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 optionalwidth
andheight
properties, which will create a Render Target of that exact size, ignoring thescale
value (if also given). WebGLPipeline.isSpriteFX
is a new boolean property that defines if the pipeline is a Sprite FX Pipeline, or not. The default isfalse
.GameObjects.Components.FX
is a new component that provides access to FX specific properties and methods. The Image and Sprite Game Objects have this component by default.fxPadding
and its related methodsetFXPadding
allow you to set extra padding to be added to the texture the Game Object renders with. This is especially useful for Sprite FX shaders that modify the sprite beyond its bounds, such as glow or shadow effects.- The
WebGLPipeline.setShader
method has a new optional parameterbuffer
that allows you to set the vertex buffer to be bound before the shader is activated. - The
WebGLPipeline.setVertexBuffer
method has a new optional parameterbuffer
that allows you to set the vertex buffer to be bound if you don't want to bind the default one. - The
WebGLRenderer.createTextureFromSource
method has a new optional boolean parameterforceClamp
that will for the clamp wrapping mode even if the texture is a power-of-two. RenderTarget
will now automatically set the wrapping mode to clamp.WebGLPipeline.flipProjectionMatrix
is a new method that allows you to flip the y and bottom projection matrix values via a parameter.PipelineManager.renderTargets
is a new property that holds an array ofRenderTarget
objects that allSpriteFX
pipelines can share, to keep texture memory as low as possible.PipelineManager.maxDimension
is a new property that holds the largest possible target dimension.PipelineManager.frameInc
is a new property that holds the amount theRenderTarget
s will increase in size in each iteration. The default value is 32, meaning it will create targets of size 32, 64, 96, etc. You can control this via the pipeline config object.PipelineManager.targetIndex
is a new property that holds the internal target array offset index. Treat it as read-only.- The Pipeline Manager will now create a bunch of
RenderTarget
objects during itsboot
method. These are sized incrementally from 32px and up (use theframeInc
value to alter this). These targets are shared by all Sprite FX Pipelines. PipelineManager.getRenderTarget
is a new method that will return the aRenderTarget
that best fits the dimensions given. This is typically called by Sprite FX Pipelines, rather than directly.PipelineManager.getSwapRenderTarget
is a new method that will return a 'swap'RenderTarget
that matches the size of the main target. This is called by Sprite FX pipelines and not typically called directly.PipelineManager.getAltSwapRenderTarget
is a new method that will return a 'alternative swap'RenderTarget
that matches the size of the main target. This is called by Sprite FX pipelines and not typically called directly.
New Features - Compressed Texture Support
Phaser 3.60 contains support for Compressed Textures. It can parse both KTX and PVR containers and within those has support for the following formats: ETC, ETC1, ATC, ASTC, BPTC, RGTC, PVRTC, S3TC and S3TCSRB. Compressed Textures differ from normal textures in that their structure is optimized for fast GPU data reads and lower memory consumption. Popular tools that can create compressed textures include PVRTexTool, ASTC Encoder and Texture Packer.
Compressed Textures are loaded using the new this.load.texture
method, which takes a texture configuration object that maps the formats to the files. The browser will then download the first file in the object that it knows it can support. You can also provide Texture Atlas JSON data, or Multi Atlas JSON data, too, so you can use compressed texture atlases. Currently, Texture Packer is the best tool for creating these type of files.
TextureSoure.compressionAlgorithm
is now populated with the compression format used by the texture.Types.Textures.CompressedTextureData
is the new compressed texture configuration object type.TextureManager.addCompressedTexture
is a new method that will add a compressed texture, and optionally atlas data into the Texture Manager and return aTexture
object than any Sprite can use.Textures.Parsers.KTXParser
is a new parser for the KTX compression container format.Textures.Parsers.PVRParser
is a new parser for the PVR compression container format.- The
WebGLRenderer.compression
property now holds a more in-depth object containing supported compression formats. - The
WebGLRenderer.createTextureFromSource
method now accepts theCompressedTextureData
data objects and creates WebGL textures from them. WebGLRenderer.getCompressedTextures
is a new method that will populate theWebGLRenderer.compression
object and return its value. This is called automatically when the renderer boots.WebGLRenderer.getCompressedTextureName
is a new method that will return a compressed texture format GLenum based on the given format.
