phaser/CHANGELOG-v3.60.md
2022-10-03 22:13:28 +01:00

60 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 optional width and height properties, which will create a Render Target of that exact size, ignoring the scale value (if also given).
  • WebGLPipeline.isSpriteFX is a new boolean property that defines if the pipeline is a Sprite FX Pipeline, or not. The default is false.
  • GameObjects.Components.FX is a new component that provides access to FX specific properties and methods. The Image and Sprite Game Objects have this component by default.
  • fxPadding and its related method setFXPadding allow you to set extra padding to be added to the texture the Game Object renders with. This is especially useful for Sprite FX shaders that modify the sprite beyond its bounds, such as glow or shadow effects.
  • The WebGLPipeline.setShader method has a new optional parameter buffer that allows you to set the vertex buffer to be bound before the shader is activated.
  • The WebGLPipeline.setVertexBuffer method has a new optional parameter buffer that allows you to set the vertex buffer to be bound if you don't want to bind the default one.
  • The WebGLRenderer.createTextureFromSource method has a new optional boolean parameter forceClamp that will for the clamp wrapping mode even if the texture is a power-of-two.
  • RenderTarget will now automatically set the wrapping mode to clamp.
  • WebGLPipeline.flipProjectionMatrix is a new method that allows you to flip the y and bottom projection matrix values via a parameter.
  • PipelineManager.renderTargets is a new property that holds an array of RenderTarget objects that all SpriteFX pipelines can share, to keep texture memory as low as possible.
  • PipelineManager.maxDimension is a new property that holds the largest possible target dimension.
  • PipelineManager.frameInc is a new property that holds the amount the RenderTargets will increase in size in each iteration. The default value is 32, meaning it will create targets of size 32, 64, 96, etc. You can control this via the pipeline config object.
  • PipelineManager.targetIndex is a new property that holds the internal target array offset index. Treat it as read-only.
  • The Pipeline Manager will now create a bunch of RenderTarget objects during its boot method. These are sized incrementally from 32px and up (use the frameInc value to alter this). These targets are shared by all Sprite FX Pipelines.
  • PipelineManager.getRenderTarget is a new method that will return the a RenderTarget that best fits the dimensions given. This is typically called by Sprite FX Pipelines, rather than directly.
  • PipelineManager.getSwapRenderTarget is a new method that will return a 'swap' RenderTarget that matches the size of the main target. This is called by Sprite FX pipelines and not typically called directly.
  • PipelineManager.getAltSwapRenderTarget is a new method that will return a 'alternative swap' RenderTarget that matches the size of the main target. This is called by Sprite FX pipelines and not typically called directly.

New Features - Compressed Texture Support

Phaser 3.60 contains support for Compressed Textures. It can parse both KTX and PVR containers and within those has support for the following formats: ETC, ETC1, ATC, ASTC, BPTC, RGTC, PVRTC, S3TC and S3TCSRB. Compressed Textures differ from normal textures in that their structure is optimized for fast GPU data reads and lower memory consumption. Popular tools that can create compressed textures include PVRTexTool, ASTC Encoder and Texture Packer.

Compressed Textures are loaded using the new this.load.texture method, which takes a texture configuration object that maps the formats to the files. The browser will then download the first file in the object that it knows it can support. You can also provide Texture Atlas JSON data, or Multi Atlas JSON data, too, so you can use compressed texture atlases. Currently, Texture Packer is the best tool for creating these type of files.

  • TextureSoure.compressionAlgorithm is now populated with the compression format used by the texture.
  • Types.Textures.CompressedTextureData is the new compressed texture configuration object type.
  • TextureManager.addCompressedTexture is a new method that will add a compressed texture, and optionally atlas data into the Texture Manager and return a Texture object than any Sprite can use.
  • Textures.Parsers.KTXParser is a new parser for the KTX compression container format.
  • Textures.Parsers.PVRParser is a new parser for the PVR compression container format.
  • The WebGLRenderer.compression property now holds a more in-depth object containing supported compression formats.
  • The WebGLRenderer.createTextureFromSource method now accepts the CompressedTextureData data objects and creates WebGL textures from them.
  • WebGLRenderer.getCompressedTextures is a new method that will populate the WebGLRenderer.compression object and return its value. This is called automatically when the renderer boots.
  • WebGLRenderer.getCompressedTextureName is a new method that will return a compressed texture format GLenum based on the given format.

New Features - Multi Tint Pipeline

  • If you have a customised Multi Tint Pipeline fragment shader that uses the %forloop% declaration, you should update it to follow the new format defined in Multi.frag. This new shader uses a function called getSampler instead. Please see the shader code and update your own shaders accordingly. You can also see the documentation for the MultiPipeline for details.
  • The Multi.frag shader now uses a highp precision instead of mediump.
  • The WebGL.Utils.checkShaderMax function will no longer use a massive if/else glsl shader check and will instead rely on the value given in gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS).
  • The WebGL.Utils.parseFragmentShaderMaxTextures function no longer supports the %forloop% declaration.
  • The internal WebGL Utils function GenerateSrc has been removed as it's no longer required internally.
  • Previously, the Multi Tint methods batchSprite, batchTexture, batchTextureFrame and batchFillRect would all make heavy use of the TransformMatrix.getXRound and getYRound methods, which in turn called getX and getY and applied optional rounding to them. This is all now handled by one single function (setQuad) with no branching, meaning rendering one single sprite has cut down 16 function calls and 48 getters to just 1 function.

Updated - Lights Pipeline

  • The Light Pipeline no longer creates up to maxLights copies of the Light shader on boot. Previously it would then pick which shader to use, based on the number of visible lights in the Scene. Now, the number of lights is passed to the shader and branches accordingly. This means rather than compiling n shaders on boot, it now only ever needs to create one.
  • You can now have no lights in a Scene, but the Scene will still be impacted by the ambient light. Previously, you always needed at least 1 light to trigger ambient light (thanks jstnldrs)
  • The Light.frag shader now uses a new uLightCount uniform to know when to stop iterating through the max lights.
  • The LightPipeline.LIGHT_COUNT constant has been removed as it's not used internally.
  • The LightPipeline previous created a global level temporary vec2 for calculations. This is now part of the class as the new tempVec2 property.

