phaser/CHANGELOG-v3.50.md
2020-10-27 14:05:52 +00:00

110 KiB

Version 3.50.0 - Subaru - in development

WebGL Pipeline Updates

If you use a custom WebGL Pipeline in your game, you must update your code in order to use Phaser 3.50.

Due to the huge amount of work that has taken place in this area, all of the pipelines have been renamed. If you extend any of these pipelines or use them in your game code (referenced by name), then please update accordingly. The name changes are:

  • TextureTintPipeline is now called the MultiPipeline.
  • TextureTintStripPipeline is now called the RopePipeline.
  • ForwardDiffuseLightPipeline is now called the LightPipeline.

To match the new pipeline names, the shader source code has also been renamed.

  • ForwardDiffuse.frag is now called Light.frag.
  • TextureTint.frag is now called Multi.frag.
  • TextureTint.vert is now called Multi.vert.

Other pipeline changes are as follows:

  • Types.Renderer.WebGL.WebGLPipelineConfig is a new TypeDef that helps you easily configure your own Custom Pipeline when using TypeScript and also provides better JSDocs.
  • Types.Renderer.WebGL.WebGLPipelineAttributesConfig is a new TypeDef that helps you easily configure the attributes for your own Custom Pipelines when using TypeScript and also provides better JSDocs.
  • All pipelines will now work out the renderer property automatically, so it's no longer required in the config.
  • All pipelines will now work out the gl property automatically, so it's no longer required in the config.
  • All pipelines will now extract the name property from the config, allowing you to set it externally.
  • All pipelines will now extract the vertexCapacity property from the config, allowing you to set it externally.
  • All pipelines will now extract the vertexSize property from the config, allowing you to set it externally.
  • All pipelines will now extract the vertexData property from the config, allowing you to set it externally.
  • All pipelines will now extract the attributes property from the config, allowing you to set it externally.
  • All pipelines will now extract the topology property from the config, allowing you to set it externally.
  • The WebGLPipeline.shouldFlush method now accepts an optional parameter amount. If given, it will return true if when the amount is added to the vertex count it will exceed the vertex capacity. The Multi Pipeline has been updated to now use this method instead of performing the comparison multiple times itself.
  • The RopePipeline now extends MultiPipeline and just changes the topolgy, vastly reducing the filesize.
  • The WebGLPipeline.flushLocked property has been removed. A pipeline can never flush in the middle of a flush anyway, so it was just wasting CPU cycles being set.
  • You can now pass a pipeline instance to the GameObject.setPipeline method, as well as a string.

Pipeline Uniform Changes

Piplines now have a new uniforms array that can be passed in with the config. All default pipelines now set these. The array contains the names, as strings, of all uniforms your pipeline shader uses. Once the pipeline shader has been successfully linked, it will use the array of names to look-up the WebGLUniformLocation of all uniforms specified. These are stored in the new WebGLPipeline.uniforms object. This takes place in the new WebGLPipeline.setUniformLocations method.

When a pipeline is bound, you can now use the new methods (listed below) to set uniform values directly on the pipeline. Previously, calling a method such as setFloat3 on a pipeline would pass that call over to WebGLRenderer. The renderer would first check to see if the pipeline program was current, and if not, make it so, before then looking up the uniform location and finally setting it. This is a lot of steps to take for pipelines that potentially need to change uniforms for every Game Object they render.

Under the new methods, and using the new pre-cached uniform locations, these extra steps are skipped. The uniform value is set directly, no shader binding takes place and no location look-up happens. This dramatically reduces the number of WebGL ops being issued per frame. To clearly differentiate these pipline methods, we have renamed them. The new method names are as follows:

  • WebGLPipeline.set1f will set a 1f uniform based on the given name.
  • WebGLPipeline.set2f will set a 2f uniform based on the given name.
  • WebGLPipeline.set3f will set a 3f uniform based on the given name.
  • WebGLPipeline.set4f will set a 4f uniform based on the given name.
  • WebGLPipeline.set1fv will set a 1fv uniform based on the given name.
  • WebGLPipeline.set2fv will set a 2fv uniform based on the given name.
  • WebGLPipeline.set3fv will set a 3fv uniform based on the given name.
  • WebGLPipeline.set4fv will set a 4fv uniform based on the given name.
  • WebGLPipeline.set1iv will set a 1iv uniform based on the given name.
  • WebGLPipeline.set2iv will set a 2iv uniform based on the given name.
  • WebGLPipeline.set3iv will set a 3iv uniform based on the given name.
  • WebGLPipeline.set4iv will set a 4iv uniform based on the given name.
  • WebGLPipeline.set1i will set a 1i uniform based on the given name.
  • WebGLPipeline.set2i will set a 2i uniform based on the given name.
  • WebGLPipeline.set3i will set a 3i uniform based on the given name.
  • WebGLPipeline.set4i will set a 4i uniform based on the given name.
  • WebGLPipeline.setMatrix2fv will set a matrix 2fv uniform based on the given name.
  • WebGLPipeline.setMatrix3fv will set a matrix 3fv uniform based on the given name.
  • WebGLPipeline.setMatrix4fv will set a matrix 4fv uniform based on the given name.

If your code uses any of the old method names, please update them using the list below:

  • WebGLPipeline.setFloat1 has been removed. Please use set1f instead.
  • WebGLPipeline.setFloat2 has been removed. Please use set2f instead.
  • WebGLPipeline.setFloat3 has been removed. Please use set3f instead.
  • WebGLPipeline.setFloat4 has been removed. Please use set4f instead.
  • WebGLPipeline.setFloat1v has been removed. Please use set1fv instead.
  • WebGLPipeline.setFloat2v has been removed. Please use set2fv instead.
  • WebGLPipeline.setFloat3v has been removed. Please use set3fv instead.
  • WebGLPipeline.setFloat4v has been removed. Please use set4fv instead.
  • WebGLPipeline.setInt1 has been removed. Please use set1i instead.
  • WebGLPipeline.setInt2 has been removed. Please use set2i instead.
  • WebGLPipeline.setInt3 has been removed. Please use set3i instead.
  • WebGLPipeline.setInt4 has been removed. Please use set4i instead.
  • WebGLPipeline.setMatrix1 has been removed. Please use setMatrix2fv instead.
  • WebGLPipeline.setMatrix2 has been removed. Please use setMatrix3fv instead.
  • WebGLPipeline.setMatrix3 has been removed. Please use setMatrix4fv instead.

