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Change Log
Version 3.4.0 - In Development
New Features
- A new property was added to Matter.World,
correction
which is used in the Engine.update call and allows you to adjust the time being passed to the simulation. The default value is 1 to remain consistent with previous releases. - Group.destroy has a new optional argument
destroyChildren
which will automatically calldestroy
on all children of a Group if set to true (the default is false, hence it doesn't change the public API). Fix #3246 (thanks @DouglasLapsley) - Matter Physics now has a new config property
getDelta
which allows you to specify your own function to calculate the delta value given to the Matter Engine when it updates. - Matter Physics has two new methods:
set60Hz
andset30Hz
which will set an Engine update rate of 60Hz and 30Hz respectively. 60Hz being the default. - Matter Physics has a new config and run-time property
autoUpdate
, which defaults totrue
. When enabled the Matter Engine will update in sync with the game step (set by Request Animation Frame). The delta value given to Matter is now controlled by thegetDelta
function. - Matter Physics has a new method
step
which manually advances the physics simulation by one iteration, using whatever delta and correction values you pass in to it. When used in combination withautoUpdate=false
you can now explicitly control the update frequency of the physics simulation and unbind it from the game step. - WebAudioSound.setMute is a chainable way to mute a single Sound instance.
- WebAudioSound.setVolume is a chainable way to set the volume of a single Sound instance.
- WebAudioSound.setSeek is a chainable way to set seek to a point of a single Sound instance.
- WebAudioSound.setLoop is a chainable way to set the loop state of a single Sound instance.
- HTML5AudioSound.setMute is a chainable way to mute a single Sound instance.
- HTML5AudioSound.setVolume is a chainable way to set the volume of a single Sound instance.
- HTML5AudioSound.setSeek is a chainable way to set seek to a point of a single Sound instance.
- HTML5AudioSound.setLoop is a chainable way to set the loop state of a single Sound instance.
- BitmapText has a new property
letterSpacing
which accepts a positive or negative number to add / reduce spacing between characters (thanks @wtravO) - Matter Physics has two new debug properties:
debugShowJoint
anddebugJointColor
. If defined they will display joints in Matter bodies during the postUpdate debug phase (only if debug is enabled) (thanks @OmarShehata) - You can now pass a Sprite Sheet or Canvas as the Texture key to
Tilemap.addTileset
and it will work in WebGL, where-as before it would display a corrupted tilemap. Fix #3407 (thanks @Zykino) - Graphics.slice allows you to easily draw a Pacman, or slice of pie shape to a Graphics object.
- List.addCallback is a new optional callback that is invoked every time a new child is added to the List. You can use this to have a callback fire when children are added to the Display List.
- List.removeCallback is a new optional callback that is invoked every time a new child is removed from the List. You can use this to have a callback fire when children are removed from the Display List.
Bug Fixes
- In the WebGL Render Texture the tint of the texture was always set to 0xffffff and therefore the alpha values were ignored. The tint is now calculated using the alpha value. Fix #3385 (thanks @ger1995)
- The RenderTexture now uses the ComputedSize component instead of Size (which requires a frame), allowing calls to getBounds to work. Fix #3451 (thanks @kuoruan)
- PathFollower.start has been renamed to
startFollow
, but PathFollower.setPath was still usingPathFollower.start
(thanks @samid737) - BaseSoundManager.rate and BaseSoundManager.detune would incorrectly called
setRate
on its sounds, instead ofcalculateRate
. - The Gamepad Axis
getValue
method now correctly applies the threshold and zeroes out the returned value. - The HueToComponent module was not correctly exporting itself. Fix #3482 (thanks @jdotrjs)
- Matter.World was using
setZ
instead ofsetDepth
for the Debug Graphics Layer, causing it to appear behind objects in some display lists. - Game.destroy now checks to see if the
renderer
exists before calling destroy on it. Fix #3498 (thanks @Huararanga) - Keyboard.JustDown and Keyboard.JustUp were being reset too early, causing them to fail when called in
update
loops. Fix #3490 (thanks @belen-albeza) - RenderTexture.destroy no longer throws an error when called. Fix #3475 (thanks @kuoruan)
- The WebGL TileSprite batch now modulates the tilePosition to avoid large values being passed into the UV data, fixing corruption when scrolling TileSprites over a long period of time. Fix #3402 (thanks @vinerz @FrancescoNegri)
- LineCurve.getResolution was missing the
divisions