Removed - Graphics Pipeline

The WebGL Graphics Pipeline has been removed. This pipeline wasn't used in v3.55, as all Graphics rendering is handled by the MultiTint pipeline, for better batching support. No Phaser Game Objects use the Graphics pipeline any longer, so to save space it has been removed and is no longer installed by the Pipeline Manager.

New Features - Matter Physics v0.18

We have updated the version of Matter Physics to the latest v0.18 release. This is a big jump and brings with it quite a few internal changes to Matter. The following are the differences we have identified in this release:

  • Up to ~40% performance improvement (on average measured over all examples, in Node on a Mac Air M1)
  • Replaces Matter.Grid with a faster and more efficient broadphase in Matter.Detector.
  • Reduced memory usage and garbage collection.
  • Resolves issues in Matter.SAT related to collision reuse.
  • Removes performance issues from Matter.Grid.
  • Improved collision accuracy.
  • MatterPhysics.collision is a new reference to the Collision module, which now handles all Matter collision events.
  • MatterPhysics.grid has been removed as this is now handled by the Collision module.
  • MatterPhysics.sat has been removed as this is now handled by the Collision module.
  • The Matter.Body.previousPositionImpulse property has been removed as it's no longer used.

New Features - New Tween Manager

TODO - TweenData to class TODO - TweenData and Tween State methods TODO - CONST removals

The Phaser 3.60 Tween system has been recoded to help with performance and resolving some of its lingering issues and unifying the Tween events and callbacks.

The following are breaking changes:

  • Tween Timelines have been removed entirely. Due to the way they were implemented they tended to cause a range of esoteric timing bugs which were non-trivial to resolve. To that end, we made the decision to remove Timelines entirely and introduced the ability to chain tweens together using the new chain method. This should give most developers the same level of sequencing they had using Timelines, without the timing issues.
  • When creating a Tween, you can no longer pass a function for the following properties: duration, hold, repeat and repeatDelay. These should be numbers only. You can, however, still provide a function for delay, to keep it compatible with the StaggerBuilder.
  • The TweenManager#getAllTweens method has been renamed to TweenManager#getTweens. Functionally, it is the same.
  • The property and feature Tween.useFrames has been removed and is no longer a valid Tween Config option. Tweens are now entirely ms/time based.
  • The TweenOnUpdateCallback now has the following parameters: tween, targets, key (the property being tweened), current (the current value of the property), previous (the previous value of the property) and finally any of the params that were passed in the onUpdateParams array when the Tween was created.
  • The TweenOnYoyoCallback now has the following parameters: tween, targets, key (the property being tweened), current (the current value of the property), previous (the previous value of the property) and finally any of the params that were passed in the onYoyoParams array when the Tween was created.
  • The TweenOnRepeatCallback now has the following parameters: tween, targets, key (the property being tweened), current (the current value of the property), previous (the previous value of the property) and finally any of the params that were passed in the onRepeatParams array when the Tween was created.
  • Tween.stop has had the resetTo parameter removed from it. Calling stop on a Tween will now prepare the tween for immediate destruction. If you only wish to pause the tween, see Tween.pause instead.
  • Tweens will now be automatically destroyed by the Tween Manager upon completion. This helps massively in reducing stale references and memory consumption. However, if you require your Tween to live-on, even after playback, then you can now specify a new persists boolean flag when creating it, or toggle the Tween.persist property before playback. This will force the Tween to not be destroyed by the Tween Manager, allowing you to replay it at any later point. The trade-off is that you are now entirely responsible for destroying the Tween when you are finished with it, in order to free-up resources.
  • All of the 'Scope' tween configuration callback properties have been removed, including onActiveScope, onCompleteScope, onLoopScope, onPauseScope, onRepeatScope, onResumeScope, onStartScope, onStopScope, onUpdateScope and onYoyoScope. You should set the callbackScope property instead, which will globally set the scope for all callbacks. You can also set the Tween.callbackScope property.

The following are to do with the new Chained Tweens feature:

  • TweenManager.chain - TODO

  • Tween.getChainedTweens is a new method that will return all of the tweens in a chained sequence, starting from the point of the Tween this is called on.

  • TweenManager.getChainedTweens(tween) is a new method that will return all of the tweens in a chained sequence, starting from the given tween.

  • You can now specify a target property as 'random' to have the Tween pick a random float between two given values, for example: alpha: 'random(0.25, 0.75)'. If you wish to force it to select a random integer, use 'int' instead: x: 'int(300, 600)'.

The following are further updates within the Tween system:

  • TweenManager.add and TweenManager.create can now optionally take an array of Tween Configuration objects. Each Tween will be created, added to the Tween Manager and then returned in an array. You can still pass in a single config if you wish.
  • Tween.pause is a new method that allows you to pause a Tween. This will emit the PAUSE event and, if set, fire the onPause callback.
  • Tween.resume is a new method that allows you to resume a paused Tween. This will emit the RESUME event and, if set, fire the onResume callback.
  • There is a new TweenOnPauseCallback available when creating a Tween (via the onPause property). This comes with associated onPauseParams and onPauseScope properties, too, like all other callbacks and can also be added via the Tween.setCallbacks method. This callback is invoked if you pause the Tween.
  • There is a new TweenOnResumeCallback available when creating a Tween (via the onResume property). This comes with associated onResumeParams and onResumeScope properties, too, like all other callbacks and can also be added via the Tween.setCallbacks method. This callback is invoked if you resume a previously paused Tween.
  • The property value of a Tween can now be an array, i.e. x: [ 100, 300, 200, 600 ] in which case the Tween will use interpolation to determine the value.
  • You can now specify an interpolation property in the Tween config to set which interpolation method the Tween will use if an array of numeric values have been given as the tween value. Valid values includes linear, bezier and catmull (or catmullrom), or you can provide your own function to use.
  • You can now specify a scale property in a Tween config and, if the target does not have a scale property itself (i.e. a GameObject) then it will automatically apply the value to both scaleX and scaleY together during the tween. This is a nice short-cut way to tween the scale of Game Objects by only specifying one property, instead of two.
  • killTweensOf(targets) now supports deeply-nested arrays of items as the target parameter. Fix #6016 (thanks @michalfialadev)
  • killTweensOf(target) did not stop target tweens if called immediately after tween creation. Fix #6173 (thanks @michalfialadev)
  • It wasn't possible to resume a Tween that was immediately paused after creation. Fix #6169 (thanks @trynx)
  • Calling Tween.setCallback() without specifying the params argument would cause an error invoking the callback params. This parameter is now fully optional. Fix #6047 (thanks @orcomarcio)
  • Calling Tween.play immediately after creating a tween with paused: true in the config wouldn't start playback. Fix #6005 (thanks @MartinEyebab)
  • Fixed an issue where neither Tweens or Timelines would factor in the Tween Manager timeScale value unless they were using frame-based timing instead of delta timing.
  • The first parameter to Tween.seek, toPosition now defaults to zero. Previously, you had to specify a value.
  • The TweenBuilder now uses the new GetInterpolationFunction function internally.
  • The TweenBuilder has been optimized to perform far less functions when creating the TweenData instances.
  • The keyword interpolation has been added to the Reserved Words list and Defaults list (it defaults to null).
  • The keyword persists has been added to the Reserved Words list and Defaults list (it defaults to false).
  • Tween.initTweenData is a new method that handles the initialisation of all the Tween Data and Tween values. This replaces what took place in the init and seek methods previously. This is called automatically and should not usually be invoked directly.
  • The internal Tween.calcDuration method has been removed. This is now handled as part of the initTweenData call.
  • Fixed a bug where setting repeat and hold would cause the Tween to include one final hold before marking itself as complete. It now completes as soon as the final repeat concludes, not after an addition hold.

Bitmap Mask Updates

There are breaking changes from previous versions of Phaser.

  • Previously, every unique Bitmap Mask would create two full renderer sized framebuffers and two corresponding WebGL textures for them. The Bitmap Mask would listen for resize events from the renderer and then re-create these framebuffers accordingly. However, as the Bitmap Mask pipeline would clear and re-render these framebuffers every single frame it made no sense to have them use such large amounts of GPU memory. As of 3.60, the WebGL Renderer creates and manages two RenderTargets which all Bitmap Masks now use. If you previously used multiple Bitmap Masks in your game this change will dramatically reduce memory consumption at no performance cost.
  • The BitmapMask constructor is now capable of creating an Image Game Object from the new optional arguments: x, y, texture, frame if no masked object is provided.
  • The BitmapMask now registers itself with the Game Object Factory. This means you can do this.add.bitmapMask() from within a Scene, for easier creation.
  • Due to the change in ownership of the framebuffers, the following properties have been removed from the BitmapMask class: renderer, maskTexture, mainTexture, dirty, mainFramebuffer and maskFramebuffer. The following methods have also been removed: createMask and clearMask.
  • The WebGLRenderer has 2 new properties: maskSource and maskTarget. These are the new global mask framebuffers.
  • WebGLRenderer.beginBitmapMask is a new method that starts the process of using the mask target framebuffer for drawing. This is called by the BitmapMaskPipeline.
  • WebGLRenderer.drawBitmapMask is a new method that completes the process of rendering using the mask target framebuffer. This is called by the BitmapMaskPipeline.
  • The BitmapMaskPipeline now hands over most control of the framebuffers to the WebGLRenderer.

TimeStep Updates

  • You can now enforce an FPS rate on your game by setting the fps: { limit: 30 } value in your game config. In this case, it will set an fps rate of 30. This forces Phaser to not run the game step more than 30 times per second (or whatever value you set) and works for both Request Animation Frame and SetTimeOut.
  • TimeStep._limitRate is a new internal private property allowing the Timestep to keep track of fps-limited steps.
  • TimeStep.hasFpsLimit is a new internal boolean so the Timestep knows if the step is fps rate limited, or not.
  • There is now a TimeStep.step method and TimeStep.setLimitFPS method. Which one is called depends on if you have fps limited your game, or not. This switch is made internally, automatically.
  • TimeStep.smoothDelta is a new method that encapsulates the delta smoothing.
  • TimeStep.updateFPS is a new method that calculates the moving frame rate average.
  • TimeStep.wake will now automatically reset the fps limits and internal update counters.
  • TimeStep.destroy will now call RequestAnimationFrame.destroy, properly cleaning it down.
  • RequestAnimationFrame.step will now no longer call requestAnimationFrame if isRunning has been set to false (via the stop method)
  • The TimeStep no longer calculates or passes the interpolation value to Game.step as it was removed several versions ago, so is redundant.
  • The RequestAnimationFrame.tick property has been removed as it's no longer used internally.
  • The RequestAnimationFrame.lastTime property has been removed as it's no longer used internally.
  • The RequestAnimationFrame class no longer calculates the tick or lastTime values and doesn't call performance.now as these values were never used internally and were not used by the receiving callback either.
  • The RequestAnimationFrame.target property has been renamed to delay to better describe what it does.
  • The TimeStep would always allocate 1 more entry than the deltaSmoothingMax value set in the game config. This is now clamped correctly (thanks @vzhou842)