Pipeline Manager

The WebGL.PipelineManager is a new class that is responsbile for managing all of the WebGL Pipelines in Phaser. An instance of the Pipeline Manager is created by the WebGL Renderer and is available under the pipelines property. This means that the WebGL Renderer no longer handles pipelines directly, causing the following API changes:

  • WebGLRenderer.pipelines is no longer a plain object containing pipeline instances. It's now an instance of the PipelineManager class. This instance is created during the init and boot phase of the renderer.
  • The WebGLRenderer.currentPipeline property no longer exists, instead use PipelineManager.current.
  • The WebGLRenderer.previousPipeline property no longer exists, instead use PipelineManager.previous.
  • The WebGLRenderer.hasPipeline method no longer exists, instead use PipelineManager.has.
  • The WebGLRenderer.getPipeline method no longer exists, instead use PipelineManager.get.
  • The WebGLRenderer.removePipeline method no longer exists, instead use PipelineManager.remove.
  • The WebGLRenderer.addPipeline method no longer exists, instead use PipelineManager.add.
  • The WebGLRenderer.setPipeline method no longer exists, instead use PipelineManager.set.
  • The WebGLRenderer.rebindPipeline method no longer exists, instead use PipelineManager.rebind.
  • The WebGLRenderer.clearPipeline method no longer exists, instead use PipelineManager.clear.

The Pipeline Manager also offers the following new features:

  • The PipelineManager.resize method automatically handles resize events across all pipelines.
  • The PipelineManager.preRender method calls the pre-render method of all pipelines.
  • The PipelineManager.render method calls the render method of all pipelines.
  • The PipelineManager.postRender method calls the post-render method of all pipelines.
  • The PipelineManager.setMulti method automatically binds the Multi Texture Pipeline, Phaser's default.
  • The PipelineManager.clear method will clear the pipeline, store it in previous and free the renderer.
  • The PipelineManager.rebind method will reset the rendering context and restore the previous pipeline, if set.

New constants have been created to help you reference a pipeline without needing to use strings:

  • Phaser.Renderer.WebGL.Pipelines.BITMAPMASK_PIPELINE for the Bitmap Mask Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.LIGHT_PIPELINE for the Light 2D Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.SINGLE_PIPELINE for the Single Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.MULTI_PIPELINE for the Multi Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.ROPE_PIPELINE for the Rope Pipeline.

All Game Objects have been updated to use the new constants and Pipeline Manager.

Single Pipeline

There is also a new pipeline called SinglePipeline, created to emulate the old TextureTintPipeline. This special pipeline uses just a single texture and makes things a lot easier if you wish to create a custom pipeline, but not have to recode your shaders to work with multiple textures. Instead, just extend SinglePipeline, where-as before you extended the TextureTintPipeline and you won't have to change any of your shader code. However, if you can, you should update it to make it perform faster, but that choice is left up to you.

WebGL Multi-Texture Rendering

The Multi Pipeline (previously called the Texture Tint Pipeline) has had its core flow rewritten to eliminate the need for constantly creating batch objects. Instead, it now supports the new multi-texture shader, vastly increasing rendering performance, especially on draw-call bound systems.

All of the internal functions, such as batchQuad and batchSprite have been updated to use the new method of texture setting. The method signatures all remain the same unless indicated below.

  • Config.render.maxTextures is a new game config setting that allows you to control how many texture units will be used in WebGL.
  • WebGL.Utils.checkShaderMax is a new function, used internally by the renderer, to determine the maximum number of texture units the GPU + browser supports.
  • The property WebGLRenderer.currentActiveTextureUnit has been renamed to currentActiveTexture.
  • WebGLRenderer.startActiveTexture is a new read-only property contains the current starting active texture unit.
  • WebGLRenderer.maxTextures is a new read-only property that contains the maximum number of texture units WebGL can use.
  • WebGLRenderer.textureIndexes is a new read-only array that contains all of the available WebGL texture units.
  • WebGLRenderer.tempTextures is a new read-only array that contains temporary WebGL textures.
  • The WebGLRenderer.currentTextures property has been removed, as it's no longer used.
  • TextureSource.glIndex is a new property that holds the currently assigned texture unit for the Texture Source.
  • TextureSource.glIndexCounter is a new property that holds the time the index was assigned to the Texture Source.
  • WebGLRenderer.currentTextures has been removed, as it's no longer used internally.
  • WebGLRenderer.setBlankTexture no longer has a force parameter, as it's set by default.
  • The Mesh Game Object WebGL Renderer function has been updated to support multi-texture units.
  • The Blitter Game Object WebGL Renderer function has been updated to support multi-texture units.
  • The Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units.
  • The Dynamic Bitmap Text Game Object WebGL Renderer function has been updated to support multi-texture units.
  • The Particle Emitter Game Object WebGL Renderer function has been updated to support multi-texture units.
  • The Texture Tint vertex and fragment shaders have been updated to support the inTexId float attribute and dynamic generation.
  • The Texture Tint Pipeline has a new attribute, inTexId which is a gl.FLOAT.
  • TextureTintPipeline.bind is a new method that sets the uMainSampler uniform.
  • The TextureTintPipeline.requireTextureBatch method has been removed, as it's no longer required.
  • The TextureTintPipeline.pushBatch method has been removed, as it's no longer required.
  • The TextureTintPipeline.maxQuads property has been removed, as it's no longer required.
  • The TextureTintPipeline.batches property has been removed, as it's no longer required.
  • TextureTintPipeline.flush has been rewritten to support multi-textures.
  • TextureTintPipeline.flush no longer creates a sub-array if the batch is full, but instead uses bufferData for speed.
  • WebGLPipeline.currentUnit is a new property that holds the most recently assigned texture unit. Treat as read-only.
  • WebGLRenderer.setTextureSource is a new method, used by pipelines and Game Objects, that will assign a texture unit to the given Texture Source.
  • The WebGLRenderer.setTexture2D method has been updated to use the new texture unit assignment. It no longer takes the textureUnit or flush parameters and these have been removed from its method signature.
  • WebGLRenderer.setTextureZero is a new method that activates texture zero and binds the given texture to it. Useful for fbo backed game objects.
  • WebGLRenderer.clearTextureZero is a new method that clears the texture that was bound to unit zero.
  • WebGLRenderer.textureZero is a new property that holds the currently bound unit zero texture.
  • WebGLRenderer.normalTexture is a new property that holds the currently bound normal map (texture unit one).
  • WebGLRenderer.setNormalMap is a new method that sets the current normal map texture.
  • WebGLRenderer.clearNormalMap is a new method that clears the current normal map texture.
  • WebGLRenderer.resetTextures is a new method that flushes the pipeline, resets all textures back to the temporary ones, and resets the active texture counter.
  • WebGLPipeline.boot will now check all of the attributes and store the pointer location within the attribute entry.
  • WebGLPipeline.bind no longer looks-up and enables every attribute, every frame. Instead, it uses the cached pointer location stored in the attribute entry, cutting down on redundant WebGL operations.
  • WebGLRenderer.isNewNormalMap is a new method that returns a boolean if the given parameters are not currently used.
  • WebGLPipeline.forceZero is a new property that informs Game Objects if the pipeline requires a zero bound texture unit.
  • WebGLPipeline.setAttribPointers is a new method that will set the vertex attribute pointers for the pipeline.
  • WebGLRenderer.unbindTextures is a new method that will activate and then null bind all WebGL textures.
  • Renderer.WebGL.Utils.parseFragmentShaderMaxTextures is a new function that will take fragment shader source and search it for %count% and %forloop% declarations, replacing them with the required GLSL for multi-texture support, returning the modified source.