New Features - Multi Tint Pipeline
- If you have a customised Multi Tint Pipeline fragment shader that uses the
%forloop%
declaration, you should update it to follow the new format defined inMulti.frag
. This new shader uses a function calledgetSampler
instead. 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 ahighp
precision instead ofmediump
. - The
WebGL.Utils.checkShaderMax
function will no longer use a massive if/else glsl shader check and will instead rely on the value given ingl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS)
. - The
WebGL.Utils.parseFragmentShaderMaxTextures
function no longer supports the%forloop%
declaration. - The internal WebGL Utils function
GenerateSrc
has been removed as it's no longer required internally. - Previously, the Multi Tint methods
batchSprite
,batchTexture
,batchTextureFrame
andbatchFillRect
would all make heavy use of theTransformMatrix.getXRound
andgetYRound
methods, which in turn calledgetX
andgetY
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 newuLightCount
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 newtempVec2
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 inMatter.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 theCollision
module, which now handles all Matter collision events.MatterPhysics.grid
has been removed as this is now handled by theCollision
module.MatterPhysics.sat
has been removed as this is now handled by theCollision
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
andrepeatDelay
. These should be numbers only. You can, however, still provide a function fordelay
, to keep it compatible with the StaggerBuilder. - The
TweenManager#getAllTweens
method has been renamed toTweenManager#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 theonUpdateParams
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 theonYoyoParams
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 theonRepeatParams
array when the Tween was created. Tween.stop
has had theresetTo
parameter removed from it. Callingstop
on a Tween will now prepare the tween for immediate destruction. If you only wish to pause the tween, seeTween.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 theTween.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
andonYoyoScope
. You should set thecallbackScope
property instead, which will globally set the scope for all callbacks. You can also set theTween.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
andTweenManager.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 theonPause
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 theonResume
callback.- There is a new
TweenOnPauseCallback
available when creating a Tween (via theonPause
property). This comes with associatedonPauseParams
andonPauseScope
properties, too, like all other callbacks and can also be added via theTween.setCallbacks
method. This callback is invoked if you pause the Tween. - There is a new
TweenOnResumeCallback
available when creating a Tween (via theonResume
property). This comes with associatedonResumeParams
andonResumeScope
properties, too, like all other callbacks and can also be added via theTween.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 includeslinear
,bezier
andcatmull
(orcatmullrom
), 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 ascale
property itself (i.e. a GameObject) then it will automatically apply the value to bothscaleX
andscaleY
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 thetarget
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 theparams
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 withpaused: 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 newGetInterpolationFunction
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 tonull
). - The keyword
persists
has been added to the Reserved Words list and Defaults list (it defaults tofalse
). Tween.initTweenData
is a new method that handles the initialisation of all the Tween Data and Tween values. This replaces what took place in theinit
andseek
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 theinitTweenData
call. - Fixed a bug where setting
repeat
andhold
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
andmaskFramebuffer
. The following methods have also been removed:createMask
andclearMask
. - The
WebGLRenderer
has 2 new properties:maskSource
andmaskTarget
. 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 theBitmapMaskPipeline
.WebGLRenderer.drawBitmapMask
is a new method that completes the process of rendering using the mask target framebuffer. This is called by theBitmapMaskPipeline
.- 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 andTimeStep.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 callRequestAnimationFrame.destroy
, properly cleaning it down.RequestAnimationFrame.step
will now no longer callrequestAnimationFrame
ifisRunning
has been set tofalse
(via thestop
method)- The
TimeStep
no longer calculates or passes theinterpolation
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 callperformance.now
as these values were never used internally and were not used by the receiving callback either. - The
RequestAnimationFrame.target
property has been renamed todelay
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
andaddAtlasUnity
. 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
andremoveFromDisplayList
are new methods that allows for you to now add a Layer as a child of another Layer. Fix #5799 (thanks @samme)GameObjects.Video.loadURL