New Features

  • TextureManager.parseFrame is a new method that will return a Texture Frame instance from the given argument, which can be a string, array, object or Texture instance.
  • GameConfig.stableSort is a new optional property that will control if the internal depth sorting routine uses our own StableSort function, or the built-in browser Array.sort one. Only modern browsers have a stable Array.sort implementation, which Phaser requires. Older ones need to use our function instead. Set to 1 to use the legacy version, 0 to use the ES2019 version or -1 to have Phaser try and detect which is best for the browser (thanks @JernejHabjan)
  • Device.es2019 is a new boolean that will do a basic browser type + version detection to see if it supports ES2019 features natively, such as stable array sorting.
  • All of the following Texture Manager methods will now allow you to pass in a Phaser Texture as the source parameter: addSpriteSheet, addAtlas, addAtlasJSONArray, addAtlasJSONHash, addAtlasXML and addAtlasUnity. This allows you to add sprite sheet or atlas data to existing textures, or textures that came from external sources, such as SVG files, canvas elements or Dynamic Textures.
  • Game.pause is a new method that will pause the entire game and all Phaser systems.
  • Game.resume is a new method that will resume the entire game and resume all of Phaser's systems.
  • RenderTexture.repeat is a new method that will take a given texture and draw it to the Render Texture as a fill-pattern. You can control the offset, width, height, alpha and tint of the draw (thanks xlapiz)
  • ScaleManager.getViewPort is a new method that will return a Rectangle geometry object that matches the visible area of the screen, or the given Camera instance (thanks @rexrainbow)
  • When starting a Scene and using an invalid key, Phaser will now raise a console warning informing you of this, instead of silently failing. Fix #5811 (thanks @ubershmekel)
  • GameObjects.Layer.addToDisplayList and removeFromDisplayList are new methods that allows for you to now add a Layer as a child of another Layer. Fix #5799 (thanks @samme)
  • GameObjects.Video.loadURL has a new optional 4th parameter crossOrigin. This allows you to specify a cross origin request type when loading the video cross-domain (thanks @rmartell)
  • You can now set loader.imageLoadType: "HTMLImageElement" in your Game Configuration and the Phaser Loader will use an Image Tag to load all images, rather than XHR and a Blob object which is the default. This is a global setting, so all file types that use images, such as Atlas or Spritesheet, will be changed via this flag (thanks @hanzooo)
  • You can now control the drawing offset of tiles in a Tileset using the new optional property Tileset.tileOffset (which is a Vector2). This property is set automatically when Tiled data is parsed and found to contain it. Fix #5633 (thanks @moJiXiang @kainage)
  • You can now set the alpha value of the Camera Flash effect before running it, where-as previously it was always 1 (thanks @kainage)
  • The Tilemap.createFromObjects method has been overhauled to support typed tiles from the Tiled Map Editor (https://doc.mapeditor.org/en/stable/manual/custom-properties/#typed-tiles). It will now also examine the Tileset to inherit properties based on the tile gid. It will also now attempt to use the same texture and frame as Tiled when creating the object (thanks @lackhand)
  • TweenManager.reset is a new method that will take a tween, remove it from all internal arrays, then seek it back to its start and set it as being active.
  • The Video config will now detect for x-m4v playback support for video formats and store it in the Video.m4v property. This is used automatically by the VideoFile file loader. Fix #5719 (thanks @patrickkeenan)
  • The KeyboardPlugin.removeKey method has a new optional parameter removeCapture. This will remove any keyboard capture events for the given Key. Fix #5693 (thanks @cyantree)
  • The KeyboardPlugin.removeAllKeys method has a new optional parameter removeCapture. This will remove any keyboard capture events for all of the Keys owned by the plugin.
  • WebGLShader.fragSrc is a new property that holds the source of the fragment shader.
  • WebGLShader.vertSrc is a new property that holds the source of the vertex shader.
  • WebGLShader#.createProgram is a new method that will destroy and then re-create the shader program based on the given (or stored) vertex and fragment shader source.
  • WebGLShader.setBoolean is a new method that allows you to set a boolean uniform on a shader.
  • WebGLPipeline.setBoolean is a new method that allows you to set a boolean uniform on a shader.
  • Phaser.Scenes.Systems.getStatus is a new method that will return the current status of the Scene.
  • Phaser.Scenes.ScenePlugin.getStatus is a new method that will return the current status of the given Scene.
  • Math.LinearXY is a new function that will interpolate between 2 given Vector2s and return a new Vector2 as a result (thanks @GregDevProjects)
  • Curves.Path.getCurveAt is a new method that will return the curve that forms the path at the given location (thanks @natureofcode)
  • You can now use any Shape Game Object as a Geometry Mask. Fix #5900 (thanks @rexrainbow)
  • Mesh.setTint is a new method that will set the tint color across all vertices of a Mesh (thanks @rexrainbow)
  • Mesh.tint is a new setter that will set the tint color across all vertices of a Mesh (thanks @rexrainbow)
  • Mesh.clearTint is a new method that will clear the tint from all vertices of a Mesh (thanks @rexrainbow)
  • You can now use dot notation as the datakey when defining a Loader Pack File (thanks @rexrainbow)
  • Vector2.project is a new method that will project the vector onto the given vector (thanks @samme)
  • Experimental feature: The TilemapLayer now has the Mask component - meaning you can apply a mask to tilemaps (thanks @samme)
  • TilemapLayer.setTint is a new method that allows you to set the tint color of all tiles in the given area, optionally based on the filtering search options. This is a WebGL only feature.
  • RenderTexture.setIsSpriteTexture is a new method that allows you to flag a Render Texture as being used as the source for Sprite Game Object textures. Doing this ensures that images drawn to the Render Texture are correctly inverted for rendering in WebGL. Not doing so can cause inverted frames. If you use this method, you must use it before drawing anything to the Render Texture. Fix #6057 #6017 (thanks @andymikulski @Grandnainconnu)
  • UtilityPipeline.blitFrame has a new optional boolean parameter flipY which, if set, will invert the source Render Target while drawing it to the destination Render Target.
  • GameObjects.Polygon.setTo is a new method that allows you to change the points being used to render a Polygon Shape Game Object. Fix #6151 (thanks @PhaserEditor2D)
  • maxAliveParticles is a new Particle Emitter config property that sets the maximum number of alive particles the emitter is allowed to update. When this limit is reached a particle will have to die before another can be spawned.
  • Utils.Array.Flatten is a new function that will return a flattened version of an array, regardless of how deeply-nested it is.
  • GameObjects.Text.appendText is a new method that will append the given text, or array of text, to the end of the content already stored in the Text object.
  • Textures.Events.ADD_KEY is a new event dispatched by the Texture Manager when a texture with the given key is added, allowing you to listen for the addition of a specific texture (thanks @samme)
  • Textures.Events.REMOVE_KEY is a new event dispatched by the Texture Manager when a texture with the given key is removed, allowing you to listen for the removal of a specific texture (thanks @samme)