Light Pipeline Changes

The Light Pipeline (previously called the Forward Diffuse Light Pipeline), which is responsible for rendering lights under WebGL, has been rewritten to work with the new Multi Pipeline features. Lots of redundant code has been removed and the following changes and improvements took place:

  • The pipeline now works with Game Objects that do not have a normal map. They will be rendered using the new default normal map, which allows for a flat light effect to pass over them and merge with their diffuse map colors.
  • Fixed a bug in the way lights were handled that caused Tilemaps to render one tile at a time, causing massive slow down. They're now batched properly, making a combination of lights and tilemaps possible again.
  • The Bitmap Text (Static and Dynamic) Game Objects now support rendering with normal maps.
  • The TileSprite Game Objects now support rendering with normal maps.
  • Mesh and Quad Game Objects now support rendering with normal maps.
  • The Graphics Game Objects now support rendering in Light2d. You can even use normal map textures for the texture fills.
  • Particle Emitter Game Object now supports rendering in Light2d.
  • All Shape Game Objects (Rectangle, IsoBox, Star, Polygon, etc) now support rendering in Light2d.
  • The Text Game Object now supports rendering in Light2d, no matter which font, stroke or style it is using.
  • Both Static and Dynamic Tilemap Layer Game Objects now support the Light2d pipeline, with or without normal maps.
  • The pipeline will no longer look-up and set all of the light uniforms unless the Light is dirty.
  • The pipeline will no longer reset all of the lights unless the quantity of lights has changed.
  • The ForwardDiffuseLightPipeline.defaultNormalMap property has changed, it's now an object with a glTexture property that maps to the pipelines default normal map.
  • The ForwardDiffuseLightPipeline.boot method has been changed to now generate a default normal map.
  • The ForwardDiffuseLightPipeline.onBind method has been removed as it's no longer required.
  • The ForwardDiffuseLightPipeline.setNormalMap method has been removed as it's no longer required.
  • ForwardDiffuseLightPipeline.bind is a new method that handles setting-up the shader uniforms.
  • The ForwardDiffuseLightPipeline.batchTexture method has been rewritten to use the Texture Tint Pipeline function instead.
  • The ForwardDiffuseLightPipeline.batchSprite method has been rewritten to use the Texture Tint Pipeline function instead.
  • ForwardDiffuseLightPipeline.lightCount is a new property that stores the previous number of lights rendered.
  • ForwardDiffuseLightPipeline.getNormalMap is a new method that will look-up and return a normal map for the given object.

Lights

  • Light.dirty is a new property that controls if the light is dirty, or not, and needs its uniforms updating.
  • Light has been recoded so that all of its properties are now setters that activate its dirty flag.
  • LightsManager.destroy will now clear the lightPool array when destroyed, where-as previously it didn't.
  • LightsManager.cull now takes the viewport height from the renderer instead of the game config (thanks zenwaichi)

WebGL ModelViewProjection Removed

The ModelViewProjection object contained a lot of functions that Phaser never used internally. Instead, the functions available in them were already available in the Math.Matrix4 class. So the pipelines have been updated to use a Matrix4 instead and all of the MVP functions have been removed. The full list of removed functions is below:

  • projIdentity has been removed.
  • projPersp has been removed.
  • modelRotateX has been removed.
  • modelRotateY has been removed.
  • modelRotateZ has been removed.
  • viewLoad has been removed.
  • viewRotateX has been removed.
  • viewRotateY has been removed.
  • viewRotateZ has been removed.
  • viewScale has been removed.
  • viewTranslate has been removed.
  • modelIdentity has been removed.
  • modelScale has been removed.
  • modelTranslate has been removed.
  • viewIdentity has been removed.
  • viewLoad2D has been removed.
  • projOrtho has been removed.

WebGLRenderer Shader Functions Removed

All of the following functions have been removed from the WebGL Renderer. They are now available on the WebGLPipeline and WebGLShader classes:

  • WebGLRenderer.setFloat1 has been removed. Use WebGLPipeline.set1f or WebGLShader.set1f instead.
  • WebGLRenderer.setFloat2 has been removed. Use WebGLPipeline.set2f or WebGLShader.set2f instead.
  • WebGLRenderer.setFloat3 has been removed. Use WebGLPipeline.set3f or WebGLShader.set3f instead.
  • WebGLRenderer.setFloat4 has been removed. Use WebGLPipeline.set4f or WebGLShader.set4f instead.
  • WebGLRenderer.setFloat1v has been removed. Use WebGLPipeline.set1fv or WebGLShader.set1fv instead.
  • WebGLRenderer.setFloat2v has been removed. Use WebGLPipeline.set1fv or WebGLShader.set2fv instead.
  • WebGLRenderer.setFloat3v has been removed. Use WebGLPipeline.set1fv or WebGLShader.set3fv instead.
  • WebGLRenderer.setFloat4v has been removed. Use WebGLPipeline.set1fv or WebGLShader.set4fv instead.
  • WebGLRenderer.setInt1 has been removed. Use WebGLPipeline.set1fi or WebGLShader.set1i instead.
  • WebGLRenderer.setInt2 has been removed. Use WebGLPipeline.set1fi or WebGLShader.set2i instead.
  • WebGLRenderer.setInt3 has been removed. Use WebGLPipeline.set1fi or WebGLShader.set3i instead.
  • WebGLRenderer.setInt4 has been removed. Use WebGLPipeline.set1fi or WebGLShader.set4i instead.
  • WebGLRenderer.setMatrix2 has been removed. Use WebGLPipeline.setMatrix2fv or WebGLShader.setMatrix2fv instead.
  • WebGLRenderer.setMatrix3 has been removed. Use WebGLPipeline.setMatrix3fv or WebGLShader.setMatrix3fv instead.
  • WebGLRenderer.setMatrix4 has been removed. Use WebGLPipeline.setMatrix4fv or WebGLShader.setMatrix4fv instead.