argument and always returning 1, which made it fail when used as part of a Path. It now defaults to return 1 unless specified otherwise (thanks _ok) - A Game Object enabled for drag would no longer fire over and out events after being dragged, now it does (thanks @jmcriat)
- Line.getPointA and Line.getPointB incorrectly set the values into the Vector2 (thanks @Tomas2h)
- DynamicTilemapLayer now uses the ComputedSize component, which stops it breaking if you call
setDisplaySize
(thanks Babsobar) - StaticTilemapLayer now uses the ComputedSize component, which stops it breaking if you call
setDisplaySize
(thanks Babsobar) - CanvasPool.first always returned
null
, and now returns the first available Canvas. Fix #3520 (thanks @mchiasson) - When starting a new Scene with an optional
data
argument it wouldn't get passed through if the Scene was not yet available (i.e. the game had not fully booted). The data is now passed to the Sceneinit
method and stored in the Scene Settings data property. Fix #3363 (thanks @pixelhijack)
Updates
- The RTree library (rbush) used by Phaser 3 suffered from violating CSP policies by dynamically creating Functions at run-time in an eval-like manner. These are now defined via generators. Fix #3441 (thanks @jamierocks @Colbydude)
- BaseSound has had its
rate
anddetune
properties removed as they are always set in the overriding class. - BaseSound
setRate
andsetDetune
from the 3.3.0 release have moved to the WebAudioSound and HTML5AudioSound classes respectively, as they each handle the values differently. - The file
InteractiveObject.js
has been renamed toCreateInteractiveObject.js
to more accurately reflect what it does and to avoid type errors in the docs. - Renamed the Camera Controls module exports for
Fixed
toFixedKeyControl
andSmoothed
toSmoothedKeyControl
to match the class names. Fix #3463 (thanks @seivan) - The ComputedSize Component now has
setSize
andsetDisplaySize
methods. This component is used for Game Objects that have a non-texture based size. - The GamepadManager now extends EventEmitter directly, just like the KeyboardManager does.
- The Gamepad Axis threshold has been increased from 0.05 to 0.1.
- Utils.Array.FindClosestInSorted has a new optional argument
key
which will allow you to scan a top-level property of any object in the given sorted array and get the closest match to it. - Vector2.setTo is a method alias for Vector2.set allowing it to be used inter-changeably with Geom.Point.
- List.add can now take an array or a single child. If an array is given it's passed over to List.addMultiple.
- List.add has a new optional argument
skipCallback
. - List.addAt has a new optional argument
skipCallback
. - List.addMultiple has a new optional argument
skipCallback
. - List.remove has a new optional argument
skipCallback
. - List.removeAt has a new optional argument
skipCallback
. - List.removeBetween has a new optional argument
skipCallback
. - List.removeAll has a new optional argument
skipCallback
.
Animation System Updates
We have refactored the Animation API to make it more consistent with the rest of Phaser 3 and to fix some issues. All of the following changes apply to the Animation Component:
- Animation durations, delays and repeatDelays are all now specified in milliseconds, not seconds like before. This makes them consistent with Tweens, Sounds and other parts of v3. You can still use the
frameRate
property to set the speed of an animation in frames per second. - All of the Animation callbacks have been removed, including
onStart
,onRepeat
,onUpdate
andonComplete
and the corresponding params arrays likeonStartParams
and the propertycallbackScope
. The reason for this is that they were all set on a global level, meaning that if you had 100 Sprites sharing the same animation, it was impossible to set the callbacks to fire for just one of those Sprites, but instead they would fire for all 100 and it was up to you to figure out which Sprite you wanted to update. Instead of callbacks animations now dispatch events on the Game Objects in which they are running. This means you can now dosprite.on('animationstart')
and it will be invoked at the same point the oldonStart
callback would have been. The new events are:animationstart
,animtionrepeat
,animationupdate
andanimationcomplete
. They're all dispatched from the Game Object that has the animation playing, not from the animation itself. This allows you far more control over what happens in the callbacks and we believe generally makes them more useful. - The AnimationFrame.onUpdate callback has been removed. You can now use the
animationupdate
event dispatched from the Game Object itself and check the 2nd argument, which is the animation frame. - Animation.stopAfterDelay is a new method that will stop a Sprites animation after the given time in ms.
- Animation.stopOnRepeat is a new method that will stop a Sprites animation when it goes to repeat.
- Animation.stopOnFrame is a new method that will stop a Sprites animation when it sets the given frame.