has a new optional 4th parametercrossOrigin
. This allows you to specify a cross origin request type when loading the video cross-domain (thanks @rmartell)- You can now set
loader.imageLoadType: "HTMLImageElement"
in your Game Configuration and the Phaser Loader will use an Image Tag to load all images, rather than XHR and a Blob object which is the default. This is a global setting, so all file types that use images, such as Atlas or Spritesheet, will be changed via this flag (thanks @hanzooo) - You can now control the drawing offset of tiles in a Tileset using the new optional property
Tileset.tileOffset
(which is a Vector2). This property is set automatically when Tiled data is parsed and found to contain it. Fix #5633 (thanks @moJiXiang @kainage) - You can now set the alpha value of the Camera Flash effect before running it, where-as previously it was always 1 (thanks @kainage)
- The
Tilemap.createFromObjects
method has been overhauled to support typed tiles from the Tiled Map Editor (https://doc.mapeditor.org/en/stable/manual/custom-properties/#typed-tiles). It will now also examine the Tileset to inherit properties based on the tile gid. It will also now attempt to use the same texture and frame as Tiled when creating the object (thanks @lackhand) 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 forx-m4v
playback support for video formats and store it in theVideo.m4v
property. This is used automatically by theVideoFile
file loader. Fix #5719 (thanks @patrickkeenan) - The
KeyboardPlugin.removeKey
method has a new optional parameterremoveCapture
. This will remove any keyboard capture events for the given Key. Fix #5693 (thanks @cyantree) - The
KeyboardPlugin.removeAllKeys
method has a new optional parameterremoveCapture
. 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 theMask
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 parameterflipY
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 parameterisRay
. Iftrue
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 parameterisRay
. Iftrue
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 parameterisRay
. Iftrue
it will treat the line parameter as a ray, if false, as a line segment (the default). Geom.Intersects.GetRaysFromPointToPolygon
uses the newisRay
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 theFILE_COMPLETE
andFILE_KEY_COMPLETE
events, fixing a bug whereMultiFile
related files, such as an Atlas JSON or a Bitmap Font File, wouldn't emit thefilecomplete
events for the parent file, only for the sub-files. This means you can now listen for the file completion event formultiatlas
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 callsFile.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 newPhaser.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 theCamera.setScene
method. Once set theCamera.updateSystem
method is skipped, preventing the WebGL Renderer from setting a scissor every frame.Camera.preRender
will now applyMath.floor
instead ofMath.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 runMath.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 newTransformMatrix.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 aFrame
instance as its parameter, which will return the frames parent Texture. - The
GameObject.setFrame
method can now accept aFrame
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 theGameObjects.Zone.setDropZone
method is now optional and if not given it will try to create a hit area based on the size of the Zone Game Object (thanks @rexrainbow) BitmapMask.scene
is a new property that allows the Bitmap Mask to reference the Scene it was created in.- The
DOMElement.preUpdate
method has been removed. If you overrode this method, please now seepreRender
instead. DOMElement.preRender
is a new method that will check parent visibility and improve its behavior, responding to the parent even if the Scene is paused or the element is inactive. Dom Elements are also no longer added to the Scene Update List. Fix #5816 (thanks @prakol16 @samme)- Phaser 3 is now built with webpack 5 and all related packages have been updated.
- Previously, an Array Matrix would enforce it had more than 2 rows. This restriction has been removed, allowing you to define and rotate single-row array matrices (thanks @andriibarvynko)
- The Gamepad objects now have full TypeScript definitions thanks to @sylvainpolletvillard
- Lots of configuration objects now have full TypeScript definitions thanks to @16patsle
Particle.fire
will now throw an error if the particle has no texture frame. This prevents an uncaught error later when the particle fails to render. Fix #5838 (thanks @samme @monteiz)ParticleEmitterManager.setEmitterFrames
will now print out console warnings if an invalid texture frame is given, or if no texture frames were set. Fix #5838 (thanks @samme @monteiz)SceneManager.stop
andsleep
will now ignore the call if the Scene has already been shut down, avoiding potential problems with duplicate event handles. Fix #5826 (thanks @samme)- Removed the
Tint
andFlip
components from theCamera
class. Neither were ever used internally, or during rendering, so it was just confusing having them in the API. - A new
console.error
will be printed if theFile
,MultiFile
,JSONFile
orXMLFile
fail to process or parse correctly, even if they manage to load. Fix #5862 #5851 (thanks @samme @ubershmekel) - 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