BitmapText - New Features, Updates and API Changes

  • BitmapText.setCharacterTint is a new method that allows you to set a tint color (either additive or fill) on a specific range of characters within a static Bitmap Text. You can specify the start and length offsets and per-corner tint colors.
  • BitmapText.setWordTint is a new method that allows you to set a tint color (either additive or fill) on all matching words within a static Bitmap Text. You can specify the word by string, or numeric offset, and the number of replacements to tint.
  • BitmapText.setDropShadow is a new method that allows you to apply a drop shadow effect to a Bitmap Text object. You can set the horizontal and vertical offset of the shadow, as well as the color and alpha levels. Call this method with no parameters to clear a shadow.
  • BitmapTextWebGLRenderer has been rewritten from scratch to make use of the new pre-cached WebGL uv texture and character location data generated by GetBitmapTextSize. This has reduced the number of calculations made in the function dramatically, as it no longer has to work out glyph advancing or offsets during render, but only when the text content updates.
  • BitmapText.getCharacterAt is a new method that will return the character data from the BitmapText at the given x and y coordinates. The character data includes the code, position, dimensions, and glyph information.
  • The BitmapTextSize object returned by BitmapText.getTextBounds has a new property called characters which is an array that contains the scaled position coordinates of each character in the BitmapText, which you could use for tasks such as determining which character in the BitmapText was clicked.
  • ParseXMLBitmapFont will now calculate the WebGL uv data for the glyphs during parsing. This avoids it having to be done during rendering, saving CPU cycles on an operation that never changes.
  • ParseXMLBitmapFont will now create a Frame object for each glyph. This means you could, for example, create a Sprite using the BitmapText texture and the glyph as the frame key, i.e.: this.add.sprite(x, y, fontName, 'A').
  • BitmapTextWord, BitmapTextCharacter and BitmapTextLines are three new type defs that are now part of the BitmapTextSize config object, as returned by getTextBounds. This improves the TypeScript defs and JS Docs for this object.
  • The signature of the ParseXMLBitmapFont function has changed. The frame parameter is no longer optional, and is now the second parameter in the list, instead of being the 4th. If you call this function directly, please update your code.
  • The BitmapText.getTextBounds method was being called every frame, even if the bounds didn't change, potentially costing a lot of CPU time depending on the text length and quantity of them. It now only updates the bounds if they change.
  • The GetBitmapTextSize function used Math.round on the values, if the round parameter was true, which didn't create integers. It now uses Math.ceil instead to give integer results.
  • The GetBitmapTextSize function has a new boolean parameter updateOrigin, which will adjust the origin of the parent BitmapText if set, based on the new bounds calculations.
  • BitmapText.preDestroy is a new method that will tidy-up all of the BitmapText data during object destruction.
  • BitmapText.dropShadowX is a new property that controls the horizontal offset of the drop shadow on the Bitmap Text.
  • BitmapText.dropShadowY is a new property that controls the vertical offset of the drop shadow on the Bitmap Text.
  • BitmapText.dropShadowColor is a new property that sets the color of the Bitmap Text drop shadow.
  • BitmapText.dropShadowAlpha is a new property that sets the alpha of the Bitmap Text drop shadow.
  • BatchChar is a new internal private function for batching a single character of a Bitmap Text to the pipeline.
  • If you give an invalid Bitmap Font key, the Bitmap Text object will now issue a console.warn.
  • Setting the color value in the DynamicBitmapText.setDisplayCallback would inverse the red and blue channels if the color was not properly encoded for WebGL. It is now encoded automatically, meaning you can pass normal hex values as the colors in the display callback. Fix #5225 (thanks @teebarjunk)
  • If you apply setSize to the Dynamic BitmapText the scissor is now calculated based on the parent transforms, not just the local ones, meaning you can crop Bitmap Text objects that exist within Containers. Fix #4653 (thanks @lgibson02)
  • ParseXMLBitmapFont has a new optional parameter texture. If defined, this Texture is populated with Frame data, one frame per glyph. This happens automatically when loading Bitmap Text data in Phaser.
  • You can now use setMaxWidth on DynamicBitmapText, which wasn't previously possible. Fix #4997 (thanks @AndreaBoeAbrahamsen)

Update List Changes

The way in which Game Objects add themselves to the Scene Update List has changed. Instead of being added by the Factory methods, they will now add and remove themselves based on the new ADDED_TO_SCENE and REMOVED_FROM_SCENE events. This means, you can now add Sprites directly to a Container, or Group, and they'll animate properly without first having to be part of the Update List. The full set of changes and new features relating to this follow:

  • GameObjects.Events.ADDED_TO_SCENE is a new event, emitted by a Game Object, when it is added to a Scene, or a Container that is part of the Scene.
  • GameObjects.Events.REMOVED_FROM_SCENE is a new event, emitted by a Game Object, when it is removed from a Scene, or a Container that is part of the Scene.
  • Scenes.Events.ADDED_TO_SCENE is a new event, emitted by a Scene, when a new Game Object is added to the display list in the Scene, or a Container that is on the display list.
  • Scenes.Events.REMOVED_FROM_SCENE is a new event, emitted by a Scene, when it a Game Object is removed from the display list in the Scene, or a Container that is on the display list.
  • GameObject.addedToScene is a new method that custom Game Objects can use to perform additional set-up when a Game Object is added to a Scene. For example, Sprite uses this to add itself to the Update List.
  • GameObject.removedFromScene is a new method that custom Game Objects can use to perform additional tear-down when a Game Object is removed from a Scene. For example, Sprite uses this to remove themselves from the Update List.
  • Game Objects no longer automatically remove themselves from the Update List during preDestroy. This should be handled directly in the removedFromScene method now.
  • The Container will now test to see if any Game Object added to it is already on the display list, or not, and emit its ADDED and REMOVED events accordingly. Fix #5267 #3876 (thanks @halgorithm @mbpictures)
  • DisplayList.events is a new property that references the Scene's Event Emitter. This is now used internally.
  • DisplayList.addChildCallback is a new method that overrides the List callback and fires the new ADDED events.
  • DisplayList.removeChildCallback is a new method that overrides the List callback and fires the new REMOVED events.
  • GameObjectCreator.events is a new property that references the Scene's Event Emitter. This is now used internally.
  • GameObjectFactory.events is a new property that references the Scene's Event Emitter. This is now used internally.
  • ProcessQueue.checkQueue is a new boolean property that will make sure only unique objects are added to the Process Queue.
  • The Update List now uses the new checkQueue property to ensure no duplicate objects are on the active list.
  • DOMElementFactory, ExternFactory, ParticleManagerFactor, RopeFactory and SpriteFactory all no longer add the objects to the Update List, this is now handled by the ADDED events instead.
  • Sprite, Rope, ParticleEmitterManager, Extern and DOMElement now all override the addedToScene and removedFromScene callbacks to handle further set-up tasks.

