if the Particle should be killed, or not. * The `Particle.resetPosition` method has been renamed to `setPosition` and it now takes optional x/y parameters. If not given, it performs the same task as `resetPosition` did in earlier versions. * The `ParticleEmitter` class now has the `AlphaSingle` Component. This allows you to call `setAlpha` on the Emitter instance itself and have it impact all particles being rendered by it, allowing you to now 'fade in/out' a whole Emitter. * Setting `frequency` wasn't working correctly in earlier versions. It should allow you to specify a time, in ms, between which each 'quantity' of particles is emitted. However, the `preUpdate` loop was calculating the value incorrectly. It will now count down the right amount of time before emiting another batch of particles. * Calling `ParticleEmitter.start` wouldn't reset the `_frameCounter` value internally, meaning the new emission didn't restart from the first texture frame again. * `ParticleEmitter.counters` is a new Float32Array property that is used to hold all of the various internal counters required for emitter operation. Both the previous `_counter` and `_frameCounter` properties have been merged into this array, along with new ones required for new features. * The WebGL Renderer will now use the new `setQuad` feature of the Transform Matrix. This vastly reduces the amount of math and function calls per particle, from 8 down to 1, increasing performance. * Particles with a scaleX or scaleY value of zero will no longer be rendered. * `ParticleEmitter.preDestroy` is a new method that will now clean-up all resources and internal arrays and destroy all Particles that the Emitter owns and clean-up all external references. * `Particle.destroy` is a new method that will clean up all external references and destroy the Animation State controller. * The `ParticleEmitter._frameLength` property is now specified on the class, rather than added dynamically at run-time, helping preserve class shape. * The `ParticleEmitter.defaultFrame` property has been removed as it's not required. * Calling `ParticleEmitter.setFrame` no longer resets the internal `_frameCounter` value to zero. Instead, the counter comparison has been hardened to `>=` instead of `===` to allow this value to change mid-emission and never reach the total. * The `ParticleEmitter.configFastMap` property has been moved to a local var within the `ParticleEmitter` JS file. It didn't need to be a property on the class itself, reducing the overall size of the class and saving memory. * The `ParticleEmitter.configOpMap` property has been moved to a local var within the `ParticleEmitter` JS file. It didn't need to be a property on the class itself, reducing the overall size of the class and saving memory. * `Particle.scene` is a new property that references the Scene the Particle Emitter belongs to. * `Particle.anims` is a new property that is an instance of the `AnimationState` component. * `Particle.emit` is a new proxy method that passes all Animation related events through to the Particle Emitter Manager to emit, as Particles cannot emit events directly. * `Particle.isCropped` is a new read-only property. Do not modify. * `Particle.setSizeToFrame` is a new internal NOOP method. Do not call. * `ParticleEmitter.anims` is a new property that contains the Animation keys that can be assigned to Particles. * `ParticleEmitter.currentAnim` is a new property that contains the index of the current animation, as tracked in cycle playback. * `ParticleEmitter.randomAnim` is a new boolean property that controls if the animations are selected randomly, or in a cycle. * `ParticleEmitter.animQuantity` is a new property that controls the number of consecutive particles that are emitted with the current animation. * `ParticleEmitter.counters` is a new internal Float32Array that holds all the counters the Emitter uses. * `ParticleEmitter.getAnim` is a new method, called by Particles when they are emitted, that will return the animation to use, if any. * `ParticleEmitter.setAnim` is a new method, called with the Emitter Manager, that sets the animation data into the Emitter. * The `Particles.EmitterOp.toJSON` method will now JSON stringify the property value before returning it. * `Particles.EmitterOp.method` is a new property that holds the current operation method being used. This is a read-only numeric value. * `Particles.EmitterOp.active` is a new boolean property that defines if the operator is alive, or not. This is now used by the Emitter instead of nulling Emitter properties, helping maintain class shape. * `Particles.EmitterOp.getMethod` is a new internal method that returns the operation function being used as a numeric value. This is then cached in the `method` property. * The `Particles.EmitterOp.setMethods` method has been updated so it now has a non-optional 'method' parameter. It has also been rewritten to be much more efficient, now being just a single simple select/case block. * The `Particles.EmitterOp.onChange` method will now use the cached 'method' property to avoid running through the `setMethods` function if not required, allowing each Particle EmitterOp to skip a huge chunk of code. * We've also greatly improved the documentation around the Particle classes. * `ParticleEmitter.setConfig` is a new method that allows you to set the configuration of the Emitter. Previously this was known as `fromJSON`. * The `ParticleEmitter.setPosition` method no longer changes the position of the particle emission point, but of the Emitter itself. * The `ParticleEmitter.setBounds` method has been renamed to `setParticleBounds`. * The `ParticleEmitter.setSpeed` method has been renamed to `setParticleSpeed`. * The `ParticleEmitter.setScale` method has been renamed to `setParticleScale` as `setScale` will now set the scale of the whole Emitter. * The `ParticleEmitter.setScaleX` and `setScaleY` methods have been removed. Please use `setParticleScale`. * The `ParticleEmitter.setGravity` method has been renamed to `setParticleGravity`. * The `ParticleEmitter.setGravityX` and `setGravityY` methods have been removed. Please use `setParticleGravity`. * The `ParticleEmitter.setAlpha` method has been renamed to `setParticleAlpha` as `setAlpha` will now set the alpha of the whole Emitter. * The `ParticleEmitter.setTint` method has been renamed to `setParticleTint`. * The `ParticleEmitter.setLifespan` method has been renamed to `setParticleLifespan`. * The `ParticleEmitter.on` property has been renamed to `emitting` to avoid conflicts with the Event Emitter. * The `ParticleEmitter.x` property has been renamed to `particleX` and is a new EmitterOp capable of being tweened. * The `ParticleEmitter.y` property has been renamed to `particleY` and is a new EmitterOp capable of being tweened. * The `ParticleEmitter.scaleX` property has been renamed to `particleScaleX` and is a new EmitterOp capable of being tweened. * The `ParticleEmitter.scaleY` property has been renamed to `particleScaleY` and is a new EmitterOp capable of being tweened. * The `ParticleEmitter.tint` property has been renamed to `particleTint` and is a new EmitterOp capable of being tweened. * The `ParticleEmitter.alpha` property has been renamed to `particleAlpha` and is a new EmitterOp capable of being tweened. * The `ParticleEmitter.angle` property has been renamed to `particleAngle` and is a new EmitterOp capable of being tweened. * The `ParticleEmitter.rotate` property has been renamed to `particleRotate` and is a new EmitterOp capable of being tweened. ### New Features - Vastly Improved Mobile Performance and WebGL Pipeline Changes TODO #### WebGL Renderer Updates Due to all of the changes with how WebGL texture batching works a lot of mostly internal methods and properties have been removed. This is the complete list: * The `WebGLRenderer.currentActiveTexture` property has been removed. * The `WebGLRenderer.startActiveTexture` property has been removed. * The `WebGLRenderer.tempTextures` property has been removed. * The `WebGLRenderer.textureZero` property has been removed. * The `WebGLRenderer.normalTexture` property has been removed. * The `WebGLRenderer.textueFlush` property has been removed. * The `WebGLRenderer.isTextureClean` property has been removed. * The `WebGLRenderer.setBlankTexture` method has been removed. * The `WebGLRenderer.setTextureSource` method has been removed. * The `WebGLRenderer.isNewNormalMap` method has been removed. * The `WebGLRenderer.setTextureZero` method has been removed. * The `WebGLRenderer.clearTextureZero` method has been removed. * The `WebGLRenderer.setNormalMap` method has been removed. * The `WebGLRenderer.clearNormalMap` method has been removed. * The `WebGLRenderer.unbindTextures` method has been removed. * The `WebGLRenderer.resetTextures` method has been removed. * The `WebGLRenderer.setTexture2D` method has been removed. * The `WebGLRenderer.pushFramebuffer` method has had the `resetTextures` argument removed. * The `WebGLRenderer.setFramebuffer` method has had the `resetTextures` argument removed. * The `WebGLRenderer.popFramebuffer` method has had the `resetTextures` argument removed. * The `WebGLRenderer.deleteTexture` method has had the `reset` argument removed. * The `Textures.TextureSource.glIndex` property has been removed. * The `Textures.TextureSource.glIndexCounter` property has been removed. Previously, `WebGLRenderer.whiteTexture` and `WebGLRenderer.blankTexture` had a data-type of `WebGLTexture` but they were actually `Phaser.Textures.Frame` instances. This has now been corrected and the two properties are now actually `WebGLTexture` instances, not Frames. If your code relies on this mistake being present, please adapt it. * The `RenderTarget` class will now create a Framebuffer that includes a Depth Stencil Buffer attachment by default. Previously, it didn't. By attaching a stencil buffer it allows things like Geometry Masks to work in combination with Post FX and other Pipelines. Fix #5802 (thanks @mijinc0) * When calling `PipelineManager.clear` and `rebind` it will now check if the vao extension is available, and if so, it'll bind a null vertex array. This helps clean-up from 3rd party libs that don't do this directly, such as ThreeJS. * The `mipmapFilter` property in the Game Config now defaults to '' (an empty string) instead of 'LINEAR'. The WebGLRenderer has been updated so that it will no longer create mipmaps at all with a default config. This potential saves a lot of VRAM (if your game has a lot of power-of-two textures) where before it was creating mipmaps that may never have been used. However, you may notice scaling doesn't look as crisp as it did before if you were using this feature without knowing it. To get it back, just add `mipmapFilter: 'LINEAR'` to your game config. Remember, as this is WebGL1 it _only_ works with power-of-two sized textures. #### Mobile Pipeline * The Mobile Pipeline is a new pipeline that extends the Multi Tint pipeline, but uses customized shaders and a single-bound texture specifically for mobile GPUs. This should restore mobile performance back to the levels it was around v3.22, before Multi Tint improved it all for desktop at the expense of mobile. * `shaders/Mobile.vert` and `shaders/Mobile.frag` are the two shaders used for the Mobile Pipeline. * `PipelineManager#MOBILE_PIPELINE` is a new constant-style reference to the Mobile Pipeline instance. * `autoMobilePipeline` is a new Game Configuration boolean that toggles if the Mobile Pipeline should be automatically deployed, or not. By default it is enabled, but you can set it to `false` to force use of the Multi Tint pipeline (or if you need more advanced conditions to check when to enable it) * `defaultPipeline` is a new Game Configuration property that allows you to set the default Game Object Pipeline. This is set to Multi Tint as standard, but you can set it to your own pipeline from this value. * `PipelineManager.default` is a new propery that is used by most Game Objects to determine which pipeline they will init with. * `PipelineManager.setDefaultPipeline` is a new method that allows you to change the default Game Object pipeline. You could use this to allow for more fine-grained conditional control over when to use Multi or Mobile (or another pipeline) * The `PipelineManager.boot` method is now passed the default pipeline and auto mobile setting from the Game Config. #### Multi Tint Pipeline * The `batchLine` method in the Multi Pipeline will now check to see if the dxdy len is zero, and if so, it will abort drawing the line. This fixes issues on older Android devices, such as the Samsung Galaxy S6 or Kindle 7, where it would draw erroneous lines leading up to the top-left of the canvas under WebGL when rendering a stroked rounded rectangle. Fix #5429 (thanks @fkoch-tgm @sreadixl) * The `Multi.frag` shader now uses a `highp` precision, or `mediump` if the device doesn't support it (thanks @arbassic) * 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 internal WebGL Utils function `GenerateSrc` has been removed as it's no longer required internally. * Previously, the Multi Tint methods `batchSprite`, `batchTexture`, `batchTextureFrame` and `batchFillRect` would all make heavy use of the `TransformMatrix.getXRound` and `getYRound` methods, which in turn called `getX` and `getY` and applied optional rounding to them. This is all now handled by one single function (`setQuad`) with no branching, meaning rendering one single sprite has cut down 16 function calls and 48 getters to just 1 function. #### Lights Pipeline * The Light fragment shader will now use the `outTintEffect` attribute meaning the Light Pipeline will now correctly light both tinted and fill-tinted Game Objects. Fix #5452 (thanks @kainage) * The Light Pipeline will now check to see if a Light2D enabled Game Object has a parent Container, or not, and factor the rotation and scale of this into the light calculation. Fix #6086 (thanks @irongaze) * The Light Pipeline no longer creates up to `maxLights` copies of the Light shader on boot. Previously it would then pick which shader to use, based on the number of visible lights in the Scene. Now, the number of lights is passed to the shader and branches accordingly. This means rather than compiling _n_ shaders on boot, it now only ever needs to create one. * You can now have no lights in a Scene, but the Scene will still be impacted by the ambient light. Previously, you always needed at least 1 light to trigger ambient light (thanks jstnldrs) * The `Light.frag` shader now uses a new `uLightCount` uniform to know when to stop iterating through the max lights. * The `LightPipeline.LIGHT_COUNT` constant has been removed as it's not used internally. * The `LightPipeline` previous created a global level temporary vec2 for calculations. This is now part of the class as the new `tempVec2` property. #### Removed - Graphics Pipeline The WebGL Graphics Pipeline has been removed. This pipeline wasn't used in v3.55, as all Graphics rendering is handled by the MultiTint pipeline, for better batching support. No Phaser Game Objects use the Graphics pipeline any longer, so to save space it has been removed and is no longer installed by the Pipeline Manager. ### 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 - New Tween Manager TODO - TweenData to class TODO - TweenData and Tween State methods TODO - CONST removals The Phaser 3.60 Tween system has been rewritten to help with performance, resolve some of its lingering issues and unifies the Tween events and callbacks. The following are breaking changes: * Tween Timelines have been removed entirely. Due to the way they were implemented they tended to cause a range of esoteric timing bugs which were non-trivial to resolve. To that end, we made the decision to remove Timelines entirely and introduced the ability to chain tweens together using the new `chain` method. This should give most developers the same level of sequencing they had using Timelines, without the timing issues. * The `Tween.seek` method used to take a value between 0 and 1, based on how far through the Tween you wished to seek. However, it did not work with infinitely looping or repeating Tweens and would crash the browser tab. The new `seek` method takes a value in milliseconds instead and works perfectly on infinite Tweens. * When creating a Tween, you can no longer pass a function for the following properties: `duration`, `hold`, `repeat` and `repeatDelay`. These should be numbers only. You can, however, still provide a function for `delay`, to keep it compatible with the StaggerBuilder. * The `TweenManager#getAllTweens` method has been renamed to `TweenManager#getTweens`. Functionally, it is the same. * The property and feature `Tween.useFrames` has been removed and is no longer a valid Tween Config option. Tweens are now entirely millisecond based. * The `TweenOnUpdateCallback` now has the following parameters: `tween`, `targets`, `key` (the property being tweened), `current` (the current value of the property), `previous` (the previous value of the property) and finally any of the params that were passed in the `onUpdateParams` array when the Tween was created. * The `TweenOnYoyoCallback` now has the following parameters: `tween`, `targets`, `key` (the property being tweened), `current` (the current value of the property), `previous` (the previous value of the property) and finally any of the params that were passed in the `onYoyoParams` array when the Tween was created. * The `TweenOnRepeatCallback` now has the following parameters: `tween`, `targets`, `key` (the property being tweened), `current` (the current value of the property), `previous` (the previous value of the property) and finally any of the params that were passed in the `onRepeatParams` array when the Tween was created. * `Tween.stop` has had the `resetTo` parameter removed from it. Calling `stop` on a Tween will now prepare the tween for immediate destruction. If you only wish to pause the tween, see `Tween.pause` instead. * Tweens will now be automatically destroyed by the Tween Manager upon completion. This helps massively in reducing stale references and memory consumption. However, if you require your Tween to live-on, even after playback, then you can now specify a new `persists` boolean flag when creating it, or toggle the `Tween.persist` property before playback. This will force the Tween to _not_ be destroyed by the Tween Manager, allowing you to replay it at any later point. The trade-off is that _you_ are now entirely responsible for destroying the Tween when you are finished with it, in order to free-up resources. * All of the 'Scope' tween configuration callback properties have been removed, including `onActiveScope`, `onCompleteScope`, `onLoopScope`, `onPauseScope`, `onRepeatScope`, `onResumeScope`, `onStartScope`, `onStopScope`, `onUpdateScope` and `onYoyoScope`. You should set the `callbackScope` property instead, which will globally set the scope for all callbacks. You can also set the `Tween.callbackScope` property. The following are to do with the new Chained Tweens feature: * `TweenManager.chain` - TODO * `Tween.getChainedTweens` is a new method that will return all of the tweens in a chained sequence, starting from the point of the Tween this is called on. * `TweenManager.getChainedTweens(tween)` is a new method that will return all of the tweens in a chained sequence, starting from the given tween. * You can now specify a target property as 'random' to have the Tween pick a random float between two given values, for example: `alpha: 'random(0.25, 0.75)'`. If you wish to force it to select a random integer, use 'int' instead: `x: 'int(300, 600)'`. The following are further updates within the Tween system: * `TweenManager.add` and `TweenManager.create` can now optionally take an array of Tween Configuration objects. Each Tween will be created, added to the Tween Manager and then returned in an array. You can still pass in a single config if you wish. * `Tween.pause` is a new method that allows you to pause a Tween. This will emit the PAUSE event and, if set, fire the `onPause` callback. * `Tween.resume` is a new method that allows you to resume a paused Tween. This will emit the RESUME event and, if set, fire the `onResume` callback. * There is a new `TweenOnPauseCallback` available when creating a Tween (via the `onPause` property). This comes with associated `onPauseParams` and `onPauseScope` properties, too, like all other callbacks and can also be added via the `Tween.setCallbacks` method. This callback is invoked if you pause the Tween. * There is a new `TweenOnResumeCallback` available when creating a Tween (via the `onResume` property). This comes with associated `onResumeParams` and `onResumeScope` properties, too, like all other callbacks and can also be added via the `Tween.setCallbacks` method. This callback is invoked if you resume a previously paused Tween. * The property value of a Tween can now be an array, i.e. `x: [ 100, 300, 200, 600 ]` in which case the Tween will use interpolation to determine the value. * You can now specify an `interpolation` property in the Tween config to set which interpolation method the Tween will use if an array of numeric values have been given as the tween value. Valid values includes `linear`, `bezier` and `catmull` (or `catmullrom`), or you can provide your own function to use. * You can now specify a `scale` property in a Tween config and, if the target _does not_ have a `scale` property itself (i.e. a GameObject) then it will automatically apply the value to both `scaleX` and `scaleY` together during the tween. This is a nice short-cut way to tween the scale of Game Objects by only specifying one property, instead of two. * `killTweensOf(targets)` now supports deeply-nested arrays of items as the `target` parameter. Fix #6016 (thanks @michalfialadev) * `killTweensOf(target)` did not stop target tweens if called immediately after tween creation. Fix #6173 (thanks @michalfialadev) * It wasn't possible to resume a Tween that was immediately paused after creation. Fix #6169 (thanks @trynx) * Calling `Tween.setCallback()` without specifying the `params` argument would cause an error invoking the callback params. This parameter is now fully optional. Fix #6047 (thanks @orcomarcio) * Calling `Tween.play` immediately after creating a tween with `paused: true` in the config wouldn't start playback. Fix #6005 (thanks @MartinEyebab) * Fixed an issue where neither Tweens or Timelines would factor in the Tween Manager `timeScale` value unless they were using frame-based timing instead of delta timing. * The first parameter to `Tween.seek`, `toPosition` now defaults to zero. Previously, you had to specify a value. * The `TweenBuilder` now uses the new `GetInterpolationFunction` function internally. * The `TweenBuilder` has been optimized to perform far less functions when creating the TweenData instances. * The keyword `interpolation` has been added to the Reserved Words list and Defaults list (it defaults to `null`). * The keyword `persists` has been added to the Reserved Words list and Defaults list (it defaults to `false`). * `Tween.initTweenData` is a new method that handles the initialisation of all the Tween Data and Tween values. This replaces what took place in the `init` and `seek` methods previously. This is called automatically and should not usually be invoked directly. * The internal `Tween.calcDuration` method has been removed. This is now handled as part of the `initTweenData` call. * Fixed a bug where setting `repeat` and `hold` would cause the Tween to include one final hold before marking itself as complete. It now completes as soon as the final repeat concludes, not after an addition hold. ### New Features - Dynamic Textures and Render Textures A Dynamic Texture is a special texture that allows you to draw textures, frames and most kind of Game Objects directly to it. You can take many complex objects and draw them to this one texture, which can then be used as the base texture for other Game Objects, such as Sprites. Should you then update this texture, all Game Objects using it will instantly be updated as well, reflecting the changes immediately. It's a powerful way to generate dynamic textures at run-time that are WebGL friendly and don't invoke expensive GPU uploads on each change. Before Phaser 3.60 this was known as a Render Texture. Dynamic Textures have been optimized and also offer the following new features and updates. All of these are also available to the new Render Texture, via the `texture` property: * `TextureManager.addDynamicTexture(key, width, height)` is a new method that will create a Dynamic Texture and store it in the Texture Manager, available globally for use by any Game Object. * Unlike the old Render Texture, Dynamic Texture extends the native `Phaser.Texture` class, meaning you can use it for any texture based object and also call all of the native Texture methods, such as the ability to add frames to it, use it as the backing source for a sprite sheet or atlas, and more. * Dynamic Textures no longer create both Render Targets _and_ Canvas objects, only the one that they require based on the renderer. This means Render Textures and Dynamic Textures now use 50% less memory under WebGL and don't create Canvas DOM elements. * You can now directly use a Dynamic Texture as the source for a Bitmap Mask. * Game Objects that have a mask will now reflect this when drawn to a Dynamic Texture. * `DynamicTexture.isDrawing` is a new boolean that allows you to tell if a batch draw has been started and is in process. * `DynamicTexture.isSpriteTexture` is a new boolean that informs the texture if it is being used as a backing texture for Sprite Game Objects, or not. If it is (which is the default) then items drawn to the texture are automatically inversed. Doing this ensures that images drawn to the Render Texture are correctly inverted for rendering in WebGL. Not doing so can cause inverted frames. If you use this method, you must use it before drawing anything to the Render Texture. Fix #6057 #6017 (thanks @andymikulski @Grandnainconnu) * `DynamicTexture.setIsSpriteTexture` is a new method that allows you to toggle the `isSpriteTexture` property in a chained manner. * `DynamicTexture.renderTarget` is a new property that holds an instance of a RenderTarget under WebGL. This encompasses a framebuffer and backing texture, rather than having them split. * `DynamicTexture.stamp` is a new method that takes a given texture key and then stamps it at the x/y coordinates provided. You can also pass in a config object that gives a lot more control, such as alpha, tint, angle, scale and origin of the stamp. This is a much cleaner way of stamping a texture to the DynamicTexture without having to first turn it into a Game Object. * `DynamicTexture.repeat` is a new method that will take a given texture and draw it to the Dynamic Texture as a fill-pattern. You can control the offset, width, height, alpha and tint of the draw (thanks xlapiz) * `batchGameObject` now splits based on the renderer, allowing us to combine lots of the rendering code together, saving space. * The `snapshot` and `snapshotPixel` methods