43 KiB
Version 3.60.0 - Miku - in development
New Features - Sprite FX
- When defining the
renderTargets
in a WebGL Pipeline config, you can now set optionalwidth
andheight
properties, which will create a Render Target of that exact size, ignoring thescale
value (if also given). WebGLPipeline.isSpriteFX
is a new boolean property that defines if the pipeline is a Sprite FX Pipeline, or not. The default isfalse
.GameObjects.Components.FX
is a new component that provides access to FX specific propertis and methods. The Image and Sprite Game Objects have this component by default.fxPadding
and its related methodsetFXPadding
allow you to set extra padding to be added to the texture the Game Object renders with. This is especially useful for Sprite FX shaders that modify the sprite beyond its bounds, such as glow or shadow effects.- The
WebGLPipeline.setShader
method has a new optional parameterbuffer
that allows you to set the vertex buffer to be bound before the shader is activated. - The
WebGLPipeline.setVertexBuffer
method has a new optional parameterbuffer
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 parameterforceClamp
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 ofRenderTarget
objects that allSpriteFX
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 theRenderTarget
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 itsboot
method. These are sized incrementally from 32px and up (use theframeInc
value to alter this). These targets are shared by all Sprite FX Pipelines. PipelineManager.getRenderTarget
is a new method that will return the aRenderTarget
that best fits the dimensions given. This is typically called by Sprite FX Pipelines, rather than directly.PipelineManager.getSwapRenderTarget
is a new method that will return a 'swap'RenderTarget
that matches the size of the main target. This is called by Sprite FX pipelines and not typically called directly.PipelineManager.getAltSwapRenderTarget
is a new method that will return a 'alternative swap'RenderTarget
that matches the size of the main target. This is called by Sprite FX pipelines and not typically called directly.
New Features - Compressed Texture Support
Phaser 3.60 contains support for Compressed Textures. It can parse both KTX and PVR containers and within those has support for the following formats: ETC, ETC1, ATC, ASTC, BPTC, RGTC, PVRTC, S3TC and S3TCSRB. Compressed Textures differ from normal textures in that their structure is optimized for fast GPU data reads and lower memory consumption. Popular tools that can create compressed textures include PVRTexTool, ASTC Encoder and Texture Packer.
Compressed Textures are loaded using the new this.load.texture
method, which takes a texture configuration object that maps the formats to the files. The browser will then download the first file in the object that it knows it can support. You can also provide Texture Atlas JSON data, or Multi Atlas JSON data, too, so you can use compressed texture atlases. Currently, Texture Packer is the best tool for creating these type of files.
Development of this feature was kindly sponsored by Club Penguin Rewritten (https://cprewritten.net).
TextureSoure.compressionAlgorithm
is now populated with the compression format used by the texture.Types.Textures.CompressedTextureData
is the new compressed texture configuration object type.TextureManager.addCompressedTexture
is a new method that will add a compressed texture, and optionally atlas data into the Texture Manager and return aTexture
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 theCompressedTextureData
data objects and creates WebGL textures from them. WebGLRenderer.getCompressedTextures
is a new method that will populate theWebGLRenderer.compression
object and return its value. This is called automatically when the renderer boots.WebGLRenderer.getCompressedTextureName
is a new method that will return a compressed texture format GLenum based on the given format.
New Features - Multi Tint Pipeline
- If you have a customised Multi Tint Pipeline fragment shader that uses the
%forloop%
declaration, you should update it to follow the new format defined inMulti.frag
. This new shader uses a function calledgetSampler
instead of the often massive if/else glsl blocks from before. Please see the shader code and update your own shaders accordingly. - The
Multi.frag
shader now uses ahighp
precision instead ofmediump
. - The
WebGL.Utils.checkShaderMax
function will no longer use a massive if/else glsl shader check and will instead rely on the value given ingl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS)
. - The
WebGL.Utils.parseFragmentShaderMaxTextures
function no longer supports the%forloop%
declaration. - The internal WebGL Utils function
GenerateSrc
has been removed as it's no longer required internally.