Spine Plugin Updates

  • The Spine Runtimes have been updated to 3.8.99, which are the most recent non-beta versions. Please note, you will need to re-export your animations if you're working in a version of Spine lower than 3.8.20.
  • SpineContainer is a new Game Object available via this.add.spineContainer to which you can add Spine Game Objects only. It uses a special rendering function to retain batching, even across multiple container or Spine Game Object instances, resulting in dramatically improved performance compared to using regular Containers. You can still use regular Containers if you need, but they do not benefit from the new batching.
  • A Spine Game Object with setVisible(false) will no longer still cause internal gl commands and is now properly skipped, retaining any current batch in the process. Fix #5174 (thanks @Kitsee)
  • The Spine Game Object WebGL Renderer will no longer clear the type if invisible and will only end the batch if the next type doesn't match.
  • The Spine Game Object WebGL Renderer will no longer rebind the pipeline if it was the final object on the display list, saving lots of gl commands.
  • The Webpack build scripts have all been updated for Webpack 4.44.x. Fix #5243 (thanks @RollinSafary)
  • There is a new npm script npm run plugin.spine.runtimes which will build all of the Spine runtimes, for ingestion by the plugin. Note: You will need to check-out the Esoteric Spine Runtimes repo into plugins/spine/ in order for this to work and then run npm i.
  • Spine Game Objects can now be rendered to Render Textures. Fix #5184 (thanks @Kitsee)
  • Using > 128 Spine objects in a Container would cause a WebGL: INVALID_OPERATION: vertexAttribPointer: no ARRAY_BUFFER is bound and offset is non-zero error if you added any subsequent Spine objects to the Scene. There is now no limit. Fix #5246 (thanks @d7561985)
  • The Spine Plugin will now work in HEADLESS mode without crashing. Fix #4988 (thanks @raimon-segura)
  • Spine Game Objects now use -1 as their default blend mode, which means 'skip setting it', as blend modes should be handled by the Spine skeletons directly.
  • The Spine TypeScript defs have been updated for the latest version of the plugin and to add SpineContainers.
  • The SpineGameObject.setAnimation method will now use the trackIndex parameter if ignoreIfPlaying is set and run the check against this track index. Fix #4842 (thanks @vinerz)
  • The SpineFile will no longer throw a warning if adding a texture into the Texture Manager that already exists. This allows you to have multiple Spine JSON use the same texture file, however, it also means you now get no warning if you accidentally load a texture that exists, so be careful with your keys! Fix #4947 (thanks @Nomy1)
  • The Spine Plugin destroy method will now no longer remove the Game Objects from the Game Object Factory, or dispose of the Scene Renderer. This means when a Scene is destroyed, it will keep the Game Objects in the factory for other Scenes to use. Fix #5279 (thanks @Racoonacoon)
  • SpinePlugin.gameDestroy is a new method that is called if the Game instance emits a destroy event. It removes the Spine Game Objects from the factory and disposes of the Spine scene renderer.
  • SpineFile will now check to see if another identical atlas in the load queue is already loading the texture it needs and will no longer get locked waiting for a file that will never complete. This allows multiple skeleton JSONs to use the same atlas data. Fix #5331 (thanks @Racoonacoon)
  • SpineFile now uses a ! character to split the keys, instead of an underscore, preventing the plugin from incorrectly working out the keys for filenames with underscores in them. Fix #5336 (thanks @Racoonacoon)
  • SpineGameObject.willRender is no longer hard-coded to return true. It instead now takes a Camera parameter and performs all of the checks needed before returning. Previously, this happened during the render functions.
  • The Spine Plugin now uses a single instance of the Scene Renderer when running under WebGL. All instances of the plugin (installed per Scene) share the same base Scene Renderer, avoiding duplicate allocations and resizing events under multi-Scene games. Fix #5286 (thanks @spayton BunBunBun)

Animation API - New Features and Updates

If you use Animations in your game, please read the following important API changes in 3.50:

The Animation API has had a significant overhaul to improve playback handling. Instead of just playing an animation based on its global key, you can now supply a new PlayAnimationConfig object instead, which allows you to override any of the default animation settings, such as duration, delay and yoyo (see below for the full list). This means you no longer have to create lots of duplicate animations just to change properties such as duration, and can now set them dynamically at run-time as well.