- Animation.stop no longer has the
dispatchCallbacks
argument, because it dispatches an event which you can choose to ignore. delay
method has been removed.setDelay
allows you to define the delay before playback begins.getDelay
returns the animation playback delay value.delayedPlay
now returns the parent Game Object instead of the component.load
now returns the parent Game Object instead of the component.pause
now returns the parent Game Object instead of the component.resume
now returns the parent Game Object instead of the component.isPaused
returns a boolean indicating the paused state of the animation.paused
method has been removed.play
now returns the parent Game Object instead of the component.progress
method has been removed.getProgress
returns the animation progress value.setProgress
lets you jump the animation to a specific progress point.repeat
method has been removed.getRepeat
returns the animation repeat value.setRepeat
sets the number of times the current animation will repeat.repeatDelay
method has been removed.getRepeatDelay
returns the animation repeat delay value.setRepeatDelay
sets the delay time between each repeat.restart
now returns the parent Game Object instead of the component.stop
now returns the parent Game Object instead of the component.timeScale
method has been removed.getTimeScale
returns the animation time scale value.setTimeScale
sets the time scale value.totalFrames
method has been removed.getTotalFrames
returns the total number of frames in the animation.totalProgres
method has been removed as it did nothing and was mis-spelt.yoyo
method has been removed.getYoyo
returns if the animation will yoyo or not.setYoyo
sets if the animation will yoyo or not.updateFrame
will now callsetSizeToFrame
on the Game Object, which will adjust the Game Objectswidth
andheight
properties to match the frame size. Fix #3473 (thanks @wtravO @jp-gc)updateFrame
now supports animation frames with custom pivot points and injects these into the Game Object origin.destroy
now removes events, references to the Animation Manager and parent Game Object, clears the current animation and frame and empties internal arrays.- Changing the
yoyo
property on an Animation Component would have no effect as it only ever checked the global property, it now checks the local one properly allowing you to specify ayoyo
on a per Game Object basis. - Animation.destroy now properly clears the global animation object.
- Animation.getFrameByProgress will return the Animation Frame that is closest to the given progress value. For example, in a 5 frame animation calling this method with a value of 0.5 would return the middle frame.
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:
@gabegordon @melissaelopez @samid737 @nbs @tgrajewski @pagesrichie @hexus @mbrickn @erd0s @icbat @Matthew-Herman @ampled @mkimmet @PaNaVTEC
Version 3.3.0 - Tetsuo - 22nd March 2018
A special mention must go to @orblazer for their outstanding assistance in helping to complete the JSDoc data-types, callbacks and type defs across the API.
New Features
- TextStyle has two new properties:
baselineX
andbaselineY
which allow you to customize the 'magic' value used in calculating the text metrics. - Game.Config.preserveDrawingBuffer is now passed to the WebGL Renderer (default
false
). - Game.Config.failIfMajorPerformanceCaveat is now passed to the WebGL Renderer (default
false
). - Game.Config.powerPreference is now passed to the WebGL Renderer (default
default
). - Game.Config.antialias is now passed to the WebGL Renderer as the antialias context property (default
true
). - Game.Config.pixelArt is now only used by the WebGL Renderer when creating new textures.
- Game.Config.premultipliedAlpha is now passed to the WebGL Renderer as the premultipliedAlpha context property (default
true
). - You can now specify all of the renderer config options within a
render
object in the config. If norender
object is found, it will scan the config object directly for the properties. - Group.create has a new optional argument:
active
which will set the active state of the child being created (thanks @samme) - Group.create has a new optional argument:
active
which will set the active state of the child being created (thanks @samme) - Group.createMultiple now allows you to include the
active
property in the config object (thanks @samme) - TileSprite has a new method:
setTilePosition
which allows you to set the tile position in a chained called (thanks @samme) - Added the new Action - WrapInRectangle. This will wrap each items coordinates within a rectangles area (thanks @samme)
- Arcade Physics has the new methods
wrap
,wrapArray
andwrapObject
which allow you to wrap physics bodies around the world bounds (thanks @samme) - The Tweens Timeline has a new method:
makeActive
which delegates control to the Tween Manager (thanks @allanbreyes) - Actions.GetLast will return the last element in the items array matching the conditions.
- Actions.PropertyValueInc is a new action that will increment any property of an array of objects by the given amount, using an optional step value, index and iteration direction. Most Actions have been updated to use this internally.
- Actions.PropertyValueSet is a new action that will set any property of an array of objects to the given value, using an optional step value, index and iteration direction. Most Actions have been updated to use this internally.