andonTouchOut
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 DOMelementFromPoint
function. This means if the touch leaves the canvas, it will now trigger theGAME_OUT
andGAME_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 parametertarget
. 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 todevDependencies
(thanks @antkhnvsk) - The
GetValue
function has a new optional parameteraltSource
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 anHTMLCanvasElement
to aWebGLRenderingContext
. This is now passed in from thesnapshot
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 theKey.enabled
orKey.preventDefault
booleans back totrue
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 theOrigin
andTransform
components, along with 4 new properties:width
,height
,displayWidth
anddisplayHeight
. 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 propertyhasTransformComponent
which is set totrue
by default. - The Arcade Physics
World.enableBody
method will now only create and add aBody
to an object if it has the Transform component, tested by checking thehasTransformComponent
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 callGameObject.addedToScene
.Container.removeHandler
will now callGameObject.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 ObjectssetStyle
method, it would ignore anymetrics
data it may contain and reset it back to the defaults. It will now respect themetrics
config and use it, if present. Fix #6149 (thanks @michalfialadev) - A Texture
ScaleMode
will now override the Game Configantialias
setting under the Canvas Renderer, where-as before ifantialias
wastrue
then it would ignore the scale mode of the texture (thanks @Cirras) - The
Device.Audio
module has been rewritten to use a new internalCanPlay
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 callBody.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 thecheckInverseAlpha
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 asremoveAll
andget
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 adelay
of zero it will now throw a runtime error as it would lead to an infinite loop. Fix #6225 (thanks @JernejHabjan) - The
endFrame
andstartFrame
properties of theSpriteSheet
parser wouldn't correctly apply themselves, the Texture would still end up with all of the frames. It will now start at the givenstartFrame
so that is frame zero and end atendFrame
, 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 thatTween.setCallback
now works consistently. Fix #5753 (thanks @andrei-pmbcn @samme)- The context restore event handler is now turned off when a Game Object is destroyed. This helps avoid memory leakage from Text and TileSprite Game Objects, especially if you consistently destroy and recreate your Game instance in a single-page app (thanks @rollinsafary-inomma @rexrainbow @samme)
- When the device does not support WebGL, creating a game with the renderer type set to
Phaser.WEBGL
will now fail with an error. Previously, it would fall back to Canvas. Now it will not fall back to Canvas. If you require that feature, use the AUTO render type. Fix #5583 (thanks @samme) - The
Tilemap.createFromObjects
method will now correctly place both tiles and other objects. Previously, it made the assumption that the origin was 0x1 for all objects, but Tiled only uses this for tiles and uses 0x0 for its other objects. It now handles both. Fix #5789 (thanks @samme) - The
CanvasRenderer.snapshotCanvas
method used an incorrect reference to the canvas, causing the operation to fail. It will now snapshot a canvas correctly. Fix #5792 #5448 (thanks @rollinsafary-inomma @samme @akeboshi1) - The
Tilemap.tileToWorldY
method incorrectly had the parametertileX
. It will worked, but didn't make sense. It is nowtileY
(thanks @mayacoda) - The
Tilemap.convertTilemapLayer
method would fail for isometric tilemaps by not setting the physic body alignment properly. It will now callgetBounds
correctly, allowing for use on non-orthagonal maps. Fix #5764 (thanks @mayacoda) - The
PluginManager.installScenePlugin
method will now check if the plugin is missing from the local keys array and add it back in, if it is (thanks @xiamidaxia) - The Spine Plugin would not work with multiple instances of the same game on a single page. It now stores its renderer reference outside of the plugin, enabling this. Fix #5765 (thanks @xiamidaxia)
- In Arcade Physics, Group vs. self collisions would cause double collision callbacks due to the use of the quad tree. For this specific conditions, the quad tree is now skipped. Fix #5758 (thanks @samme)
- During a call to
GameObject.Shapes.Rectangle.setSize
it will now correctly update the Rectangle object's display origin and default hitArea (thanks @rexrainbow) - The Arcade Physics Body will now recalculate its center after separation with a Tile in time for the values to be correct in the collision callbacks (thanks @samme)
- The
ParseTileLayers
function has been updated so that it no longer breaks when using a Tiled infinite map with empty chunks (thanks @jonnytest1) - The
PutTileAt
function will now set the Tile dimensions from the source Tileset, fixing size related issues when placing tiles manually. Fix #5644 (thanks @moJiXiang @stuffisthings) - The new
Tileset.tileOffset
property fixes an issue with drawing isometric tiles when an offset had been defined in the map data (thanks @moJiXiang) - Fixed issue in