  • The Animation class no longer extends EventEmitter, as it no longer emits any events directly. This means you cannot now listen for events directly from an Animation instance. All of the events are now dispatched by the Game Objects instead.
  • All of the SPRITE_ANIMATION_KEY events have been removed. Instead, please use the new events which all carry the frameKey parameter, which can be used to handle frame specific events. The only exception to this is ANIMATION_COMPLETE_KEY, which is a key specific version of the completion event.
  • ANIMATION_UPDATE_EVENT is a new event that is emitted from a Sprite when an animation updates, i.e. its frame changes.
  • ANIMATION_STOP_EVENT is a new event that is emitted from a Sprite when its current animation is stopped. This can happen if any of the stop methods are called, or a new animation is played prior to this one reaching completion. Fix #4894 (thanks @scott20145)
  • The Game Object Component.Animation component has been renamed to AnimationState and has moved namespace. It's now in Phaser.Animations instead of GameObjects.Components to help differentiate it from the Animation class when browsing the documentation.
  • The play, playReverse, playAfterDelay, playAfterRepeat and chain Sprite and Animation Component methods can now all take a Phaser.Types.Animations.PlayAnimationConfig configuration object, as well as a string, as the key parameter. This allows you to override any default animation setting with those defined in the config, giving you far greater control over animations on a Game Object level, without needing to globally duplicate them.
  • AnimationState.create is a new method that allows you to create animations directly on a Sprite. These are not global and never enter the Animation Manager, instead risiding within the Sprite itself. This allows you to use the same keys across both local and global animations and set-up Sprite specific local animations.
  • AnimationState.generateFrameNumbers is a new method that is a proxy for the same method available under the Animation Manager. It's exposed in the Animation State so you're able to access it from within a Sprite (thanks @juanitogan)
  • AnimationState.generateFrameNames is a new method that is a proxy for the same method available under the Animation Manager. It's exposed in the Animation State so you're able to access it from within a Sprite (thanks @juanitogan)
  • All playback methods: play, playReverse, playAfterDelay and playAfterRepeat will now check to see if the given animation key exists locally on the Sprite first. If it does, it's used, otherwise it then checks the global Animation Manager for the key instead.
  • AnimationState.skipMissedFrames is now used when playing an animation, allowing you to create animations that run at frame rates far exceeding the refresh rate, or that will update to the correct frame should the game lag. Feature #4232 (thanks @colorcube)
  • AnimationManager.addMix is a new method that allows you to create mixes between two animations. Mixing allows you to specify a unique delay between a pairing of animations. When playing Animation A on a Game Object, if you then play Animation B, and a mix exists, it will wait for the specified delay to be over before playing Animation B. This allows you to customise smoothing between different types of animation, such as blending between an idle and a walk state, or a running and a firing state.
  • AnimationManager.getMix is a new method that will return the mix duration between the two given animations.
  • AnimationManager.removeMix is a new method that will remove the mixture between either two animations, or all mixtures for the given animation.
  • AnimationState.remove is a new method that will remove a locally stored Animation instance from a Sprite.
  • AnimationState.get is a new method that will return a locally stored Animation instance from the Sprite.
  • AnimationState.exists is a new method that will check if a locally stored Animation exists on the Sprite.
  • The internal AnimationState.remove method has been renamed to globalRemove.
  • AnimationState.textureManager is a new property that references the global Texture Manager.
  • AnimationState.anims is a new property that contains locally created Animations in a Custom Map.
  • AnimationState.play and Sprite.play no longer accept a startFrame parameter. Please set it via the PlayAnimationConfig instead.
  • AnimationState.playReverse and Sprite.playReverse no longer accept a startFrame parameter. Please set it via the PlayAnimationConfig instead.
  • The AnimationState.delayedPlay method has been renamed to playAfterDelay. The parameter order has also changed, so the key now comes first instead of the duration.
  • The AnimationState.stopOnRepeat method has been renamed to stopAfterRepeat
  • The AnimationState.getCurrentKey method has been renamed to getName.
  • AnimationState.getFrameName is a new method that will return the key of the current Animation Frame, if an animation has been loaded.
  • AnimationState.playAfterDelay and Sprite.playAfterDelay are new methods that will play the given animation after the delay in ms expires.
  • AnimationState.playAfterRepeat and Sprite.playAfterRepeat are new methods that will play the given animation after the current animation finishes repeating. You can also specify the number of repeats allowed left to run.
  • The AnimationState.chain method is now available on the Sprite class.
  • The AnimationState.stopAfterDelay method is now available on the Sprite class.
  • The AnimationState.stopAfterRepeat method is now available on the Sprite class.
  • The AnimationState.stopOnFrame method is now available on the Sprite class.
  • AnimationManager.createFromAseprite is a new method that allows you to use animations created in the Aseprite editor directly in Phaser. Please see the comprehensive documentation for this method for full details on how to do this.
  • AnimationState now handles all of the loading of the animation. It no longer has to make calls out to the Animation Manager or Animation instance itself and will load the animation data directly, replacing as required from the optional PlayAnimationConfig. This improves performance and massively reduces CPU calls in animation heavy games.
  • The PlayAnimationConfig.frameRate property lets you optionally override the animation frame rate.
  • The PlayAnimationConfig.duration property lets you optionally override the animation duration.
  • The PlayAnimationConfig.delay property lets you optionally override the animation delay.
  • The PlayAnimationConfig.repeat property lets you optionally override the animation repeat counter.
  • The PlayAnimationConfig.repeatDelay property lets you optionally override the animation repeat delay value.
  • The PlayAnimationConfig.yoyo property lets you optionally override the animation yoyo boolean.
  • The PlayAnimationConfig.showOnStart property lets you optionally override the animation show on start value.
  • The PlayAnimationConfig.hideOnComplete property lets you optionally override the animation hide on complete value.
  • The PlayAnimationConfig.startFrame property lets you optionally set the animation frame to start on.
  • The PlayAnimationConfig.timeScale property lets you optionally set the animation time scale factor.
  • AnimationState.delayCounter is a new property that allows you to control the delay before an animation will start playing. Only once this delay has expired, will the animation START events fire. Fix #4426 (thanks @bdaenen)
  • AnimationState.hasStarted is a new boolean property that allows you to tell if the current animation has started playing, or is still waiting for a delay to expire.
  • AnimationState.showOnStart is a new boolean property that controls if the Game Object should have setVisible(true) called on it when the animation starts.
  • AnimationState.hideOnComplete is a new boolean property that controls if the Game Object should have setVisible(false) called on it when the animation completes.
  • The AnimationState.chain method docs said it would remove all pending animations if called with no parameters. However, it didn't - and now does!
  • The AnimationState.setDelay method has been removed. It never actually worked and you can now perform the same thing by calling either playAfterDelay or setting the delay property in the play config.
  • The AnimationState.getDelay method has been removed. You can now read the delay property directly.
  • The AnimationState.setRepeat method has been removed. You can achieve the same thing by setting the repeat property in the play config, or adjusting the public repeatCounter property if the animation has started.
  • AnimationState.handleStart is a new internal private method that handles the animation start process.
  • AnimationState.handleRepeat is a new internal private method that handles the animation repeat process.
  • AnimationState.handleStop is a new internal private method that handles the animation stop process.
  • AnimationState.handleComplete is a new internal private method that handles the animation complete process.
  • AnimationState.emitEvents is a new internal private method that emits animation events, cutting down on duplicate code.
  • The AnimationState.restart method has a new optional boolean parameter resetRepeats which controls if you want to reset the repeat counter during the restart, or not.
  • Animation.getTotalFrames is a new method that will return the total number of frames in the animation. You can access it via this.anims.currentAnim.getTotalFrames from a Sprite.
  • Animation.calculateDuration is a new method that calculates the duration, frameRate and msPerFrame for a given animation target.
  • The BuildGameObjectAnimation function now uses the PlayAnimationConfig object to set the values.
  • Sprite.playReverse is a new method that allows you to play the given animation in reverse on the Sprite.
  • Sprite.playAfterDelay is a new method that allows you to play the given animation on the Sprite after a delay.
  • Sprite.stop is a new method that allows you to stop the current animation on the Sprite.
  • AnimationManager.load has been removed as it's no longer required.
  • AnimationManager.staggerPlay has been fixed so you can now pass in negative stagger values.
  • AnimationManager.staggerPlay has a new optional boolean parameter staggerFirst, which allows you to either include or exclude the first child in the stagger calculations.
  • The Animation.completeAnimation method has been removed as it's no longer required.
  • The Animation.load method has been removed as it's no longer required.
  • The Animation.setFrame method has been removed as it's no longer required.
  • The Animation.getFirstTick method has no longer needs the includeDelay parameter, as it's handled by AnimationState now.
  • The Animation.getFrames method has a new optional boolean parameter sortFrames which will run a numeric sort on the frame names after constructing them, if a string-based frame is given.
  • Types.Animations.Animation has a new boolean property sortFrames, which lets Phaser numerically sort the generated frames.
  • AnimationState.timeScale is a new public property that replaces the old private _timeScale property.
  • AnimationState.delay is a new public property that replaces the old private _delay property.
  • AnimationState.repeat is a new public property that replaces the old private _repeat property.
  • AnimationState.repeatDelay is a new public property that replaces the old private _repeatDelay property.
  • AnimationState.yoyo is a new public property that replaces the old private _yoyo property.
  • AnimationState.inReverse is a new public property that replaces the old private _reverse property.
  • AnimationState.startAnimation is a new public method that replaces the old private _startAnimation method.
  • The AnimationState.getProgress method has been fixed so it will return correctly if the animation is playing in reverse.
  • The AnimationState.globalRemove method will now always be called when an animation is removed from the global Animation Manager, not just once.
  • The AnimationState.getRepeat method has now been removed. You can get the value from the repeat property.
  • The AnimationState.setRepeatDelay method has now been removed. You can set the value using the repeatDelay config property, or changing it at run-time.
  • AnimationState.complete is a new method that handles the completion in animation playback.
  • The AnimationState.setTimeScale method has now been removed. You can set the value using the timeScale config property, or changing it at run-time.
  • The AnimationState.getTimeScale method has now been removed. You can read the value using the timeScale property.
  • The AnimationState.getTotalFrames method has been fixed and won't error if called when no animation is loaded.
  • The AnimationState.setYoyo method has now been removed. You can set the value using the yoyo config property, or changing it at run-time.
  • The AnimationState.getYoyo method has now been removed. You can read the value using the yoyo property.
  • The AnimationState.stopAfterRepeat method now has an optional parameter repeatCount, so you can tell the animation to stop after a specified number of repeats, not just 1.
  • When playing an animation in reverse, if it reached the first frame and had to repeat, it would then jump to the frame before the final frame and carry on, skipping out the final frame.
  • The AnimationState.updateFrame method has now been removed. Everything is handled by setCurrentFrame instead, which removes one extra step out of the update process.
  • GenerateFrameNames will now console.warn if the generated frame isn't present in the texture, which should help with debugging animation creation massively.
  • GenerateFrameNumbers will now console.warn if the generated frame isn't present in the texture, which should help with debugging animation creation massively.
  • GenerateFrameNumbers would include the __BASE frame by mistake in its calculations. This didn't end up in the final animation, but did cause a cache miss when building the animation.
  • GenerateFrameNumbers can now accept the start and end parameters in reverse order, meaning you can now do { start: 10, end: 1 } to create the animation in reverse.
  • GenerateFrameNames can now accept the start and end parameters in reverse order, meaning you can now do { start: 10, end: 1 } to create the animation in reverse.