New Features
ScaleManager.getViewPort
is a new method that will return a Rectangle geometry object that matches the visible area of the screen (thanks @rexrainbow)- When starting a Scene and using an invalid key, Phaser will now raise a console warning informing you of this, instead of silently failing. Fix #5811 (thanks @ubershmekel)
GameObjects.Layer.addToDisplayList
andremoveFromDisplayList
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 parametercrossOrigin
. 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)
Updates
- When you try to use a frame that is missing on the Texture, it will now give the key of the Texture in the console warning (thanks @samme)
- The
Display.Masks.BitmapMask
destroy
method will now remove the context-lost event handler. - The
hitArea
parameter of theGameObjects.Zone.setDropZone
method is now optional and if not given it will try to create a hit area based on the size of the Zone Game Object (thanks @rexrainbow) BitmapMask.scene
is a new property that allows the Bitmap Mask to reference the Scene it was created in.- The
DOMElement.preUpdate
method has been removed. If you overrode this method, please now seepreRender
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
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
andFlip
components from theCamera
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 theFile
,MultiFile
,JSONFile
orXMLFile
fail to process or parse correctly, even if they manage to load. Fix #5862 #5851 (thanks @samme @ubershmekel)
Bug Fixes
Animation.createFromAseprite
would calculate an incorrect frame duration if the frames didn't all have the same speed.- The URL scheme
capacitor://
has been added to the protocol check to prevent malformed double-urls in some environments (thanks @consolenaut) - Removed
Config.domBehindCanvas
property as it's never used internally. Fix #5749 (thanks @iamallenchang) dispatchTweenEvent
would overwrite one of the callback's parameters. This fix ensures thatTween.setCallback
now works consistently. Fix #5753 (thanks @andrei-pmbcn @samme)- The context restore event handler is now turned off when a Game Object is destroyed. This helps avoid memory leakage from Text and TileSprite Game Objects, especially if you consistently destroy and recreate your Game instance in a single-page app (thanks @rollinsafary-inomma @rexrainbow @samme)
- When the device does not support WebGL, creating a game with the renderer type set to
Phaser.WEBGL
will now fail with an error. Previously, it would fall back to Canvas. Now it will not fall back to Canvas. If you require that feature, use the AUTO render type. Fix #5583 (thanks @samme) - The
Tilemap.createFromObjects
method will now correctly place both tiles and other objects. Previously, it made the assumption that the origin was 0x1 for all objects, but Tiled only uses this for tiles and uses 0x0 for its other objects. It now handles both. Fix #5789 (thanks @samme) - The
CanvasRenderer.snapshotCanvas
method used an incorrect reference to the canvas, causing the operation to fail. It will now snapshot a canvas correctly. Fix #5792 #5448 (thanks @rollinsafary-inomma @samme @akeboshi1) - The
Tilemap.tileToWorldY
method incorrectly had the parametertileX
. It will worked, but didn't make sense. It is nowtileY
(thanks @mayacoda) - The
Tilemap.convertTilemapLayer
method would fail for isometric tilemaps by not setting the physic body alignment properly. It will now callgetBounds
correctly, allowing for use on non-orthagonal maps. Fix #5764 (thanks @mayacoda) - The
PluginManager.installScenePlugin
method will now check if the plugin is missing from the local keys array and add it back in, if it is (thanks @xiamidaxia) - The Spine Plugin would not work with multiple instances of the same game on a single page. It now stores its renderer reference outside of the plugin, enabling this. Fix #5765 (thanks @xiamidaxia)
- In Arcade Physics, Group vs. self collisions would cause double collision callbacks due to the use of the quad tree. For this specific conditions, the quad tree is now skipped. Fix #5758 (thanks @samme)
- During a call to
GameObject.Shapes.Rectangle.setSize
it will now correctly update the Rectangle object's display origin and default hitArea (thanks @rexrainbow) - The Arcade Physics Body will now recalculate its center after separation with a Tile in time for the values to be correct in the collision callbacks (thanks @samme)
- The
ParseTileLayers
function has been updated so that it no longer breaks when using a Tiled infinite map with empty chunks (thanks @jonnytest1) - The
PutTileAt
function will now set the Tile dimensions from the source Tileset, fixing size related issues when placing tiles manually. Fix #5644 (thanks @moJiXiang @stuffisthings) - The new