Geom Updates

The following are API-breaking, in that a new optional parameter has been inserted prior to the output parameter. If you use any of the following functions, please update your code:

  • The Geom.Intersects.GetLineToLine method has a new optional parameter isRay. If true it will treat the first line parameter as a ray, if false, as a line segment (the default).
  • The Geom.Intersects.GetLineToPoints method has a new optional parameter isRay. If true it will treat the line parameter as a ray, if false, as a line segment (the default).
  • The Geom.Intersects.GetLineToPolygon method has a new optional parameter isRay. If true it will treat the line parameter as a ray, if false, as a line segment (the default).
  • Geom.Intersects.GetRaysFromPointToPolygon uses the new isRay parameter to enable this function to work fully again.

Loader Updates

  • MultiFile.pendingDestroy is a new method that is called by the Loader Plugin and manages preparing the file for deletion. It also emits the FILE_COMPLETE and FILE_KEY_COMPLETE events, fixing a bug where MultiFile related files, such as an Atlas JSON or a Bitmap Font File, wouldn't emit the filecomplete events for the parent file, only for the sub-files. This means you can now listen for the file completion event for multiatlas files, among others.
  • MultiFile.destroy is a new method that clears down all external references of the file, helping free-up resources.
  • File.addToCache no longer calls File.pendingDestroy, instead this is now handled by the Loader Plugin.
  • There is a new File constant FILE_PENDING_DESTROY which is used to ensure Files aren't flagged for destruction more than once.
  • LoaderPlugin.localSchemes is a new array of scheme strings that the Loader considers as being local files. This is populated by the new Phaser.Core.Config#loaderLocalScheme game / scene config property. It defaults to [ 'file://', 'capacitor://' ] but additional schemes can be defined or pushed onto this array. Based on #6010 (thanks @kglogocki)