Tilemap - New Features, Updates and API Changes

There are three large changes to Tilemaps in 3.50. If you use tilemaps, you must read this section:

  1. The first change is that there are no longer DynamicTilemapLayer and StaticTilemapLayer classes. They have both been removed and replaced with the new TilemapLayer class. This new class consolidates features from both and provides a lot cleaner API experience, as well as speeding up internal logic.

In your game where you use map.createDynamicLayer or map.createStaticLayer replace it with map.createLayer instead.

  1. The second change is that the Tilemap system now supports isometric, hexagonal and staggered isometric map types, along with the previous orthogonal format, thanks to a PR from @svipal. You can now export maps using any of these orientations from the Tiled Map Editor and load them into Phaser using the existing tilemap loading API. No further changes need to take place in the way your maps are loaded.

  2. The Tilemap.createFromObjects method has been overhauled to make it much more useful. The method signature has changed and it now takes a new CreateFromObjectLayerConfig configuration object, or an array of them, which allows much more fine-grained control over which objects in the Tiled Object Layers are converted and what they are converted to. Previously it could only convert to Sprites, but you can now pass in a custom class, filter based on id, gid or name, even provide a Container to add the created Game Objects in to. Please see the new documentation for this method and the config object for more details. Fix #3817 #4613 (thanks @georgzoeller @Secretmapper)

  • The Tilemap.createDynamicLayer method has been renamed to createLayer.
  • The Tilemap.createStaticLayer method has been removed. Use createLayer instead.
  • The Tilemap.createBlankDynamicLayer method has been renamed to createBlankLayer.
  • The Tilemap.convertLayerToStatic method has been removed as it is no longer required.
  • The TilemapLayerWebGLRenderer function will no longer iterate through the layer tilesets, drawing tiles from only that set. Instead all it does now is iterate directly through only the tiles. This allows it to take advantage of the new Multi Texturing pipeline and also draw multi-tileset isometric layers correctly.
  • Phaser.Types.Tilemaps.TilemapOrientationType is a new type def that holds the 4 types of map orientation now supported.
  • The Tile.updatePixelXY method now updates the tile XY position based on map type.
  • ParseTilesets will now correctly handle non-consecutive tile IDs. It also now correctly sets the maxId property, fixing a bug where tiles wouldn't render if from IDs outside the expected range. Fix #4367 (thanks @jackfreak)
  • Tilemap.hexSideLength is a new property that holds the length of the hexagon sides, if using Hexagonal Tilemaps.
  • LayerData.orientation is a new property that holds the tilemap layers orientation constant.
  • LayerData.hexSideLength is a new property that holds the length of the hexagon sides, if using Hexagonal Tilemaps.
  • MapData.orientation is a new property that holds the tilemap layers orientation constant.
  • MapData.hexSideLength is a new property that holds the length of the hexagon sides, if using Hexagonal Tilemaps.
  • Tilemaps.Components.HexagonalWorldToTileY is a new function that converts a world Y coordinate to hexagonal tile Y coordinate.
  • Tilemaps.Components.StaggeredWorldToTileY is a new function that converts a world Y coordinate to staggered tile Y coordinate.
  • Tilemaps.Components.HexagonalWorldToTileXY is a new function that converts world coordinates to hexagonal tile coordinates.
  • Tilemaps.Components.IsometricWorldToTileXY is a new function that converts world coordinates to isometric tile coordinates.
  • Tilemaps.Components.StaggeredWorldToTileXY is a new function that converts world coordinates to staggered tile coordinates.
  • Tilemaps.Components.HexagonalTileToWorldY is a new function that converts a hexagonal Y coordinate to a world coordinate.
  • Tilemaps.Components.StaggeredTileToWorldY is a new function that converts a staggered Y coordinate to a world coordinate.
  • Tilemaps.Components.HexagonalTileToWorldXY is a new function that converts hexagonal tile coordinates to world coordinates.
  • Tilemaps.Components.IsometricTileToWorldXY is a new function that converts isometric tile coordinates to world coordinates.
  • Tilemaps.Components.StaggeredTileToWorldXY is a new function that converts staggered tile coordinates to world coordinates.
  • Tilemaps.Components.GetTileToWorldXFunction is a new function that returns the correct conversion function to use.
  • Tilemaps.Components.GetTileToWorldYFunction is a new function that returns the correct conversion function to use.
  • Tilemaps.Components.GetTileToWorldXXFunction is a new function that returns the correct conversion function to use.
  • Tilemaps.Components.GetWorldToTileXFunction is a new function that returns the correct conversion function to use.
  • Tilemaps.Components.GetWorldToTileYFunction is a new function that returns the correct conversion function to use.
  • Tilemaps.Components.GetWorldToTileXYFunction is a new function that returns the correct conversion function to use.
  • Tilemaps.Components.GetCullTilesFunction is a new function that returns the correct culling function to use.
  • Tilemaps.Components.HexagonalCullTiles is a new function that culls tiles in a hexagonal map.
  • Tilemaps.Components.StaggeredCullTiles is a new function that culls tiles in a staggered map.
  • Tilemaps.Components.IsometricCullTiles is a new function that culls tiles in a isometric map.
  • Tilemaps.Components.CullBounds is a new function that calculates the cull bounds for an orthogonal map.
  • Tilemaps.Components.HexagonalCullBounds is a new function that calculates the cull bounds for a hexagonal map.
  • Tilemaps.Components.StaggeredCullBounds is a new function that calculates the cull bounds for a staggered map.
  • Tilemaps.Components.RunCull is a new function that runs the culling process from the combined bounds and tilemap.
  • Tilemap._convert is a new internal private hash of tilemap conversion functions used by the public API.
  • The Tilemap._isStaticCall method has been removed and no Tilemap methods now check this, leading to faster execution.
  • The Arcade Physics Sprites vs. Tilemap Layers flow has changed. Previously, it would iterate through a whole bunch of linked functions, taking lots of jumps in the process. It now just calls the GetTilesWithinWorldXY component directly, saving lots of overhead.