Tileset.tileOffset
property fixes an issue with drawing isometric tiles when an offset had been defined in the map data (thanks @moJiXiang) - Fixed issue in
Geom.Intersects.GetLineToLine
function that would fail with colinear lines (thanks @Skel0t) - The
CameraManager.destroy
function will now remove the Scale ManagerRESIZE
event listener created as part ofboot
, where-as before it didn't clean it up, leading to gc issues. Fix #5791 (thanks @liuhongxuan23) - With
roundPixels
set to true in the game or camera config, Sprites will no longer render at sub-pixel positions under CANVAS. Fix #5774 (thanks @samme) - The Camera will now emit
PRE_RENDER
andPOST_RENDER
events under the Canvas Renderer. Fix #5729 (thanks @ddanushkin) - The Multi Pipeline now uses
highp float
precision by default, instead ofmediump
. This fixes issues with strange blue 'spots' appearing under WebGL on some Android devices. Fix #5751 #5659 #5655 (thanks @actionmoon @DuncanPriebe @ddanushkin) - The
Tilemaps.Tile.getBounds
method would take acamera
parameter but then not pass it to the methods called internally, thus ignoring it. It now factors the camera into the returned Rectangle. Tilemap.createFromObjects
has had the rendering of Tiled object layers on isometric maps fixed. Objects contained in object layers generated by Tiled use orthogonal positioning even when the map is isometric and this update accounts for that (thanks @lfarroco)- Timers with very short delays (i.e. 1ms) would only run the callback at the speed of the frame update. It will now try and match the timer rate by iterating the calls per frame. Fix #5863 (thanks @rexrainbow)
- The
Text
,TileSprite
andRenderTexture
Game Objects would call the pre and post batch functions twice by mistake, potentially applying a post fx twice to them. ScaleManager.getParentBounds
will now also check to see if the canvas bounds have changed x or y position, and if so returntrue
, causing the Scale Manager to refresh all of its internal cached values. This fixes an issue where the canvas may have changed position on the page, but not its width or height, so a refresh wasn't triggered. Fix #5884 (thanks @jameswilddev)- The
SceneManager.bootScene
method will now always callLoaderPlugin.start
, even if there are no files in the queue. This means that the Loader will always dispatch itsSTART
andCOMPLETE
events, even if the queue is empty because the files are already cached. You can now rely on theSTART
andCOMPLETE
events to be fired, regardless, using them safely in your preload scene. Fix #5877 (thanks @sipals) - Calling
TimerEvent.reset
in the Timer callback would cause the timer to be added to the Clock's pending removal and insertion lists together, throwing an error. It will now not add to pending removal if the timer was reset. Fix #5887 (thanks @rexrainbow) - Calling
ParticleEmitter.setScale
would set thescaleY
property tonull
, causing calls tosetScaleY
to throw a runtime error.scaleY
is now a required property across both the Particle and Emitter classes and all of the conditional checks for it have been removed (thanks ojg15)
Examples, Documentation and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@necrokot Golen @Pythux @samme @danfoster @eltociear @sylvainpolletvillard @hanzooo @etherealmachine @DeweyHur @twoco @austinlyon @Arcanorum
Version 3.55.2 - Ichika - 27th May 2021
Bug Fixes
- Fixed an issue in
FillPathWebGL
,IsoBoxWebGLRenderer
andIsoTriangleWebGLRenderer
functions which caused the filled versions of most Shape Game Objects to pick-up the texture of the previous object on the display list. Fix #5720 (thanks @samme)
Version 3.55.1 - Ichika - 26th May 2021
New Features
- The
GameObject.destroy
method has a newfromScene
parameter, set automatically by Phaser. Fix #5716 (thanks @rexrainbow) - The Game Object
DESTROY
event is now set the newfromScene
boolean as the 2nd parameter, allowing you to determine what invoked the event (either user code or a Scene change). Fix #5716 (thanks @rexrainbow)
Bug Fixes
- Fixed an issue with the TypeScript defs not recognising the Game Object Config properly. Fix #5713 (thanks @vforsh)
- Fixed an issue in the
FillPathWebGL
function which caused the filled versions of the Arc, Circle, Ellipse, Polygon and Star Shapes to not render. Fix #5712 (thanks @rexrainbow) - Fixed rendering parameters in
IsoBox
andIsoTriangle
Game Objects that stopped them from rendering correctly. - Added the missing
WebGLPipelineUniformsConfig
type def. Fix #5718 (thanks @PhaserEditor2D)
Version 3.55.0 - Ichika - 24th May 2021
New Features
GameObjects.DOMElement.pointerEvents
is a new property that allows you to set thepointerEvents
attribute on the DOM Element CSS. This isauto
by default and should not be changed unless you know what you're doing.Core.Config.domPointerEvents