Geom.Intersects.GetLineToLine
function that would fail with colinear lines (thanks @Skel0t) - The
CameraManager.destroy
function will now remove the Scale ManagerRESIZE
event listener created as part ofboot
, where-as before it didn't clean it up, leading to gc issues. Fix #5791 (thanks @liuhongxuan23) - With
roundPixels
set to true in the game or camera config, Sprites will no longer render at sub-pixel positions under CANVAS. Fix #5774 (thanks @samme) - The Camera will now emit
PRE_RENDER
andPOST_RENDER
events under the Canvas Renderer. Fix #5729 (thanks @ddanushkin) - The Multi Pipeline now uses
highp float
precision by default, instead ofmediump
. This fixes issues with strange blue 'spots' appearing under WebGL on some Android devices. Fix #5751 #5659 #5655 (thanks @actionmoon @DuncanPriebe @ddanushkin) - The
Tilemaps.Tile.getBounds
method would take acamera
parameter but then not pass it to the methods called internally, thus ignoring it. It now factors the camera into the returned Rectangle. Tilemap.createFromObjects
has had the rendering of Tiled object layers on isometric maps fixed. Objects contained in object layers generated by Tiled use orthogonal positioning even when the map is isometric and this update accounts for that (thanks @lfarroco)- Timers with very short delays (i.e. 1ms) would only run the callback at the speed of the frame update. It will now try and match the timer rate by iterating the calls per frame. Fix #5863 (thanks @rexrainbow)
- The
Text
,TileSprite
andRenderTexture
Game Objects would call the pre and post batch functions twice by mistake, potentially applying a post fx twice to them. ScaleManager.getParentBounds
will now also check to see if the canvas bounds have changed x or y position, and if so returntrue
, causing the Scale Manager to refresh all of its internal cached values. This fixes an issue where the canvas may have changed position on the page, but not its width or height, so a refresh wasn't triggered. Fix #5884 (thanks @jameswilddev)- The
SceneManager.bootScene
method will now always callLoaderPlugin.start
, even if there are no files in the queue. This means that the Loader will always dispatch itsSTART
andCOMPLETE
events, even if the queue is empty because the files are already cached. You can now rely on theSTART
andCOMPLETE
events to be fired, regardless, using them safely in your preload scene. Fix #5877 (thanks @sipals) - Calling
TimerEvent.reset
in the Timer callback would cause the timer to be added to the Clock's pending removal and insertion lists together, throwing an error. It will now not add to pending removal if the timer was reset. Fix #5887 (thanks @rexrainbow) - Calling
ParticleEmitter.setScale
would set thescaleY
property tonull
, causing calls tosetScaleY
to throw a runtime error.scaleY
is now a required property across both the Particle and Emitter classes and all of the conditional checks for it have been removed (thanks ojg15) - Calling
Tween.reset
when a tween was in a state ofPENDING_REMOVE
would cause it to fail to restart. It now restarts fully. Fix #4793 (thanks @spayton) - The default
Tween._pausedState
has changed fromINIT
toPENDING_ADD
. This fixes a bug where if you calledTween.play
immediately after creating it, it would force the tween to freeze. Fix #5454 (thanks @michal-bures) - If you start a
PathFollower
with ato
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 thetouchcancel
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 withalwaysEnabled
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 parentdisplayList
, 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 matchenable
. 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
andmoveBelow
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. Therender
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 providedoutput
parameter, but now uses it (thanks @vforsh) - The
Polygon
Game Object would ignore itsclosePath
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 thedrawImage
call in canvas if the frame width or height are zero. Fix #5951 (thanks @Hoshinokoe)BlitterCanvasRenderer
will now skip thedrawImage
call in canvas if the frame width or height are zero.ParticleManagerCanvasRenderer
will now skip thedrawImage
call in canvas if the frame width or height are zero.CanvasSnapshot
will now skip thedrawImage
call in canvas if the frame width or height are zero.TextureManager.getBase64
will now skip thedrawImage
call in canvas if the frame width or height are zero.TilemapLayerCanvasRenderer
will now skip thedrawImage
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
andmoveToY
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
andCanvasSnapshot
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 5thcontainer
parameter to the childrenderCanvas
call, which was breaking theGraphicsCanvasRenderer
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 asource
andaltSource
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
andmoveBelow
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, orscaleMode
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. ThegetTop
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 forEvents.DESTROY
, fixing an issue where objects moved from one container, to another, then destroyed, would causesys
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 returnfalse
(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