- Camera.shake now has an optional
callback
argument that is invoked when the effect completes (thanks @pixelscripter) - Camera.fade now has an optional
callback
argument that is invoked when the effect completes (thanks @pixelscripter) - Camera.flash now has an optional
callback
argument that is invoked when the effect completes (thanks @pixelscripter) - Camera.fadeIn is a new method that will fade the camera in from a given color (black by default) and then optionally invoke a callback. This is the same as using Camera.flash but with an easier to grok method name. Fix #3412 (thanks @Jerenaux)
- Camera.fadeOut is a new method that will fade the camera out to a given color (black by default) and then optionally invoke a callback. This is the same as using Camera.fade but with an easier to grok method name. Fix #3412 (thanks @Jerenaux)
- Groups will now listen for a
destroy
event from any Game Object added to them, and if received will automatically remove that GameObject from the Group. Fix #3418 (thanks @hadikcz) - MatterGameObject is a new function, available via the Matter Factory in
this.matter.add.gameObject
, that will inject a Matter JS Body into any Game Object, such as a Text or TileSprite object. - Matter.SetBody and SetExistingBody will now set the origin of the Game Object to be the Matter JS sprite.xOffset and yOffset values, which will auto-center the Game Object to the origin of the body, regardless of shape.
- SoundManager.setRate is a chainable method to allow you to set the global playback rate of all sounds in the SoundManager.
- SoundManager.setDetune is a chainable method to allow you to set the global detuning of all sounds in the SoundManager.
- SoundManager.setMute is a chainable method to allow you to set the global mute state of the SoundManager.
- SoundManager.setVolume is a chainable method to allow you to set the global volume of the SoundManager.
- BaseSound.setRate is a chainable method to allow you to set the playback rate of the BaseSound.
- BaseSound.setDetune is a chainable method to allow you to set the detuning value of the BaseSound.
Bug Fixes
- Fixed the Debug draw of a scaled circle body in Arcade Physics (thanks @pixelpicosean)
- Fixed bug in
DataManager.merge
where it would copy the object reference instead of its value (thanks @rexrainbow) - The SceneManager no longer copies over the
shutdown
anddestroy
callbacks in createSceneFromObject, as these are not called automatically and should be invoked via the Scene events (thanks @samme) - The default Gamepad Button threshold has been changed from 0 to 1. Previously the value of 0 was making all gamepad buttons appear as if they were always pressed down (thanks @jmcriat)
- InputManager.hitTest will now factor the game resolution into account, stopping the tests from being offset if resolution didn't equal 1 (thanks @sftsk)
- CameraManager.getCamera now returns the Camera based on its name (thanks @bigbozo)
- Fixed Tile Culling for zoomed Cameras. When a Camera was zoomed the tiles would be aggressively culled as the dimensions didn't factor in the zoom level (thanks @bigbozo)
- When calling ScenePlugin.start any additional data passed to the method would be lost if the scene wasn't in an active running state (thanks @stuff)
- When calling Timeline.resetTweens, while the tweens are pending removal or completed, it would throw a TypeError about the undefined
makeActive
(thanks @allanbreyes) - The WebGL Context would set
antialias
toundefined
as it wasn't set in the Game Config. Fix #3386 (thanks @samme) - The TweenManager will now check the state of a tween before playing it. If not in a pending state it will be skipped. This allows you to stop a tween immediately after creating it and not have it play through once anyway. Fix #3405 (thanks @Twilrom)
- The InputPlugin.processOverOutEvents method wasn't correctly working out the total of the number of objects interacted with, which caused input events to be disabled in Scenes further down the scene list if something was being dragged in an upper scene. Fix #3399 (thanks @Jerenaux)
- The InputPlugin.processDragEvents wasn't always returning an integer.
- LoaderPlugin.progress and the corresponding event now factor in both the list size and the inflight size when calculating the percentage complete. Fix #3384 (thanks @vinerz @rblopes @samme)
- Phaser.Utils.Array.Matrix.RotateLeft actually rotated to the right (thanks @Tomas2h)
- Phaser.Utils.Array.Matrix.RotateRight actually rotated to the left (thanks @Tomas2h)
- When deleting a Scene from the SceneManager it would set the key in the scenes has to
undefined
, preventing you from registering a new Scene with the same key. It's now properly removed from the hash(thanks @macbury) - Graphics.alpha was being ignored in the WebGL renderer and is now applied properly to strokes and fills. Fix #3426 (thanks @Ziao)
- The font is now synced to the context in Text before running a word wrap, this ensures the wrapping result between updating the text and getting the wrapped text is the same. Fix #3389 (thanks @rexrainbow)
- Added the ComputedSize component to the Text Game Object, which allows Text.getBounds, and related methods, to work again instead of returning NaN.
- Group.remove now calls the
removeCallback
and passes it the child that was removed (thanks @orblazer)
Updates
- The Text testString has changed from
|MÉqgy
to|MÉqgy
. - The WebGLRenderer width and height values are now floored when multiplied by the resolution.