is a new config property set viadom: { pointerEvents }
within the Game Config that allows you to set thepointerEvents
css attribute on the DOM Element container.- The
RenderTexture.endDraw
method has a new optional booleanerase
which allows you to draw all objects in the batch using a blend mode of ERASE. This has the effect of erasing any filled pixels in the objects being drawn. - All of the methods from the
GraphicsPipeline
have now been merged with theMultiPipeline
, these includebatchFillRect
,batchFillTriangle
,batchStrokeTriangle
,batchFillPath
,batchStrokePath
andbatchLine
. The Graphics Game Object and all of the Shape Game Objects have been updated to use the new Multi Pipeline. This means that drawing Sprites and Graphics / Shapes will all batch together again. Fix #5553 #5500 (thanks @venarius @roberthook823)
Updates
- The types have been improved for WebGL Compressed Textures (thanks @vforsh)
Container.moveAbove
is a new method that will move a Game Object above another in the same Container (thanks @rexrainbow)Container.moveBelow
is a new method that will move a Game Object below another in the same Container (thanks @rexrainbow)List.moveAbove
is a new method that will move a Game Object above another in the same List (thanks @rexrainbow)List.moveBelow
is a new method that will move a Game Object below another in the same List (thanks @rexrainbow)- The
MeasureText
function, as used by Text Game Objects, has had its performance enhanced by removing a duplicate image data check and also now checks for metrics properties correctly (thanks @valadaptive) WebGLShader.setUniform1
has a new optional boolean parameterskipCheck
which will force the function to set the values without checking against the previously held ones.WebGLShader.setUniform2
has a new optional boolean parameterskipCheck
which will force the function to set the values without checking against the previously held ones.WebGLShader.setUniform3
has a new optional boolean parameterskipCheck
which will force the function to set the values without checking against the previously held ones.WebGLShader.setUniform4
has a new optional boolean parameterskipCheck
which will force the function to set the values without checking against the previously held ones.- The
WebGLShader.set1fv
,set2fv
,set3fv
,set4fv
,set1iv
,set2iv
,set3iv
,set4iv
,setMatrix2fv
,setMatrix3fv
andsetMatrix4fv
methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670 (thanks @telinc1)
Bug Fixes
- Have reverted all of the DOM Element CSS changes back to how they were in 3.52, causing both DOM Input and Phaser Input to work together properly again. Fix #5628 (thanks @sacharobarts)
- The
Mesh
Game Object would incorrectly cull faces if the Scene Camera scrolled. It now calculates the cull correctly, regardless of camera world position, zoom or rotation. Fix #5570 (thanks @hendrikras) Math.ToXY
will now return an empty Vector 2 if the index is out of range, where before it would return the input Vector2 (thanks @Trissolo)- The
UpdateList.shutdown
method will now remove thePRE_UPDATE
handler from the ProcessQueue correctly (thanks @samme) - When loading a Video with a config object, it would not get the correct
key
value from it (thanks @mattjennings) - The
GameObjectFactory.existing
method will now acceptLayer
as a TypeScript type. Fix #5642 (thanks @michal-bures) - The
Input.Pointer.event
property can now be aWheelEvent
as well. - Fixed an issue when loading audio files from a Phaser project wrapped in Capacitor native app shell on iOS (thanks @consolenaut)
- Video would not resume playing after regaining focus swapping from another browser tab. Fix #5377 (thanks @spayton)
- Container will now invoke
addToRenderList
before leaving the render method, fixing an issue with Container Input. Fix #5506 (thanks @vforsh @rexrainbow) - The
Game.postBoot
callback was never being invoked due to an incorrect internal property setter. Fix #5689 (thanks @sebastianfast) - The
Light
Game Object didn't set the shader uniforms correctly, causing it to appear to ignore image rotation with normal maps. Fix #5660 (thanks @sroboubi @telinc1)
Examples, Documentation and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@x-wk @samme @trynx @Palats @supertorpe @Pixelguy @Fractal @halgorithm @Golden @H0rn0chse @EmilSV @Patapits @karbassi
Version 3.54.0 - Futaro - 26th March 2021
New Features
Phaser.Math.Median
is a new function that will calculate the median of the given values. The values are sorted and the middle value is returned. In case of an even number of values, the average of the two middle values is returned (thanks @vforsh)ScenePlugin.pluginKey
is a new string-based property, set by thePluginManager
that contains the key of the plugin with the Scene Systems.
