mirror of
https://github.com/photonstorm/phaser
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70 lines
7.5 KiB
Markdown
70 lines
7.5 KiB
Markdown
# Version 3.85.0 - Itsuki - in development
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# New Features
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* `BaseSoundManager.isPlaying` is a new method that will return a boolean if the given sound key is playing. If you don't provide a key, it will return a boolean if any sound is playing (thanks @samme)
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* `WebGLRenderer.dispatchContextLost` is a new internal method that is called when the WebGL context is lost. By default this is bound to the property `WebGLRenderer.contextLostHandler`. If you override the context loss handler, be sure to invoke this method in due course.
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* `WebGLRenderer.dispatchContextRestore` is a new internal method that is called when the WebGL context is restored. By default this is bound to the property `WebGLRenderer.contextRestoreHandler`. If you override the context restore handler, be sure to invoke this method in due course.
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* `WebGLRenderer.setContextHandlers` is a new internal method with 2 optional parameters: `contextLost` and `contextRestored`. These allow you to overwrite the default `contextLostHandler` and `contextRestoreHandler` handlers. (thanks @yaustar)
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* `Phaser.Textures.Frame#setCutPosition` is a new internal method with 2 optional parameters: `x` and `y`. These sets the x and y position within the source image to cut from.
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* `Phaser.Textures.Frame#setCutSize` is a new internal method with 2 parameters: `width` and `height`. These sets the width, and height of the area in the source image to cut. (thanks @FelipeIzolan)
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* Introduced new constants in `ORIENTATION_CONST.js`. The constants `LANDSCAPE_SECONDARY` and `PORTRAIT_SECONDARY` have been added to the `Phaser.Scale.Orientation` object. These constants represent the secondary landscape and portrait orientations respectively. This addition provides more granular control over device orientation handling in Phaser. Fix #6837 (thanks @rexrainbow)
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* Introduced `updateConfig` method in `ParticleEmitter.js` to allow dynamic updating of Particle Emitter configurations. This method enables existing properties to be overridden and new properties to be added to the emitter's configuration. It ensures that the emitter is reset with the updated configuration for more flexible particle effects management.
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# WebGL Rendering Updates
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* `WebGLTextureWrapper.update` expanded:
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* `source` parameter is now type `?object`, so it can be used for anything that is valid in the constructor.
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* New `format` parameter can update the texture format.
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# Updates
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* MatterJS updated to 0.20.0 and integrated into Phaser. [Here are details about the update](MatterJS.md).
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* Matter Physics bodies has a new property `wrapBounds` which allow you to wrap physics bodies around a specified boundary
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* Calling `Timeline.pause` will now pause any currently active Tweens that the Timeline had started (thanks @monteiz)
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* Calling `Timeline.resume` will now resume any currently paused Tweens that the Timeline had started (thanks @monteiz)
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* Calling `Timeline.clear` and `Timeline.destroy` will now destroy any currently active Tweens that the Timeline had created. Previously, active tweens would continue to play to completion (thanks @monteiz)
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* `TimelineEvent` has a new property called `tweenInstance`. If the Timeline event has a tween that has been activated, this will hold a reference to it.
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* If you create a BitmapText with an invalid key it will now throw a runtime error. Previously it just issued a console warning and then crashed (thanks @samme)
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* The console warnings when Audio files are missing/incorrect have been improved (thanks @samme)
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* The `requestVideoFrame` polyfill has been updated to the latest release, which should resolve some SSR framework issues. Fix #6776 (thanks @lantictac)
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* `ScaleManager` listeners includes checks for the `screen.orientation` object and adds/removes a `change` eventListener method to handle screen orientation changes on mobile devices. The `orientationchange` event is still maintained for backwards compatibility. Fix #6837 (thanks @rexrainbow)
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# Bug Fixes
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* The `activePointers` game config option is now the correct amount of touch input pointers set. Fix #6783 (thanks @samme)
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* The method `TextureManager.checkKey` will now return `false` if the key is not a string, which fixes issues where a texture could be created if a key was given that was already in use (thanks Will Macfarlane).
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* Added all of the missing Loader Config values (such as `imageLoadType`) to LoaderConfig, so they now appear in the TypeScript defs.
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* The `EXPAND` scale mode had a bug that prevented it from using the world bounds cameras, cutting rendering short. Fix #6767 (thanks @Calcue-dev @rexrainbow)
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* Calling `getPipelineName()` on a Game Object would cause a runtime error if running under Canvas. It now simply returns `null`. Fix #6799 (thanks @samme)
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* Calling the Arcade Body `setPushable(false)` method for `circle` bodies prevents the bodies from being pushed. Fix #5617 (thanks @kainage)
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* Calling `addDeathZone()` on a particle emitter Game Object had a bug where the `DeathZone` used world position coordinates. `DeathZone` now uses local position coordinates following the particle emitter position. Fix #6371 (thanks @vforsh)
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* Updated the `GetLineToLine` method in `GetLineToLine.js` to handle the case where `dx1` or `dy1` values is zero. This ensures the function correctly returns `null` in this case to prevent errors in calculations involving line segments. Fix #6579 (thanks @finscn)
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* Resolved all kerning issues in WebGL bitmap text rendering. This includes adjustments to glyph positioning and spacing, ensuring accurate and visually pleasing text display across all WebGL contexts. Fix #6631 (thanks @monteiz)
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* Resolved an issue in `GetBitmapTextSize.js` where an extra empty line was added when `setMaxWidth` was called, and the width of the line was less than a word. Previously, `yAdvance` was incorrectly incremented by `lineHeight + lineSpacing` for each word, leading to an unintended increase in vertical space. The correction now calculates `yAdvance` based on the `currentLine` index, ensuring that vertical spacing accurately reflects the number of lines. Fix #6807 (thanks @AlvaroNeuronup)
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## Input Bug Fixes
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* The method `pointer.leftButtonReleased` will now return `true` when multiple mouse buttons are being pressed.
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* The method `pointer.rightButtonReleased` will now return `true` when multiple mouse buttons are being pressed.
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* The method `pointer.middleButtonReleased` will now return `true` when multiple mouse buttons are being pressed.
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* The method `pointer.backButtonReleased` will now return `true` when multiple mouse buttons are being pressed.
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* The method `pointer.forwardButtonReleased` will now return `true` when multiple mouse buttons are being pressed. Fix #6027 (thanks @michalfialadev)
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## Examples, Documentation, Beta Testing and TypeScript
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Thanks to the following for helping with the Phaser Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
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@lgtome
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@samme
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@AlbertMontagutCasero
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@rexrainbow
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# Deprecation Warning for the next release
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The _next release_ of Phaser will make the following API-breaking changes:
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* We are removing `Phaser.Struct.Map` and replacing it with a regular JS `Map` instance. This means methods like `contains` and `setAll` will be gone.
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* We are removing `Phaser.Struct.Set` and replacing it with a regular JS `Set` instance. This means methods like `iterateLocal` will be gone.
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* The `Create.GenerateTexture`, all of the Create Palettes and the `create` folder will be removed.
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* The `phaser-ie9.js` entry-point will be removed along with all associated polyfills.
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