- The WebGL Context now sets
premultipliedAlpha
totrue
by default, this prevents the WebGL context from rendering as plain white under certain versions of macOS Safari. - The Phaser.Display.Align constants are now exposed on the namespace. Fix #3387 (thanks @samme)
- The Phaser.Loader constants are now exposed on the namespace. Fix #3387 (thanks @samme)
- The Phaser.Physics.Arcade constants are now exposed on the namespace. Fix #3387 (thanks @samme)
- The Phaser.Scene constants are now exposed on the namespace. Fix #3387 (thanks @samme)
- The Phaser.Tweens constants are now exposed on the namespace. Fix #3387 (thanks @samme)
- The Array Matrix utils are now exposed and available via
Phaser.Utils.Array.Matrix
. - Actions.Angle has 3 new arguments:
step
,index
anddirection
. - Actions.IncAlpha has 3 new arguments:
step
,index
anddirection
. - Actions.IncX has 3 new arguments:
step
,index
anddirection
. - Actions.IncY has 3 new arguments:
step
,index
anddirection
. - Actions.IncXY has 4 new arguments:
stepX
,stepY
,index
anddirection
. - Actions.Rotate has 3 new arguments:
step
,index
anddirection
. - Actions.ScaleX has 3 new arguments:
step
,index
anddirection
. - Actions.ScaleXY has 4 new arguments:
stepX
,stepY
,index
anddirection
. - Actions.ScaleY has 3 new arguments:
step
,index
anddirection
. - Actions.SetAlpha has 2 new arguments:
index
anddirection
. - Actions.SetBlendMode has 2 new arguments:
index
anddirection
. - Actions.SetDepth has 2 new arguments:
index
anddirection
. - Actions.SetOrigin has 4 new arguments:
stepX
,stepY
,index
anddirection
. - Actions.SetRotation has 2 new arguments:
index
anddirection
. - Actions.SetScale has 2 new arguments:
index
anddirection
. - Actions.SetScaleX has 2 new arguments:
index
anddirection
. - Actions.SetScaleY has 2 new arguments:
index
anddirection
. - Actions.SetVisible has 2 new arguments:
index
anddirection
. - Actions.SetX has 2 new arguments:
index
anddirection
. - Actions.SetXY has 2 new arguments:
index
anddirection
. - Actions.SetY has 2 new arguments:
index
anddirection
. - Line.getPointA now returns a Vector2 instead of an untyped object. It also now has an optional argument that allows you to pass a vec2 in to be populated, rather than creating a new one.
- Line.getPointB now returns a Vector2 instead of an untyped object. It also now has an optional argument that allows you to pass a vec2 in to be populated, rather than creating a new one.
- Rectangle.getLineA now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
- Rectangle.getLineB now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
- Rectangle.getLineC now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
- Rectangle.getLineD now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
- Triangle.getLineA now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
- Triangle.getLineB now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
- Triangle.getLineC now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
- The GameObject
destroy
event is now emitted at the start of the destroy process, before things like the body or input managers have been removed, so you're able to use the event handler to extract any information you require from the GameObject before it's actually disposed of. Previously, the event was dispatched at the very end of the process. - Phaser 3 is now built with Webpack v4.1.1 and all related packages have been updated (thanks @orblazer)
- On WebGL the currentScissor is now updated when the renderer
resize
method is called (thanks @jmcriat) - PathFollower.start has been renamed to
startFollow
to avoid conflicting with the Animation component. - PathFollower.pause has been renamed to
pauseFollow
to avoid conflicting with the Animation component. - PathFollower.resume has been renamed to
resumeFollow
to avoid conflicting with the Animation component. - PathFollower.stop has been renamed to
stopFollow
to avoid conflicting with the Animation component. - BaseSound.setRate has been renamed to
calculateRate
to avoid confusion over the setting of the sounds rate.
Version 3.2.1 - 12th March 2018
Bug Fixes
- Fixed issue with Render Texture tinting. Fix #3336 (thanks @rexrainbow)
- Fixed Utils.String.Format (thanks @samme)
- The Matter Debug Layer wouldn't clear itself in canvas mode. Fix #3345 (thanks @samid737)
- TimerEvent.remove would dispatch the Timer event immediately based on the opposite of the method argument, making it behave the opposite of what was expected. It now only fires when requested (thanks @migiyubi)
- The TileSprite Canvas Renderer did not support rotation, scaling or flipping. Fix #3231 (thanks @TCatshoek)
- Fixed Group doesn't remove children from Scene when cleared with the
removeFromScene
argument set (thanks @iamchristopher) - Fixed an error in the lights pipeline when no Light Manager has been defined (thanks @samme)
- The ForwardDiffuseLightPipeline now uses
sys.lights
instead of the Scene variable to avoid errors due to injection removal. - Phaser.Display.Color.Interpolate would return NaN values because it was loading the wrong Linear function. Fix #3372 (thanks @samid737)
- RenderTexture.draw was only drawing the base frame of a Texture. Fix #3374 (thanks @samid737)
- TileSprite scaling differed between WebGL and Canvas. Fix #3338 (thanks @TCatshoek)
- Text.setFixedSize was incorrectly setting the
text
property instead of theparent
property. Fix #3375 (thanks @rexrainbow) - RenderTexture.clear on canvas was using the last transform state, instead of clearing the whole texture.