Updates
- When the Scene-owned Input Plugin is shutdown (i.e. via a call to
Scene.stop
) it will now remove anyKey
objects that the plugin created, not just reset them. This is a quality-of-life breaking change from how it worked previously (thanks @veleek) - Thanks to a TS Parser update by @krotovic the JSDocs can now define
@this
tags. Fix #4669. - The
Scenes.Systems.install
method has been removed. It's no longer required and would throw an error if called. Fix #5580 (thanks @Trissolo) - The
WebAudioSoundManager.onFocus
method will now test to see if the state of theAudioContext
isinterrupted
, as happens on iOS when leaving the page, and then resumes the context. Fix #5390 #5156 #4790 (thanks @SBCGames @micsun-al @AdamXA)
Bug Fixes
- Adding a Game Object to a Container that already existed in another Container would leave a copy of it on the Display List. Fix #5618 (thanks Kromah @mariogarranz)
- Fixed missing
backgroundColor
property in GameConfig. Fix #5597 (thanks @eli-s-r) - BitmapText wouldn't render correctly with the Canvas Renderer when the texture came from a Texture Atlas. Fix #5545 (thanks @vforsh)
- #5504 had broken DOM Elements being able to be clicked due to an oversight of the DOM Container. DOM Elements now correctly pick-up the default pointer events handler. Fix #5594 (thanks @pizkaz)
- The
RGBToString
function will no longer return CSS strings with decimal places if the input contained them (thanks @neil-h) - Objects added to a
SpineContainer
were also added to the base Display List, causing them to appear twice. Fix #5599 (thanks @spayton) - When an Animation has
skipMissedFrames
set it will now bail out of the skip catch-up loop if any of the frames cause the animation to complete. Fix #5620 (thanks @fenrir1990 @Aveyder) - The
Spine Plugin
factory functions now use the local Scene Spine Plugin reference in order to create the objects, rather than the Scene belonging to the first instance of the plugin. This prevents errors when you have globally installed the Spine plugin, but then remove or destroy the first Scene using it (thanks stever1388 @samme)
Examples, Documentation and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@samme @masterT @krotovic @Kvisaz
Version 3.53.1 - Anastasia - 8th March 2021
- Fixed an issue where Container children were not removed from the display list properly.
Version 3.53.0 - Anastasia - 8th March 2021
New Features
- You can now run Phaser from within a Web Worker. You must use the
type: 'classic'
method and then useimportScripts('phaser.js')
within your workers, but it will no longer throw window errors and allows you access to lots of the core Phaser functions from Workers. Scenes.Events.PRE_RENDER
is a new event fired after the display list is sorted and before the Scene is rendered (thanks @samme)- You can now set the boolean
preserveDrawingBuffer
in the Game Config (either directly, or in the Render Config). This is passed to the WebGL context during creation and controls if the buffers are automatically cleared each frame or not. The default is to clear them. Set totrue
to retain them. GameObjects.Shape.setDisplaySize
is a new method that helps setting the display width and height of a Shape object in a chainable way. Fix #5526 (thanks @samme)Tilemaps.Parsers.Tiled.ParseTilesets
has been updated so it now retains thetype
field information that can be optionally specified within Tiled. This is useful when creating objects from tiles and tile variants (thanks @lackhand)Tilemaps.Parsers.Tiled.ParseWangsets
is a new function that will parse the Wangset information from Tiled map data, if present, and retain it so you can access the data (thanks @lackhand)WebGLPipeline.glReset
is a new boolean property that keeps track of when the GL Context was last reset by the Pipeline Manager. It then redirects calls tobind
torebind
instead to restore the pipeline state.