Updates

  • Camera.isSceneCamera is a new boolean that controls if the Camera belongs to a Scene (the default), or a Texture. You can set this via the Camera.setScene method. Once set the Camera.updateSystem method is skipped, preventing the WebGL Renderer from setting a scissor every frame.
  • Camera.preRender will now apply Math.floor instead of Math.round to the values, keeping it consistent with the Renderer when following a sprite.
  • When rendering a Sprite with a Camera set to roundPixels it will now run Math.floor on the Matrix position, preventing you from noticing 'jitters' as much when Camera following sprites in heavily zoomed Camera systems.
  • TransformMatrix.setQuad is a new method that will perform the 8 calculations required to create the vertice positions from the matrix and the given values. The result is stored in the new TransformMatrix.quad Float32Array, which is also returned from this method.
  • TransformMatrix.multiply now directly updates the Float32Array, leading to 6 less getter invocations.
  • The CameraManager.getVisibleChildren method now uses the native Array filter function, rather than a for loop. This should improve performance in some cases (thanks @JernejHabjan)
  • SceneManager.systemScene is a new property that is set during the game boot and is a system Scene reference that plugins and managers can use, that lives outside of the Scene list.
  • RenderTexture.isDrawing is a new read-only flag that tells if the Render Texture is currently batch drawing, or not.
  • The TextureManager.get methof can now accept a Frame instance as its parameter, which will return the frames parent Texture.
  • The GameObject.setFrame method can now accept a Frame instance as its parameter, which will also automatically update the Texture the Game Object is using.
  • Device.safariVersion is now set to the version of Safari running, previously it was always undefined.
  • When you try to use a frame that is missing on the Texture, it will now give the key of the Texture in the console warning (thanks @samme)
  • The Display.Masks.BitmapMask destroy method will now remove the context-lost event handler.
  • The hitArea parameter of the GameObjects.Zone.setDropZone method is now optional and if not given it will try to create a hit area based on the size of the Zone Game Object (thanks @rexrainbow)
  • BitmapMask.scene is a new property that allows the Bitmap Mask to reference the Scene it was created in.
  • The DOMElement.preUpdate method has been removed. If you overrode this method, please now see preRender instead.
  • DOMElement.preRender is a new method that will check parent visibility and improve its behavior, responding to the parent even if the Scene is paused or the element is inactive. Dom Elements are also no longer added to the Scene Update List. Fix #5816 (thanks @prakol16 @samme)
  • Phaser 3 is now built with webpack 5 and all related packages have been updated.
  • Previously, an Array Matrix would enforce it had more than 2 rows. This restriction has been removed, allowing you to define and rotate single-row array matrices (thanks @andriibarvynko)
  • The Gamepad objects now have full TypeScript definitions thanks to @sylvainpolletvillard
  • Lots of configuration objects now have full TypeScript definitions thanks to @16patsle
  • Particle.fire will now throw an error if the particle has no texture frame. This prevents an uncaught error later when the particle fails to render. Fix #5838 (thanks @samme @monteiz)
  • ParticleEmitterManager.setEmitterFrames will now print out console warnings if an invalid texture frame is given, or if no texture frames were set. Fix #5838 (thanks @samme @monteiz)
  • SceneManager.stop and sleep will now ignore the call if the Scene has already been shut down, avoiding potential problems with duplicate event handles. Fix #5826 (thanks @samme)
  • Removed the Tint and Flip components from the Camera class. Neither were ever used internally, or during rendering, so it was just confusing having them in the API.
  • A new console.error will be printed if the File, MultiFile, JSONFile or XMLFile fail to process or parse correctly, even if they manage to load. Fix #5862 #5851 (thanks @samme @ubershmekel)
  • The ScriptFile Loader File Type has a new optional parameter: type. This is a string that controls the type attribute of the <script> tag that is generated by the Loader. By default it is 'script', but you can change it to 'module' or any other valid type.
  • The JSON Hash and Array Texture Parsers will now throw a console.warn if the JSON is invalid and contains identically named frames.
  • Scene.pause will now check to see if the Scene is in either a RUNNING or CREATING state and throw a warning if not. You cannot pause non-running Scenes.
  • Mesh.addVertices will now throw a console warning if invalid vertices data is given to the method (thanks @omniowl)
  • Mesh.addVerticesFromObj will now throw a console warning if invalid vertices data is given to the method (thanks @omniowl)
  • TouchManager.onTouchOver and onTouchOut have been removed, along with all of their related event calls as they're not used by any browser any more.
  • TouchManager.isTop is a new property, copied from the MouseManager, that retains if the window the touch is interacting with is the top one, or not.
  • The InputManager.onTouchMove method will now check if the changed touch is over the canvas, or not, via the DOM elementFromPoint function. This means if the touch leaves the canvas, it will now trigger the GAME_OUT and GAME_OVER events, where-as before this would only happen for a Mouse. If the touch isn't over the canvas, no Pointer touch move happens, just like with the mouse. Fix #5592 (thanks @rexrainbow)
  • TileMap.createBlankDynamicLayer has now been removed as it was deprecated in 3.50.
  • TileMap.createDynamicLayer has now been removed as it was deprecated in 3.50.
  • TileMap.createStaticLayer has now been removed as it was deprecated in 3.50.
  • Animations.AnimationManager.createFromAseprite has a new optional 3rd parameter target. This allows you to create the animations directly on a Sprite, instead of in the global Animation Manager (thanks Telemako)
  • Animations.AnimationState.createFromAseprite is a new method that allows you to create animations from exported Aseprite data directly on a Sprite, rather than always in the global Animation Manager (thanks Telemako)
  • The path package used by the TS Defs generator has been moved to devDependencies (thanks @antkhnvsk)
  • The GetValue function has a new optional parameter altSource which allows you to provide an alternative object to source the value from.
  • The Renderer.Snapshot.WebGL function has had its first parameter changed from an HTMLCanvasElement to a WebGLRenderingContext. This is now passed in from the snapshot methods inside the WebGL Renderer. The change was made to allow it to work with WebGL2 custom contexts (thanks @andymikulski)
  • If you start a Scene that is already starting (START, LOADING, or CREATING) then the start operation is now ignored (thanks @samme)
  • If you start a Scene that is Sleeping, it is shut down before starting again. This matches how Phaser currently handles paused scenes (thanks @samme)
  • The right-click context menu used to be disabled on the document.body via the disableContextMenu function, but instead now uses the MouseManager / TouchManager targets, which if not specified defaults to the game canvas. Fix # (thanks @lukashass)
  • The Particle 'moveTo' calculations have been simplied and made more efficient (thanks @samme)
  • The Key.reset method no longer resets the Key.enabled or Key.preventDefault booleans back to true again, but only resets the state of the Key. Fix #6098 (thanks @descodifica)
  • When setting the Input Debug Hit Area color it was previously fixed to the value given when created. The value is now taken from the object directly, meaning you can set gameObject.hitAreaDebug.strokeColor in real-time (thanks @spayton)
  • You can now have a particle frequency smaller than the delta step, which would previously lead to inconsistencies in emission rates (thanks @samme)
  • The Light Game Object now has the Origin and Transform components, along with 4 new properties: width, height, displayWidth and displayHeight. This allows you to add a Light to a Container, or enable it for physics. Fix #6126 (thanks @jcoppage)
  • The Transform Component has a new boolean read-only property hasTransformComponent which is set to true by default.
  • The Arcade Physics World.enableBody method will now only create and add a Body to an object if it has the Transform component, tested by checking the hasTransformComponent property. Without the Transform component, creating a Body would error with NaN values, causing the rest of the bodies in the world to fail.
  • ProcessQueue.isActive is a new method that tests if the given object is in the active list, or not.
  • ProcessQueue.isPending is a new method that tests if the given object is in the pending insertion list, or not.
  • ProcessQueue.isDestroying is a new method that tests if the given object is pending destruction, or not.
  • ProcessQueue.add will no longer place the item into the pending list if it's already active or pending.
  • ProcessQueue.remove will check if the item is in the pending list, and simply remove it, rather than destroying it.
  • Container.addHandler will now call GameObject.addedToScene.
  • Container.removeHandler will now call GameObject.removedFromScene.
  • If defined, the width and height of an input hit area will now be changed if the Frame of a Game Object changes. Fix #6144 (thanks @rexrainbow)
  • When passing a TextStyle configuration object to the Text Game Objects setStyle method, it would ignore any metrics data it may contain and reset it back to the defaults. It will now respect the metrics config and use it, if present. Fix #6149 (thanks @michalfialadev)
  • A Texture ScaleMode will now override the Game Config antialias setting under the Canvas Renderer, where-as before if antialias was true then it would ignore the scale mode of the texture (thanks @Cirras)
  • The Device.Audio module has been rewritten to use a new internal CanPlay function that cuts down on the amount of code required greatly.
  • Device.Audio.aac is a new boolean property that defines if the browser can play aac audio files or not, allowing them to be loaded via the Loader (thanks @Ariorh1337)
  • Device.Audio.flac is a new boolean property that defines if the browser can play flac audio files or not, allowing them to be loaded via the Loader (thanks @Ariorh1337)
  • The Physics.Arcade.Body.reset() method will now call Body.checkWorldBounds as part of the process, moving the body outside of the bounds, should you have positioned it so they overlap during the reset. Fix #5978 (thanks @lukasharing)
  • The temporary canvas created in CanvasFeatures for the checkInverseAlpha test is now removed from the CanvasPool after use.
  • The CanvasFeatures tests and the TextureManager _tempContext now specify the { willReadFrequently: true } hint to inform the browser the canvas is to be read from, not composited.
  • When calling TextureManager.getTextureKeys it will now exclude the default __WHITE texture from the results (thanks @samme)
  • If the WebGL Renderer logs an error, it will now show the error string, or the code if not present in the error map (thanks @zpxp)
  • The snapshotPixel function, used by the Canvas and WebGL Renderers and the RenderTexture would mistakenly divide the alpha value. These values now return correctly (thanks @samme)
  • The NoAudioSoundManager now has all of the missing methods, such as removeAll and get to allow it to be a direct replacement for the HTML5 and WebAudio Sound Managers (thanks @orjandh @samme)
  • The Texture.destroy method will only destroy sources, dataSources and frames if they exist, protecting against previously destroyed instances.