Updates
- The SceneManager.render will now render a Scene as long as it's in a LOADING state or higher. Before it would only render RUNNING scenes, but this precluded those that were loading assets.
- A Scene can now be restarted by calling
scene.start()
and providing no arguments (thanks @migiyubi) - The class GameObject has now been exposed, available via
Phaser.GameObjects.GameObject
(thanks @rexrainbow) - A Camera following a Game Object will now take the zoom factor of the camera into consideration when scrolling. Fix #3353 (thanks @brandonvdongen)
- Calling
setText
on a BitmapText object will now recalculate its display origin values. Fix #3350 (thanks @migiyubi) - You can now pass an object to Loader.atlas, like you you can with images. Fix #3268 (thanks @TCatshoek)
- The
onContextRestored
callback won't be defined any more unless the WebGL Renderer is in use in the following objects: BitmapMask, Static Tilemap, TileSprite and Text. This should allow those objects to now work in HEADLESS mode. Fix #3368 (thanks @16patsle) - The SetFrame method now has two optional arguments:
updateSize
andupdateOrigin
(both true by default) which will update the size and origin of the Game Object respectively. Fix #3339 (thanks @Jerenaux)
Version 3.2.0 - Kaori - 5th March 2018
New Features
- The new Render Texture Game Object is now available. You can clear, fill and draw texture frames to it. The Render Texture itself can be displayed in-game with its own transform, or you can use it as a Bitmap Mask for another Game Object.
- Game.resize allows you to resize the game config, renderer and input system in one call.
- When Game.resize is called it causes all Scene.Systems to have their resize method called. This is turn emits a
resize
event which your Scene can respond to. It will be sent the new width and height of the canvas as the only two parameters. - InputManager.resize allows you to update the bounds def and input scale in one call.
- Game.Config.roundPixels property added to prevent sub-pixel interpolation during rendering of Game Objects in WebGL and Canvas.
- Load.plugin now accepts a class as an argument as well as a URL string (thanks @nkholski)
- Tween.complete will allow you to flag a tween as being complete, no matter what stage it is at. If an onComplete callback has been defined it will be invoked. You can set an optional delay before this happens (thanks @Jerenaux for the idea)
- The Headless render mode has been implemented. You can now set HEADLESS as the
renderType
in the Game Config and it will run a special game step that skips rendering. It will still create a Canvas element, as lots of internal systems (like input) rely on it, but it will not draw anything to it. Fix #3256 (thanks @rgk) - GameObject.setInteractive has a new boolean argument
dropZone
which will allow you to set the object as being a drop zone right from the method. - Sprites can now be drop zones and have other Game Objects dragged onto them as targets.
- The SceneManager has a new method:
remove
which allows you to remove and destroy a Scene, freeing up the Scene key for use by future scenes and potentially clearing the Scene from active memory for gc. - SceneManager.moveAbove will move a Scene to be directly above another Scene in the Scenes list. This is also exposed in the ScenePlugin.
- SceneManager.moveBelow will move a Scene to be directly below another Scene in the Scenes list. This is also exposed in the ScenePlugin.
- Quadratic Bezier Interpolation has been added to the Math.Interpolation functions (thanks @RiCoTeRoX)
- A new Quadratic Bezier Curve class has been added, expanding the available Curve types (thanks @RiCoTeRoX)
- Path.quadraticBezierTo allows you to add a Quadratic Bezier Curve into your Path.
- Loader.multiatlas now supports Texture Packers new JSON atlas format which exports one combined atlas for all image files. This is available if you use the new Phaser 3 Export from within Texture Packer (thanks @CodeAndWeb)
- Modified WebGLPipeline to make it easier to extend and easier to create custom rendering passes.