Display List Updates
GameObject.addToDisplayList
is a new method that allows you to add a Game Object to the given Display List. If no Display List is given, it will default to the Scene Display List. A Game Object can only exist on one Display List at any given time, but may move freely between them.GameObject.addToUpdateList
is a new method that adds the Game Object to the Update List belonging to the Scene. When a Game Object is added to the Update List it will have itspreUpdate
method called every game frame.GameObject.removeFromDisplayList
is a new method that removes the Game Object from the Display List it is currently on.GameObject.removeFromUpdateList
is a new method that removes the Game Object from the Scenes Update List.GameObject.destroy
will now call the newremoveFromDisplayList
andremoveFromUpdateList
methods.DisplayList.addChildCallback
will now use the newaddToDisplayList
andremoveFromDisplayList
Game Object methods.Container.addHandler
will now use the newaddToDisplayList
andremoveFromDisplayList
Game Object methods.Layer.addChildCallback
andremoveChildCallback
will now use the newaddToDisplayList
andremoveFromDisplayList
Game Object methods.Group
now listens for theADDED_TO_SCENE
andREMOVED_FROM_SCENE
methods and adds and removes itself from the Update List accordingly.Group.add
andcreate
now uses the newaddToDisplayList
andaddToUpdateList
Game Object methods.Group.remove
now uses the newremoveFromDisplayList
andremoveFromUpdateList
Game Object methods.Group.destroy
has a new optional boolean parameterremoveFromScene
, which will remove all Group children from the Scene if specified.
Updates
- Phaser no longer includes the IE9 polyfills. All polyfills have been removed from the core builds and moved to their own specific version called
phaser-ie9
, which can be found in thedist
folder. - All of the Device functions will now check to see if Phaser is running inside of a Web Worker, or not. If it is, they will return early, avoiding trying to make calls to
window
or other elements not present within Workers. - The Webpack loaders have been moved to dev dependencies to avoid peer issues during use of Phaser as a package (thanks @andrewstart)
- The
WebAudioSoundManager.createAudioContext
method is no longer private. - The
WebAudioSoundManager.context
property is no longer private. - The
WebAudioSoundManager.masterMuteNode
property is no longer private. - The
WebAudioSoundManager.masterVolumeNode
property is no longer private. - The
WebAudioSoundManager.destination
property is no longer private. - The
WebAudioSound.audioBuffer
property is no longer private. - The
WebAudioSound.source
property is no longer private. - The
WebAudioSound.loopSource
property is no longer private. - The
WebAudioSound.muteNode
property is no longer private. - The
WebAudioSound.volumeNode
property is no longer private. - The
WebAudioSound.pannerNode
property is no longer private. - The
WebAudioSound.hasEnded
property is no longer private, but is read only. - The
WebAudioSound.hasLooped
property is no longer private, but is read only. - The
WebAudioSoundManager.createAudioContext
method will now usewebkitAudioContext
if defined inwindow
(rather than using the polyfill) to handle audio on Safari. - If a loaded JSON File fails to parse it will now issue a console warning along with the file key (thanks @samme)
- The Canvas Renderer will no longer run a
fillRect
ifclearBeforeRender
isfalse
in the Game Config. - The
LightsManager.addPointlight
method now has full JSDocs and theattenuation
parameter. LightPipeline.lightsActive
is a new boolean property that keeps track if the Lights Manager in a Scene is active, or not.- The
LightPipeline
now only callsbatchSprite
,batchTexture
andbatchTextureFrame
if the Scene Lights Manager is active. Fix #5522 (thanks @inmylo) - The Tiled Parser has been updated so it now supports object properties defined in an array with name / type values (thanks @veleek)
LineCurve.getTangent
can now take an output vector to receive the tangent value (thanks @samme)DOMElementCSSRenderer
no longer sets thepointerEvents
style attribute toauto
. This is the default value anyway and it now means you can override it from your code by setting thepointer-events
attribute directly. Fix #5470 (thanks @hayatae @endel)SceneManager.loadComplete
will no longer try to unlock the Sound Manager, preventingAudioContext was not allowed to start
console warnings after each Scene finishes loading.WebGLRenderer.deleteTexture
will now runresetTextures(true)
first, incase the requested texture to be deleted is currently bound. Previously, it would delete the texture and then reset them.- If
TextureSource.destroy
has a WebGL Texture it will tell the WebGL Renderer to reset the textures first, before deleting its texture. Cameras.Controls.FixedKeyControl.minZoom
is a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)Cameras.Controls.FixedKeyControl.maxZoom
is a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)Cameras.Controls.SmoothedKeyControl.minZoom
is a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)Cameras.Controls.SmoothedKeyControl.maxZoom
is a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)- The
WebGLPipeline.rebind
method now accepts an optional parametercurrentShader
. If provided it will set the current shader to be this after the pipeline reset is complete. - The
PipelineManager.rebind
method will now flag all pipelines asglReset = true
, so they know to fully rebind the next time they are invoked.