Bug Fixes

  • If you create a repeating or looping TimerEvent with a delay of zero it will now throw a runtime error as it would lead to an infinite loop. Fix #6225 (thanks @JernejHabjan)
  • The endFrame and startFrame properties of the SpriteSheet parser wouldn't correctly apply themselves, the Texture would still end up with all of the frames. It will now start at the given startFrame so that is frame zero and end at endFrame, regardless how many other frames are in the sheet.
  • Destroying a WebAudioSound in the same game step as destroying the Game itself would cause an error when trying to disconnect already disconnected Web Audio nodes. WebAudioSound will now bail out of its destroy sequence if it's already pending removal.
  • 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 that Tween.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 parameter tileX. It will worked, but didn't make sense. It is now tileY (thanks @mayacoda)
  • The Tilemap.convertTilemapLayer method would fail for isometric tilemaps by not setting the physic body alignment properly. It will now call getBounds 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 Manager RESIZE event listener created as part of boot, 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 and POST_RENDER events under the Canvas Renderer. Fix #5729 (thanks @ddanushkin)
  • The Multi Pipeline now uses highp float precision by default, instead of mediump. 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 a camera 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 and RenderTexture 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 return true, 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 call LoaderPlugin.start, even if there are no files in the queue. This means that the Loader will always dispatch its START and COMPLETE events, even if the queue is empty because the files are already cached. You can now rely on the START and COMPLETE 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 the scaleY property to null, causing calls to setScaleY 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)
  • Calling Tween.reset when a tween was in a state of PENDING_REMOVE would cause it to fail to restart. It now restarts fully. Fix #4793 (thanks @spayton)
  • The default Tween._pausedState has changed from INIT to PENDING_ADD. This fixes a bug where if you called Tween.play immediately after creating it, it would force the tween to freeze. Fix #5454 (thanks @michal-bures)
  • If you start a PathFollower with a to value it will now tween and complete at that value, rather than the end of the path as before (thanks @samme)
  • Text with RTL enabled wouldn't factor in the left / right padding correctly, causing the text to be cut off. It will now account for padding in the line width calculations. Fix #5830 (thanks @rexrainbow)
  • The Path.fromJSON function would use the wrong name for a Quadratic Bezier curve class, meaning it would be skipped in the exported JSON. It's now included correctly (thanks @natureofcode)
  • The Input.Touch.TouchManager.stopListeners forgot to remove the touchcancel handler. This is now removed correctly (thanks @teng-z)
  • The BitmapMask shader has been recoded so it now works correctly if you mask a Game Object that has alpha set on it, or in its texture. Previously it would alpha the Game Object against black (thanks stever1388)
  • When the Pointer moves out of the canvas and is released it would trigger Uncaught TypeError: Cannot read properties of undefined (reading 'renderList') if multiple children existed in the pointer-out array. Fix #5867 #5699 (thanks @rexrainbow @lyger)
  • If the Input Target in the game config was a string, it wouldn't be correctly parsed by the Touch Manager.
  • The InputPlugin.sortGameObjects will now assign a value of 0 to any game object not in the render list, but still viable for input, such as an invisible object with alwaysEnabled set to true. This fixes an issue where non-render list objects would be skipped. Fix #5507 (thanks @EmilSV)
  • The GameObject.willRender method will now factor in the parent displayList, if it has one, to the end result. This fixes issues like that where an invisible Layer will still process input events. Fix #5883 (thanks @rexrainbow)
  • InputPlugin.disable will now also reset the drag state of the Game Object as well as remove it from all of the internal temporary arrays. This fixes issues where if you disabled a Game Object for input during an input event it would still remain in the temporary internal arrays. This method now also returns the Input Plugin, to match enable. Fix #5828 (thank @natureofcode @thewaver)
  • The GetBounds component has been removed from the Point Light Game Object. Fix #5934 (thanks @x-wk @samme)
  • SceneManager.moveAbove and moveBelow now take into account the modified indexes after the move (thanks @EmilSV)
  • When forcing a game to use setTimeout and then sending the game to sleep, it would accidentally restart by using Request Animation Frame instead (thanks @andymikulski)
  • Including a render object within the Game Config will no longer erase any top-level config render settings. The render object will now take priority over the game config, but both will be used (thanks @vzhou842)
  • Calling Tween.stop(0) would run for an additional delta before stopping, causing the Tween to not be truly 100% "reset". Fix #5986 (thanks @Mesonyx)
  • The Utils.Array.SafeRange function would exclude valid certain ranges. Fix #5979 (thanks @ksritharan)
  • The "Skip intersects check by argument" change in Arcade Physics has been reverted. Fix #5956 (thanks @samme)
  • The Container.pointToContainer method would ignore the provided output parameter, but now uses it (thanks @vforsh)
  • The Polygon Game Object would ignore its closePath property when rendering in Canvas. Fix #5983 (thanks @optimumsuave)
  • IE9 Fix: Added 2 missing Typed Array polyfills (thanks @jcyuan)
  • IE9 Fix: CanvasRenderer ignores frames with zero dimensions (thanks @jcyuan)