Bug Fixes
- Arcade Physics Bodies didn't apply the results of
allowRotation
to the parent Game Object. - InputManager.updateBounds wouldn't correctly get the bounds of the canvas if it had horizontal or vertical translation in the page, causing the scale factor to be off (and subsequently input values to mis-fire)
- TileSprite.setFrame now works and allows you to change the frame to any other in the texture. Fix #3232 (thanks @Jerenaux)
- Swapped the queue loop in the SceneManager to to use
_queue.length
rather than a cached length (thanks @srobertson421) - When calling
ScenePlugin.launch
thedata
argument is now passed to the queued scenes (thanks @gaudeon) - Rectangle.top wouldn't reset the
y
position if the value given never exceed the Rectangles bottom. Fix #3290 (thanks @chancezeus) - The implementation of
topOnly
within the Input Manager had broken the way drop zones worked, as they were now filtered out of the display list before processing. Drop zones are now treated on their own in the Input Plugin meaning you can still havetopOnly
set and still drop an item into a drop zone. This indirectly fixed #3291 (thanks @rexrainbow) - InputPlugin.clear now properly removes a Game Object from all internal arrays, not just the _list.
- InputPlugin.processOverOut no longer considers an item as being 'out' if it's in the internal
_drag
array. - When a Game Object is scaled, its Arcade Physics body was still calculating its position based on its original size instead of scaled one (thanks @pixelpicosean)
- The RandomDataGenerator classes randomness has been improved thanks to the correct caching of a class property. Fix #3289 (thanks @migiyubi)
- The RandomDataGenerator
sign
property had a method collision. Fix #3323 (thanks @vinerz and @samme) - In Arcade Physics World if you collided a group with itself it would call a missing method (
collideGroupVsSelf
), it now callscollideGroupVsGroup
correctly (thanks @patrickgalbraith) - The HTML5 Sound Manager would unlock the Sound API on a touch event but only if the audio files were loaded in the first Scene, if they were loaded in a subsequent Scene the audio system would never unlock. It now unlocks only if there are audio files in the cache. Fix #3311 (thanks @chancezeus)
- The Text.lineSpacing value was not taken into account when rendering the Text. Fix #3215 (thanks @sftsk)
- InputPlugin.update now takes the totals from the drag and pointerup events into consideration when deciding to fall through to the Scene below. Fix #3333 (thanks @chancezeus)
Updates
- AnimationComponent.play now calls
setSizeToFrame()
andupdateDisplayOrigin()
on the parent Game Object in order to catch situations where you've started playing an animation on a Game Object that uses a different size to the previously set frame. - Text.setText will check if the value given is falsey but not a zero and set to an empty string if so.
- BitmapText.setText will check if the value given is falsey but not a zero and set to an empty string if so.
- BitmapText.setText will now cast the given value to a string before setting.
- BitmapText.setText will not change the text via
setText
unless the new text is different to the old one. - If you set
transparent
in the Game Config but didn't provide abackgroundColor
then it would render as black. It will now be properly transparent. If you do provide a color value then it must include an alpha component. - You can now pass normal Groups to Arcade Physics collide / overlap, as well as Physics Groups. Fix #3277 (thanks @nkholski)
- Texture.get has been optimized to fail first, then error, with a new falsey check. This allows you to skip out specifying animation frames in the animation config without generating a console warning.
- The
setFrame
method of the Texture component has been updated so that it will now automatically reset thewidth
andheight
of a Game Object to match that of the new Frame. Related, it will also adjust the display origin values, because they are size based. If the Frame has a custom pivot it will set the origin to match the custom pivot instead. - ScenePlugin.swapPosition now allows you to use it to swap the positions of any two Scenes. Before the change it only allowed you to swap the position of the calling Scene and another one, but a new optional
keyB
argument opens this up. - The SceneManager no longer renders a Scene unless it is visible AND either running or paused. This now skips Scenes that are in an
init
state. - The Keyboard Manager will now no longer emit
keydown
events if you keep holding a key down. Fix #3239 (thanks @squaresun) - The SceneManager now employs a new queue for all pending Scenes, creating them and booting them in strict sequence. This should prevent errors where Scenes were unable to reference other Scenes further down the boot list in their create functions. Fix #3314 (thanks @max1701 @rblopes)
- Game.preBoot and Game.postBoot callbacks now pass an instance of the game to the callback (thanks @rblopes)
- Graphics.arc in WebGL mode now works more like arc does in Canvas (thanks @Twilrom)
- GameObjects now emit a 'destroy' event when they are destroyed, which you can use to perform any additional processing you require. Fix #3251 (thanks @rexrainbow)
- If an HTML5AudioSound sound fails to play it will now issue a console.warn (thanks @samme)
- Phaser is now running Travis CI build testing again (thanks @vpmedia)
- Documentation updates: thanks to @melissaelopez @samme @jblang94
Version 3.1.2 - 23rd February 2018
Updates
- Hundreds of JSDoc fixes across the whole API.