Bug Fixes
BlitterWebGLRenderer
was calling an out-dated functionsetRenderDepth
instead ofaddToRenderList
(thanks Harm)- When a loaded JSON file fails to parse, it's marked
FILE_ERRORED
and the Loader continues. Before this change the Loader would stall (thanks @samme) Math.FromPercent
silently assumed themin
parameter to be 0. It can now be any value, allowing you to generate percentages betweenmin
andmax
correctly (thanks @somechris)- The Container and Zone Game Objects were not handling being added to the render list, causing them to fail input detection tests. Fix #5506 #5508 (thanks @rexrainbow @vforsh @Nightspeller)
IsometricWorldToTileXY
was returning a tile incorrectly offset from the given coordinates. It now returns from the expected location (thanks @veleek)DOMElementCSSRenderer
will now return early ifsrc.node
doesn't exist or is null, rather than trying to extract thestyle
property from it. Fix #5566 (thanks @rattias)- The BitmapMask will now check to see if
renderer
exists before trying to hook to its event emitter (thanks @mattjennings) - TileSprite will now check to see if
renderer
exists before trying to restore itself during a context loss (thanks @mattjennings) - A Texture will now check to see if
renderer
exists before resetting the WebGL textures (thanks @mattjennings) - Destroying a Text Game Object when using the HEADLESS renderer would cause an
Uncaught TypeError
. Fix #5558 (thanks @mattjennings) - The
Actions.PlayAnimation
arguments have been updated to match the new animation system introduced in Phaser 3.50. It will now take either a string-key, or a play animation configuration object, and thestartFrame
parameter has been replaced withignoreIfPlaying
. The function will also only callplay
if the Game Object has an animation component, meaning you can now supply this action with a mixed-content array without errors. Fix #5555 (thanks @xuxucode) RenderTarget.resize
will nowMath.floor
the scaled width and height as well as ensure they're not <= 0 which causesFramebuffer status: Incomplete Attachment
errors. Fix #5563 #5478 (thanks @orjandh @venarius)Matter.Components.Sleep.setToSleep
andsetAwake
were documented as returningthis
, however they didn't return anything. Both nowreturn this
correctly. Fix #5567 (thanks @micsun-al)- The Particle position would be wrong when set to follow a Sprite using the Canvas Renderer. Fix #5457 (thanks @samme)
- Fixed a conditional bug in Arcade Physics
ProcessX
when Body2 is Immovable and Body1 is not. - The Spine Plugin would throw an error while unloading and restarting the game. Fix #5477 (thanks @ayamomiji @Pong420)
- The Spine Plugin would cause all textures to render as blue if a Spine object followed any Game Object using the Graphics Pipeline on the display list, due to the gl context restoration not being properly handled. Fix #5493 #5449 (thanks @EmilSV @FloodGames)
- Spine Game Objects and Containers will now add themselves to the Camera render list, fixing issues where input didn't work if depth was used or they were overlapped with another interactive Game Object.
- Calling
Group.destroy
would cause a runtime error ifGroup.runChildUpdate
had been set. Fix #5576 (thanks @samme) - Moving a Sprite from a Container or Layer to the Scene would fail without first resetting the display list. Fix #5535 (thanks @malahaas @samme @tringcooler)
Examples, Documentation and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@edemaine @xuxucode @schontz @kaktus42 @Nero0 @samme
Version 3.52.0 - Crusch - 14th January 2021
New Features
- The
getPostPipeline
method available on most Game Objects will now return an array of piplines if an instance is given and the Game Object has more than one of those pipelines set on it. If only one pipeline is set, it will be returned directly.