now use the `snapshotArea` method to reduce code and filesize. * The `snapshotPixel` function, used by the Canvas and WebGL Renderers and the RenderTexture would mistakenly divide the alpha value. These values now return correctly (thanks @samme) * `DynamicTexture.batchTextureFrame` will now skip the `drawImage` call in canvas if the frame width or height are zero. Fix #5951 (thanks @Hoshinokoe) * Using `DynamicTexture.fill` in CANVAS mode only would produce a nearly always black color due to float conversion (thanks @andymikulski) * Using `DynamicTexture.fill` in CANVAS mode only, after using the `erase` method, wouldn't reset the global composite operation correctly, resulting in fills. Fix #6124 (thanks @mateuszkmiecik) * Drawing a frame via `draw`, `drawFrame` or `batchDrawFrame` and specifying a `tint` value would inverse the Red and Blue channels. These are now handled properly. Fix #5509 (thanks @anthonygood) Due to the creation of the Dynamic Texture class, we have completely revamped the old Render Texture Game Object. This is now a combination of a Dynamic Texture and an Image Game Object, that uses the Dynamic Texture to display itself with. In versions of Phaser before 3.60 a Render Texture was the only way you could create a texture like this, that had the ability to be drawn on. But in 3.60 we split the core functions out to the Dynamic Texture class as it made a lot more sense for them to reside in there. As a result, the Render Texture is now a light-weight shim that sits on-top of an Image Game Object and offers proxy methods to the features available from a Dynamic Texture. Render Texture breaking changes: * Render Textures used to be able to take `key` and `frame` arguments in their constructors, which would take the texture from the Texture Manager and use that instance, instead of creating a new one. Because Dynamic Textures are always stored in the Texture Manager from the beginning, there is no need to specify these arguments. You can just get it from the Texture Manager by using its key. * The following `RenderTexture` properties have changed: * `renderer` is now available via `texture.renderer`. * `textureManager` has been removed. * `globalTint` has been removed. * `globalAlpha` has been removed. * `canvas` is now available via `texture.canvas`. * `context` is now available via `texture.context`. * `dirty` is now available via `texture.dirty`. * `camera` is now available via `texture.camera`. * `renderTarget` is now available via `texture.renderTarget`. * `origin` is now (0.5, 0.5) by default instead of (0, 0). * The following `RenderTexture` methods have changed: * `drawGameObject` has been removed, this is now handled by the batch methods. * `resize` has been renamed. Use `setSize(width, height)` instead. * `setGlobalTint` has been removed as it's no longer used internally. * `setGlobalAlpha` has been removed as it's no longer used internally. * `batchGameObjectWebGL` has been removed, now handled by `batchGameObject`. * `batchGameObjectCanvas` has been removed, now handled by `batchGameObject`. **When should you use a Render Texture vs. a Dynamic Texture?** You should use a Dynamic Texture if the texture is going to be used by multiple Game Objects, or you want to use it across multiple Scenes, because textures are globally stored. You should use a Dynamic Texture if the texture isn't going to be displayed in-game, but is instead going to be used for something like a mask or shader. You should use a Render Texture if you need to display the texture in-game on a single Game Object, as it provides the convenience of wrapping an Image and Dynamic Texture together for you. ### Post Pipeline Updates In order to add clarity in the codebase we have created a new `PostPipeline` Component and moved all of the relevant functions from the `Pipeline` component in to it. This leads to the following changes: * `PostPipeline` is a new Game Object Component that is now inherited by all Game Objects that are capable of using it. * Game Objects with the `PostPipeline` component now have a new property called `postPipelineData`. This object is used for storing Post Pipeline specific data in. Previously, both regular and post pipelines used the same `pipelineData` object, but this has now been split up for flexibility. * The `Pipeline.resetPipeline` method no longer has its first `resetPostPipelines` argument. It now has just one argument `resetData` so please be aware of this if you call this function anywhere in your code. * `PostPipeline.initPostPipeline` is a new method that should be called by any Game Object that supports Post Pipelines. * The following Game Objects now have the new `PostPipeline` Component exclusively: `Container` and `Layer`. ### Input System Updates There are breaking changes from previous versions of Phaser. * The `InteractiveObject.alwaysEnabled` property has been removed. It is no longer checked within the `InputPlugin` and setting it will have no effect. This property has not worked correctly since version 3.52 when the new render list was implemented. Upon further investigation we decided to remove the property entirely, rather than shoe-horn it into the render list. If you need to create a non-rendering Interactive area, use the Zone Game Object instead. ### Bitmap Mask Updates There are breaking changes from previous versions of Phaser. * Previously, every unique Bitmap Mask would create two full renderer sized framebuffers and two corresponding WebGL textures for them. The Bitmap Mask would listen for resize events from the renderer and then re-create these framebuffers accordingly. However, as the Bitmap Mask pipeline would clear and re-render these framebuffers every single frame it made no sense to have them use such large amounts of GPU memory. As of 3.60, the WebGL Renderer creates and manages two RenderTargets which all Bitmap Masks now use. If you previously used multiple Bitmap Masks in your game this change will dramatically reduce memory consumption at no performance cost. * The Bitmap Mask constructor is now capable of creating an Image Game Object from the new optional arguments: `x, y, texture, frame` if no masked object is provided. * The Bitmap Mask now registers itself with the Game Object Factory. This means you can do `this.add.bitmapMask()` from within a Scene, for easier creation. * Due to the change in ownership of the framebuffers, the following properties have been removed from the BitmapMask class: `renderer`, `maskTexture`, `mainTexture`, `dirty`, `mainFramebuffer` and `maskFramebuffer`. The following methods have also been removed: `createMask` and `clearMask`. * The `WebGLRenderer` has 2 new properties: `maskSource` and `maskTarget`. These are the new global mask framebuffers. * `WebGLRenderer.beginBitmapMask` is a new method