- Tween.updateTweenData will now check to see if the Tween target still exists before trying to update its properties.
- If you try to use a local data URI in the Loader it now console warns instead of logs (thanks @samme)
Bug Fixes
- The KeyCode
FORWAD_SLASH
had a typo and has been changed toFORWARD_SLASH
. Fix #3271 (thanks @josedarioxyz) - Fixed issue with vertex buffer creation on Static Tilemap Layer, causing tilemap layers to appear black. Fix #3266 (thanks @akleemans)
- Implemented Static Tilemap Layer scaling and Tile alpha support.
- Fixed issue with null texture on Particle Emitter batch generation. This would manifest if you had particles with blend modes on-top of other images not appearing.
- Added missing data parameter to ScenePlugin. Fixes #3810 (thanks @AleBles)
Version 3.1.1 - 20th February 2018
Updates
- The entire codebase now passes our eslint config (which helped highlight a few errors), if you're submitting a PR, please ensure your PR passes the config too.
- The Web Audio Context is now suspended instead of closed to allow for prevention of 'Failed to construct AudioContext: maximum number of hardware contexts reached' errors from Chrome in a hot reload environment. We still strongly recommend reusing the same context in a production environment. See this example for details. Fixes #3238 (thanks @z0y1 @Ziao)
- The Webpack shell plugin now fires on
onBuildExit
, meaning it'll update the examples if you usewebpack watch
(thanks @rblopes) - Added
root: true
flag to the eslint config to stop it scanning further-up the filesystem.
Bug Fixes
- Math.Fuzzy.Floor had an incorrect method signature.
- Arcade Physics World didn't import GetOverlapX or GetOverlapY, causing
separateCircle
to break. - TileSprite was missing a gl reference, causing it to fail during a context loss and restore.
- The Mesh Game Object Factory entry had incorrect arguments passed to Mesh constructor.
- Removed unused
_queue
property fromScenePlugin
class (thanks @rblopes) - The variable
static
is no longer used in Arcade Physics, fixing the 'static is a reserved word' in strict mode error (thanks @samme) - Fixed
Set.union
,Set.intersect
andSet.difference
(thanks @yupaul) - The corner tints were being applied in the wrong order. Fixes #3252 (thanks @Rybar)
- BitmapText objects would ignore calls to setOrigin. Fixes #3249 (thanks @amkazan)
- Fixed a 1px camera jitter and bleeding issue in the renderer. Fixes #3245 (thanks @bradharms)
- Fixed the error
WebGL: INVALID_ENUM: blendEquation: invalid mode.
that would arise on iOS. Fixes #3244 (thanks @Ziao) - The
drawBlitter
function would crash ifroundPixels
was true. Fixes #3243 (thanks @Jerenaux and @vulcanoidlogic)
Version 3.1.0 - Onishi - 16th February 2018
Updates
- Vertex resource handling code updated, further optimizing the WebGL batching. You should now see less gl ops per frame across all batches.
- The
Blitter
game object has been updated to use theList
structure instead ofDisplayList
. - Arcade Physics World
disableBody
has been renameddisableGameObjectBody
to more accurately reflect what it does. - Lots of un-used properties were removed from the Arcade Physics Static Body object.
- Arcade Physics Static Body can now refresh itself from its parent via
refreshBody
.
Bug Fixes
- A couple of accidental uses of
let
existed, which broke Image loading in Safari # (thanks Yat Hin Wong) - Added the static property
Graphics.TargetCamera
was added back in which fixedGraphics.generateTexture
. - The SetHitArea Action now calls
setInteractive
, fixingGroup.createMultiple
when a hitArea has been set. - Removed rogue Tween emit calls. Fix #3222 (thanks @ZaDarkSide)
- Fixed incorrect call to TweenManager.makeActive. Fix #3219 (thanks @ZaDarkSide)
- The Depth component was missing from the Zone Game Object. Fix #3213 (thanks @Twilrom)
- Fixed issue with
Blitter
overwriting previous objects vertex data. - The
Tile
game object tinting was fixed, so tiles now honor alpha values correctly. - The
BitmapMask
would sometimes incorrectly bind its resources. - Fixed the wrong Extend target in MergeXHRSettings (thanks @samme)
New Features
- Destroying a Game Object will now call destroy on its physics body, if it has one set.
- Arcade Physics Colliders have a new
name
property and correspondingsetName
method. - Matter.js bodies now have an inlined destroy method that removes them from the World.
- Impact bodies now remove themselves from the World when destroyed.
- Added Vector2.ZERO static property.