  • RenderTexture.batchTextureFrame will now skip the drawImage call in canvas if the frame width or height are zero. Fix #5951 (thanks @Hoshinokoe)
  • BlitterCanvasRenderer will now skip the drawImage call in canvas if the frame width or height are zero.
  • ParticleManagerCanvasRenderer will now skip the drawImage call in canvas if the frame width or height are zero.
  • CanvasSnapshot will now skip the drawImage call in canvas if the frame width or height are zero.
  • TextureManager.getBase64 will now skip the drawImage call in canvas if the frame width or height are zero.
  • TilemapLayerCanvasRenderer will now skip the drawImage call in canvas if the frame width or height are zero.
  • Audio will now unlock properly again on iOS14 and above in Safari. Fix #5696 (thanks @laineus)
  • Drawing Game Objects to a Render Texture in WebGL would skip their blend modes. This is now applied correctly. Fix #5565 #5996 (thanks @sjb933 @danarcher)
  • Loading a Script File Type will now default the 'type' property to 'script' when a type is not provided. Fix #5994 (thanks @samme @ItsGravix)
  • Using RenderTexture.fill in CANVAS mode only would produce a nearly always black color due to float conversion (thanks @andymikulski)
  • If you Paused or Stopped a Scene that was in a preload state, it would still call 'create' after the Scene had shutdown (thanks @samme)
  • BitmapText rendering wouldn't correctly apply per-character kerning offsets. These are now implemented during rendering (thanks @arbassic)
  • Child Spine objects inside Containers wouldn't correctly inherit the parent Containers alpha. Fix #5853 (thanks @spayton)
  • The DisplayList will now enter a while loop until all Game Objects are destroyed, rather than cache the list length. This prevents "cannot read property 'destroy' of undefined" errors in Scenes. Fix #5520 (thanks @schontz @astei)
  • Particles can now be moved to 0x0. moveToX and moveToY now default to null instead of 0 (thanks @samme)
  • Layers will now destroy more carefully when children destroy themselves (thanks @rexrainbow)
  • An error in the GetBitmapTextSize function caused kerning to not be applied correctly to Bitmap Text objects. This now works across WebGL and Canvas (thanks @arbassic @TJ09)
  • WebGLSnapshot and CanvasSnapshot will now Math.floor the width/height values to ensure no sub-pixel dimensions, which corrupts the resulting texture. Fix #6099 (thanks @orjandh)
  • ContainerCanvasRenderer would pass in a 5th container parameter to the child renderCanvas call, which was breaking the GraphicsCanvasRenderer and isn't needed by any Game Object, so has been removed. Fix #6093 (thanks @Antriel)
  • Fixed issue in Utils.Objects.GetValue where it would return an incorrect result if a source and altSource were provided that didn't match in structure. Fix #5952 (thanks @rexrainbow)
  • Fixed issue in Game Config where having an empty object, such as render: {} would cause set properties to be overriden with the default value. Fix #6097 (thanks @michalfialadev)
  • The SceneManager.moveAbove and moveBelow methods didn't check the order of the Scenes being moved, so moved them even if one was already above / below the other. Both methods now check the indexes first. Fix #6040 (thanks @yuupsup)
  • Setting scale.mode in the Game Config would be ignored. It now accepts either this, or scaleMode directly. Fix #5970 (thanks @samme)
  • The frame duration calculations in the AnimationManager.createFromAseprite method would be incorrect if they contained a mixture of long and very short duration frames (thanks @martincapello)
  • The TilemapLayer.getTilesWithinShape method would not return valid results when used with a Line geometry object. Fix #5640 (thanks @hrecker @samme)
  • Modified the way Phaser uses require statements in order to fix an issue in Google's closure-compiler when variables are re-assigned to new values (thanks @TJ09)
  • When creating a MatterTileBody from an isometric tile the tiles top value would be incorrect. The getTop method has been fixed to address this (thanks @adamazmil)
  • Sprites created directly (not via the Game Object Factory) which are then added to a Container would fail to play their animations, because they were not added to the Scene Update List. Fix #5817 #5818 #6052 (thanks @prakol16 @adomas-sk)
  • Game Objects that were created and destroyed (or moved to Containers) in the same frame were not correctly removed from the UpdateList. Fix #5803 (thanks @samme)
  • Container.removeHandler now specifies the context for Events.DESTROY, fixing an issue where objects moved from one container, to another, then destroyed, would cause sys reference errors. Fix 5846 (thanks @sreadixl)
  • Container.removeAll (which is also called when a Container is destroyed) will now directly destroy the children, if the given parameter is set, rather than doing it after removing them via the event handler. This fixes an issue where nested Containers would add destroyed children back to the Scene as part of their shutdown process. Fix #6078 (thanks @BenoitFreslon)
  • The DisplayList.addChildCallback method will now check to see if the child has a parent container, and if it does, remove it from there before adding it to the Scene Display List. Fix #6091 (thanks @michalfialadev)
  • Display.RGB.equals will now return the correct result. Previously, it would always return false (thanks @samme)
  • When destroying the Arcade Physics World it will now destroy the debug Graphics object, had one been created. Previously, these would continue to stack-up should you restart the physics world (thanks @samme)
  • Graphics.strokeRoundedRect would incorrectly draw the rectangle if you passed in a radius greater than half of the smaller side. This is now clamped internally (thanks @temajm)

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 OmniOwl @EsteFilipe @PhaserEditor2D @Fake @jonasrundberg @xmahle @arosemena @monteiz @VanaMartin @lolimay @201flaviosilva @orjandh @florestankorp @YeloPartyHat @hacheraw @kootoopas @joegaffey @rgk @ubershmekel @Nero0 @xuxucode @Smirnov48