that starts the process of using the mask target framebuffer for drawing. This is called by the `BitmapMaskPipeline`. * `WebGLRenderer.drawBitmapMask` is a new method that completes the process of rendering using the mask target framebuffer. This is called by the `BitmapMaskPipeline`. * The `BitmapMaskPipeline` now hands over most control of the framebuffers to the WebGLRenderer. * The `GameObjects.Components.Mask.createBitmapMask` method can now accept the `x`, `y`, `texture` and `frame` parameters new to the BitmapMask constructor. * Previously, calling `createBitmapMask` on a Shape Game Object would fail unless you passed the shape to the method. Now, it will correctly create a mask from the Shape without needing to pass it. Fix #5976 (thanks @samme) ### TimeStep Updates * You can now enforce an FPS rate on your game by setting the `fps: { limit: 30 }` value in your game config. In this case, it will set an fps rate of 30. This forces Phaser to not run the game step more than 30 times per second (or whatever value you set) and works for both Request Animation Frame and SetTimeOut. * `TimeStep._limitRate` is a new internal private property allowing the Timestep to keep track of fps-limited steps. * `TimeStep.hasFpsLimit` is a new internal boolean so the Timestep knows if the step is fps rate limited, or not. * There is now a `TimeStep.step` method and `TimeStep.setLimitFPS` method. Which one is called depends on if you have fps limited your game, or not. This switch is made internally, automatically. * `TimeStep.smoothDelta` is a new method that encapsulates the delta smoothing. * `TimeStep.updateFPS` is a new method that calculates the moving frame rate average. * `TimeStep.wake` will now automatically reset the fps limits and internal update counters. * `TimeStep.destroy` will now call `RequestAnimationFrame.destroy`, properly cleaning it down. * `RequestAnimationFrame.step` will now no longer call `requestAnimationFrame` if `isRunning` has been set to `false` (via the `stop` method) * The `TimeStep` no longer calculates or passes the `interpolation` value to Game.step as it was removed several versions ago, so is redundant. * The `RequestAnimationFrame.tick` property has been removed as it's no longer used internally. * The `RequestAnimationFrame.lastTime` property has been removed as it's no longer used internally. * The `RequestAnimationFrame` class no longer calculates the tick or lastTime values and doesn't call `performance.now` as these values were never used internally and were not used by the receiving callback either. * The `RequestAnimationFrame.target` property has been renamed to `delay` to better describe what it does. * The TimeStep would always allocate 1 more entry than the `deltaSmoothingMax` value set in the game config. This is now clamped correctly (thanks @vzhou842) ### New Features * The Arcade Physics World has a new property `tileFilterOptions` which is an object passed to the `GetTilesWithin` methods used by the Sprite vs. Tilemap collision functions. These filters dramatically reduce the quantity of tiles being checked for collision, potentially saving thousands of redundant math comparisons from taking place. * The `Graphics.strokeRoundedRect` and `fillRoundedRect` methods can now accept negative values for the corner radius settings, in which case a concave corner is drawn instead (thanks @rexrainbow) * `AnimationManager.getAnimsFromTexture` is a new method that will return all global Animations, as stored in the Animation Manager, that have at least one frame using the given Texture. This will not include animations created directly on local Sprites. * `BitmapText.setLineSpacing` is a new method that allows you to set the vertical spacing between lines in multi-line BitmapText Game Objects. It works in the same was as spacing for Text objects and the spacing value can be positive or negative. See also `BitmapText.lineSpacing` for the property rather than the method. * `WebGLPipeline.vertexAvailable` is a new method that returns the number of vertices that can be added to the current batch before it will trigger a flush. * The `Tilemap` and `TilemapLayer` classes have a new method `getTileCorners`. This method will return an array of Vector2s with each entry corresponding to the corners of the requested tile, in world space. This currently works for Orthographic and Hexagonal tilemaps. * `BaseSoundManager.getAllPlaying` is a new method that will return all currently playing sounds in the Sound Manager. * `Animation.showBeforeDelay` is a new optional boolean property you can set when creating, or playing an animation. If the animation has a delay before playback starts this controls if it should still set the first frame immediately, or after the delay has expired (the default). * `InputPlugin.resetPointers` is a new method that will loop through all of the Input Manager Pointer instances and reset them all. This is useful if a 3rd party component, such as Vue, has stolen input from Phaser and you need to reset its input state again. * `Pointer.reset` is a new method that will reset a Pointer instance back to its 'factory' settings. * When using `Group.createMultiple` it will now skip the post-creations options if they are not set in the config object used, or a Game Object constructor. Previously, things like alpha, position, etc would be over-written by the defaults if they weren't given in the config, but now the method will check to see if they are set and only use them if they are. This is a breaking change, but makes it more efficient and flexible (thanks @samme) * When running a Scene transition there is a new optional callback `onStart`, which is passed the parameters `fromScene`, `toScene` and `duration` allowing you to consolidate transition logic into a single callback, rather than split across the start and end events (thanks @rexrainbow) * `TextureManager.silentWarnings` is a new boolean property that, when set, will prevent the Texture Manager from emiting any warnings or errors to the console in the case of missing texture keys or invalid texture access. The default is to display these warnings, this flag toggles that. * `TextureManager.parseFrame` is a new method that will return a Texture Frame instance from the given argument, which can be a string, array, object or Texture instance. * `GameConfig.stableSort` and `Device.features.stableSort` is a new property that will control if the internal depth sorting routine uses our own StableSort function, or the built-in browser `Array.sort`. Only modern browsers have a _stable_ `Array.sort` implementation, which Phaser requires. Older ones need to use our function instead. Set to 0 to use the legacy version, 1 to use the ES2019 version or -1 to have Phaser try and detect which is best for the browser (thanks @JernejHabjan) * `Device.es2019` is a new boolean that will do a basic browser type + version detection to see if it supports ES2019 features natively, such as stable array sorting. * All of the following Texture Manager methods will now allow you to pass in a Phaser Texture as the `source` parameter: `addSpriteSheet`, `addAtlas`, `addAtlasJSONArray`, `addAtlasJSONHash`, `addAtlasXML` and `addAtlasUnity`. This allows you to add sprite sheet or atlas data to existing textures, or textures that came from external sources, such as SVG files, canvas elements or Dynamic Textures. * `Game.pause` is a new method that will pause the entire game and all Phaser systems. * `Game.resume` is a new method that will resume the entire game and resume all of Phaser's systems. * `Game.isPaused` is a new boolean that tracks if the Game loop is paused, or not (and can also be toggled directly) * `ScaleManager.getViewPort` is a new method that will return a Rectangle geometry object that matches the visible area of the screen, or the given Camera instance (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) * Experimental feature: The `TilemapLayer` now has the `Mask` component - meaning you can apply a mask to tilemaps (thanks @samme) * `TilemapLayer.setTint` is a new method that allows you to set the tint color of all tiles in the given area, optionally based on the filtering search options. This is a WebGL only feature. * `UtilityPipeline.blitFrame` has a new optional boolean parameter `flipY` which, if set, will invert the source Render Target while drawing it to the destination Render Target. * `GameObjects.Polygon.setTo` is a new method that allows you to change the points being used to render a Polygon Shape Game Object. Fix #6151 (thanks @PhaserEditor2D) * `maxAliveParticles` is a new Particle Emitter config property that sets the maximum number of _alive_ particles the emitter is allowed to update. When this limit is reached a particle will have to die before another can be spawned. * `Utils.Array.Flatten` is a new function that will return a flattened version of an array, regardless of how deeply-nested it is. * `GameObjects.Text.appendText` is a new method that will append the given text, or array of text, to the end of the content already stored in the Text object. * `Textures.Events.ADD_KEY` is a new event dispatched by the Texture Manager when a texture with the given key is added, allowing you to listen for the addition of a specific texture (thanks @samme) * `Textures.Events.REMOVE_KEY` is a new event dispatched by the Texture Manager when a texture with the given key is removed, allowing you to listen for the removal of a specific texture (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 * The `GameObject.getBounds` method will now return a `Geom.Rectangle` instance, rather than a plain Object (thanks @samme) * The `GetBounds.getCenter` method now has an optional `includeParent` argument, which allows you to get the value in world space. * The `MatterTileBody` class, which is created when you convert a Tilemap into a Matter Physics world, will now check to see if the Tile has `flipX` or `flipY` set on it and rotate the body accordingly. Fix #5893 (thanks @Olliebrown @phaserhelp) * The `BaseCamera` has had its `Alpha` component replaced with `AlphaSingle`. Previously you had access to properties such as `alphaTopLeft` that never worked, now it correctly has just a single alpha property (thanks @samme) * `Time.Clock.startTime` is a new property that stores the time the Clock (and therefore the Scene) was started. This can be useful for comparing against the current time to see how much real world time has elapsed (thanks @samme) * `ColorMatrix._matrix` and `_data` are now Float32Arrays. * Calling the `ColorMatrix.set`, `reset` and `getData` methods all now use the built-in Float32 Array operations, making them considerably faster. * `ColorMatrix.BLACK_WHITE` is a new constant used by blackwhite operations. * `ColorMatrix.NEGATIVE` is a new constant used by negative operations. * `ColorMatrix.DESATURATE_LUMINANCE` is a new constant used by desaturation operations. * `ColorMatrix.SEPIA` is a new constant used by sepia operations. * `ColorMatrix.LSD` is a new constant used by LSD operations. * `ColorMatrix.BROWN` is a new constant used by brown operations. * `ColorMatrix.VINTAGE` is a new constant used by vintage pinhole operations. * `ColorMatrix.KODACHROME` is a new constant used by kodachrome operations. * `ColorMatrix.TECHNICOLOR` is a new constant used by technicolor operations. * `ColorMatrix.POLAROID` is a new constant used by polaroid operations. * `ColorMatrix.SHIFT_BGR` is a new constant used by shift BGR operations. * If no Audio URLs match the given device a new warning is now displayed in the console (thanks @samme) * `Texture.has` will now return a strict boolean, rather than an object that can be cooerced into a boolean (thanks @samme) * The `CanvasTexture.draw` method has a new optional parameter `update` which allows you to control if the internal ImageData is recalculated, or not (thanks @samme) * The `CanvasTexture.drawFrame` method has a new optional parameter `update` which allows you to control if the internal ImageData is recalculated, or not (thanks @samme) * The `CanvasTexture.clear` method has a new optional parameter `update` which allows you to control if the internal ImageData is recalculated, or not (thanks @samme) * The `Game.registry`, which is a `DataManager` instance that can be used as a global store of game wide data will now use its own Event Emitter, instead of the Game's Event Emitter. This means it's perfectly safe for you to now use the Registry to emit and listen for your own custom events without conflicting with events the Phaser Game instance emits. * The `GenerateVerts` function has a new optional parameter `flipUV` which, if set, will flip the UV texture coordinates (thanks cedarcantab) * The `GenerateVerts` function no longer errors if the verts and uvs arrays are not the same size and `containsZ` is true (thanks cedarcantab) * The `Device.Browser` checks for Opera and Edge have been updated to use the more modern user agent strings those browsers now use. This breaks compatibility with really old versions of those browsers but fixes it for modern ones (which is more important) (thanks @ ArtemSiz) * The `SceneManager.processQueue` method will no longer `return` if a new Scene was added, after starting it. This allows any other queued operations to still be run in the same frame, rather than being delayed until the next game frame. Fix #5359 (thanks @telinc1) * `Camera.scrollX` and `scrollY` will now only set the `Camera.dirty` flag to `true` if the new value given to them is different from their current value. This allows you to use this property in