Updates
BaseCamera.renderList
is a new array that is populated with all Game Objects that the camera has rendered in the current frame. It is automatically cleared duringCamera.preUpdate
and is an accurate representation of the Game Objects the Camera rendered. It's used internally by the Input Plugin, but exposed should you wish to read the contents or use it for profiling.BaseCamera.addToRenderList
is a new method that will add the given Game Object to the Cameras current render list.- The
InputPlugin.sortGameObjects
method now uses the new Camera render list to work out the display index depths. - The
InputPlugin.sortDropZones
method is a new method, based on the oldsortGameObjects
method that is used for sorting input enabled drop zones. - The background color behind the game url in the banner is now transparent, so it looks correct with dark dev tools themes (thanks @kainage)
Bug Fixes
WebAudioSound.destroy
now checks to see ifpannerNode
exists before disabling it, preventing an error in Safari (thanks @jdcook)- Fixed the cause of
Uncaught TypeError: Cannot read property 'getIndex' of null
by checking the display list property securely. Fix #5489 (thanks @actionmoon) - Fixed an issue where adding input-enabled Game Objects to a Layer would have the input system ignore their depth settings. Fix #5483 (thanks @pr4xx)
- The method
TilemapLayer.weightedRandomize
has changed so that the parameterweightedIndexes
is now first in the method and is non-optional. Previously, it was the 5th parameter and incorrectly flagged as optional. This change was made to the docs but not the parameters, but now works according to the docs (thanks Fantasix) - The Mesh
GenerateVerts
function was returning an object with the propertyverts
instead ofvertices
as expected by theMesh.addVertices
method. It now returns the correct name (thanks @lackhand) AtlasJSONFile
will now callFile.pendingDestroy
, clearing up the resources it used during load and emitting a missingFILE_COMPLETE
event. Fix #5495 (thanks @mikuso)AtlasJSONFile
,AtlasXMLFile
,BitmapFontFile
andUnityAtlasFile
will now callFile.pendingDestroy
, clearing up the resources it used during load and emiting a missingFILE_COMPLETE
event. Fix #5495 (thanks @mikuso)- Some Bitmap Text fonts were not rendering under Canvas due to the way in which the texture offset was calculated. It now uses the
__BASE
frame to get the texture offset, rather than the first frame in the set. Fix #5462 #5501 (thanks @monteiz @DPMakerQB)
Examples, Documentation and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@ygongdev Tucker @lackhand
Version 3.51.0 - Emilia - 5th January 2021
New Features
WebGLRenderer.isTextureClean
is a new boolean property that tracks of all of the multi-textures are in a clean 'default' state, to avoid lots of gl texture binds and activations during a Scene restart or destruction process.GameObject.removePostPipeline
would previously only remove a single pipeline instance. Calling the method with a class will now clear all instances of the pipeline class from the Game Object (thanks @rexrainbow)
Updates
Layer.destroy
will now calldestroy
on all of its children as well.- The
Layer
Game Object has been given all of the missing properties and methods from Game Object to make the class shapes identical. This includes the propertiesparentContainer
,tabIndex
,input
andbody
. You cannot set any of these properties, they are ignored by the Layer itself. It also includes the methods:setInteractive
,disableInteractive
andremoveInteractive
. A Layer cannot be enabled for input or have a physics body. Fix #5459 (thanks @PhaserEditor2D) Layer.getIndexList
is a new method, taken from the Game Object, that will return the index of the Layer in the display list, factoring in any parents.
Bug Fixes
- On some keyboards it was possible for the
keyup
event to not fire because it was filtered out by the Keyboard Plugin repeat key check. Fix #5472 (thanks @cjw6k) - Fixed issue causing
Cannot read property 'pipelines' of null
to be thrown if using 3.50 with the HEADLESS renderer. Fix #5468 (thanks @Grenagar) - Canvas Tilemap Rendering is now working again. Fix #5480 (thanks @marshmn)
Layer.destroy
will now emit theDESTROY
event at the start of the method. Fix #5466 (thanks @samme)- The error
RENDER WARNING: there is no texture bound to the unit ...
would be thrown when trying to restart a Scene. When a Scene is shutdown is will now reset the WebGL Texture cache. Fix #5464 (thanks @ffx0s) - The error
RENDER WARNING: there is no texture bound to the unit ...
would be thrown when destroying a Text Game Object, or any Game Object that uses its own custom texture. Destroying such an object will now reset the WebGL Texture cache. Fix #5464 (thanks @mark-rushakoff) - When using an asset pack with a prefix, and loading a Spine file, the prefix was being appended twice causing the texture to fail loading. It's now appended correctly (thanks @jdcook)
Examples, Documentation and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@pol0nium @ErinLMoore @umi-tyaahan @nk9
Version 3.50.1 - Subaru - 21st December 2020
- The new Web Audio Panning feature breaks WebAudio on Safari (OSX and iOS). The stereo panner node is now only created if supported. Fix #5460 (thanks @d4rkforce)