your own culling functions. Fix #6088 (thanks @Waclaw-I) * `Face.update` is a new method that updates each of the Face vertices. This is now called internally by `Face.isInView`. * `Vertex.resize` is a new method that will set the position and then translate the Vertex based on an identity matrix. * The `Vertex.update` method now returns `this` to allow it to be chained. * You can now optionally specify the `maxSpeed` value in the Arcade Physics Group config (thanks @samme) * You can now optionally specify the `useDamping` boolean in the Arcade Physics Group config (thanks @samme) * Removed the `HexagonalTileToWorldY` function as it cannot work without an X coordinate. Use `HexagonalTileToWorldXY` instead. * Removed the `HexagonalWorldToTileY` function as it cannot work without an X coordinate. Use `HexagonalWorldToTileXY` instead. * Earcut has been updated to version 2.2.4. This release improves performance by 10-15% and fixes 2 rare race conditions that could leave to infinite loops. Earcut is used internally by Graphics and Shape game objects when triangulating polygons for complex shapes. * The `BaseSoundManager.getAll` method used to require a `key` parameter, to return Sounds matching the key. This is now optional and if not given, all Sound instances are returned. * The `WebAudioSoundManager` will now detect if the Audio Context enters a 'suspended' or 'interrupted' state as part of its update loop and if so it'll try to resume the context. This can happen if you change or disable the audio device, such as plugging in headphones with built-in audio drivers then disconnecting them, or swapping tabs on iOS. Fix #5353 (thanks @helloyoucan) * The `CONTEXT_RESTORED` Game Event has been removed and the WebGL Renderer no longer listens for the `contextrestored` DOM event, or has a `contextRestoredHandler` method. This never actually worked properly, in any version of Phaser 3 - although the WebGLRenderer would be restored, none of the shaders, pipelines or textures were correctly re-created. If a context is now lost, Phaser will display an error in the console and all rendering will halt. It will no longer try to re-create the context, leading to masses of WebGL errors in the console. Instead, it will die gracefully and require a page reload. * The `Text` and `TileSprite` Game Objects no longer listen for the `CONTEXT_RESTORED` event and have had their `onContextRestored` methods removed. * `Scenes.Systems.canInput` is a new internal method that determines if a Scene can receive Input events, or not. This is now used by the `InputPlugin` instead of the previous `isActive` test. This allows a Scene to emit and handle input events even when it is running `init` or `preload`. Previously, it could only do this after `create` had finished running. Fix #6123 (thanks @yaasinhamidi) * The `BitmapText` Game Object has two new read-only properties `displayWidth` and `displayHeight`. This allows the BitmapText to correctly use the `GetBounds` component. * The `BitmapText` Game Object now has the `GetBounds` component added to it, meaning you can now correctly get its dimensions as part of a Container. Fix #6237 (thanks @likwidgames) * `WebGLSnapshot` will now flip the pixels in the created Image element if the source was a framebuffer. This means grabbing a snapshot from a Dynamic or Render Texture will now correctly invert the pixels on the y axis for an Image. Grabbing from the game renderer will skip this. * `WebGLRenderer.snapshotFramebuffer` and by extension, the snapshot methods in Dynamic Textures and Render Textures, has been updated to ensure that the width and height never exceed the framebuffer dimensions, or it'll cause a runtime error. The method `snapshotArea` has had this limitation removed as a result, allowing you to snapshot areas that are larger than the Canvas. Fix #5707 (thanks @teng-z) * `Animation.stop` is always called when a new animation is loaded, regardless if the animation was playing or not and the `delayCounter` is reset to zero. This stops animations with delays preventing other animations from being started until the delay has expired. Fix #5680 (thanks @enderandpeter) * `ScaleManager.listeners` has been renamed to `domlisteners` to avoid conflicting with the EventEmitter listeners object. Fix #6260 (thanks @x-wk) * `Geom.Intersects.LineToLine` will no longer create an internal `Point` object, as it's not required internally (thanks @Trissolo) * The `tempZone` used by `GridAlign` has now had `setOrigin(0, 0)` applied to it. This leads to more accurate / expected zone placement when aligning grid items. * The `GetBitmapTextSize` function now includes an extra property in the resulting `BitmapTextCharacter` object called `idx` which is the index of the character within the Bitmap Text, without factoring in any word wrapping (thanks @JaroVDH) * `Camera.isSceneCamera` is a new boolean that controls if the Camera belongs to a Scene (the default), or a Texture. You can set this via the `Camera.setScene` method. Once set the `Camera.updateSystem` method is skipped, preventing the WebGL Renderer from setting a scissor every frame. * `Camera.preRender` will now apply `Math.floor` instead of `Math.round` to the values, keeping it consistent with the Renderer when following a sprite. * When rendering a Sprite with a Camera set to `roundPixels` it will now run `Math.floor` on the Matrix position, preventing you from noticing 'jitters' as much when Camera following sprites in heavily zoomed Camera systems. * `TransformMatrix.setQuad` is a new method that will perform the 8 calculations required to create the vertice positions from the matrix and the given values. The result is stored in the new `TransformMatrix.quad` Float32Array, which is also returned from this method. * `TransformMatrix.multiply` now directly updates the Float32Array, leading to 6 less getter invocations. * The `CameraManager.getVisibleChildren` method now uses the native Array filter function, rather than a for loop. This should improve performance in some cases (thanks @JernejHabjan) * `SceneManager.systemScene` is a new property that is set during the game boot and is a system Scene reference that plugins and managers can use, that lives outside of the Scene list. * The `TextureManager.get` methof can now accept a `Frame` instance as its parameter, which will return the frames parent Texture. * The `GameObject.setFrame` method can now accept a `Frame` instance as its parameter, which will also automatically update the Texture the Game Object is using. * `Device.safariVersion` is now set to the version of Safari running, previously it was always undefined. * 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 `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) * 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 `