Mesh Game Object - New Features, Updates and API Changes

The Mesh Game Object has been rewritten from scratch in v3.50 with a lot of changes to make it much more useful. It is accompanied by the new Geom.Mesh set of functions.

  • Geom.Mesh is a new namespace that contains the Mesh related geometry functions. These are stand-alone functions that you may, or may not require, depending on your game.
  • Geom.Mesh.Vertex is a new class that encapsulates all of the data required for a single vertex, including position, uv, normals, color and alpha.
  • Geom.Mesh.Face is a new class that consists of references to the three Vertex instances that construct a single Face in a Mesh and provides methods for manipulating them.
  • Geom.Mesh.GenerateVerts is a new function that will return an array of Vertex and Face objects generated from the given data. You can provide index, or non-index vertex lists, along with UV data, normals, colors and alpha which it will parse and return the results from.
  • Geom.Mesh.GenerateGridVerts is a new function that will generate a series of Vertex objects in a grid format, based on the given GenerateGridConfig config file. You can set the size of the grid, the number of segments to split it into, translate it, color it and tile the texture across it. The resulting data can be easily used by a Mesh Game Object.
  • Geom.Mesh.GenerateObjVerts is a new function that will generate a series of Vertex objects based on the given parsed Wavefront Obj Model data. You can optionally scale and translate the generated vertices and add them to a Mesh.
  • Geom.Mesh.ParseObj is a new function that will parse a triangulated Wavefront OBJ file into model data into a format that the GenerateObjVerts function can consume.
  • Geom.Mesh.ParseObjMaterial is a new function that will parse a Wavefront material file and extract the diffuse color data from it, combining it with the parsed object data.
  • Geom.Mesh.RotateFace is a new function that will rotate a Face by a given amount, based on an optional center of rotation.
  • Loader.OBJFile is a new File Loader type that can load triangulated Wavefront OBJ files, and optionally material files, which are then parsed and stored in the OBJ Cache.
  • The Mesh constructor and MeshFactory signatures have changed to scene, x, y, texture, frame, vertices, uvs, indicies, containsZ, normals, colors, alphas. Note the way the Texture and Frame parameters now comes first. indicies is a new parameter that allows you to provide indexed vertex data to create the Mesh from, where the indicies array holds the vertex index information. The final list of vertices is built from this index along with the provided vertices and uvs arrays. The indicies array is optional. If your data is not indexed, then simply pass null or an empty array for this parameter.
  • The Mesh Game Object now has the Animation State Component. This allows you to create and play animations across the texture of a Mesh, something that previously wasn't possible. As a result, the Mesh now adds itself to the Update List when added to a Scene.
  • Mesh.addVertices is a new method that allows you to add vertices to a Mesh Game Object based on the given parameters. This allows you to modify a mesh post-creation, or populate it with data at a later stage.
  • Mesh.addVerticesFromObj is a new method that will add the model data from a loaded Wavefront OBJ file to a Mesh. You load it via the new OBJFile with a this.load.obj call, then you can use the key with this method. This method also takes an optional scale and position parameters to control placement of the created model within the Mesh.
  • Mesh.hideCCW is a new boolean property that, when enabled, tells a Face to not render if it isn't counter-clockwise. You can use this to hide backward facing Faces.
  • Mesh.modelPosition is a new Vector3 property that allows you to translate the position of all vertices in the Mesh.
  • Mesh.modelRotation is a new Vector3 property that allows you to rotate all vertices in the Mesh.
  • Mesh.modelScale is a new Vector3 property that allows you to scale all vertices in the Mesh.
  • Mesh.panX is a new function that will translate the view position of the Mesh on the x axis.
  • Mesh.panY is a new function that will translate the view position of the Mesh on the y axis.
  • Mesh.panZ is a new function that will translate the view position of the Mesh on the z axis.
  • Mesh.setPerspective is a new method that allows you to set a perspective projection matrix based on the given dimensions, fov, near and far values.
  • Mesh.setOrtho is a new method that allows you to set an orthographic projection matrix based on the given scale, near and far values.
  • Mesh.clear is a new method that will destroy all Faces and Vertices and clear the Mesh.
  • Mesh.depthSort is a new method that will run a depth sort across all Faces in the Mesh by sorting them based on their average depth.
  • Mesh.addVertex is a new method that allows you to add a new single Vertex into the Mesh.
  • Mesh.addFace is a new method that allows you to add a new Face into the Mesh. A Face must consist of 3 Vertex instances.
  • Mesh.getFaceCount new is a new method that will return the total number of Faces in the Mesh.
  • Mesh.getVertexCount new is a new method that will return the total number of Vertices in the Mesh.
  • Mesh.getFace new is a new method that will return a Face instance from the Mesh based on the given index.
  • Mesh.getFaceAt new is a new method that will return an array of Face instances from the Mesh based on the given position. The position is checked against each Face, translated through the optional Camera and Mesh matrix. If more than one Face intersects, they will all be returned but the array will be depth sorted first, so the first element will be that closest to the camera.
  • Mesh.vertices is now an array of GameObject.Vertex instances, not a Float32Array.
  • Mesh.faces is a new array of GameObject.Face instances, which is populated during a call to methods like addVertices or addModel.
  • Mesh.totalRendered is a new property that holds the total number of Faces that were rendered in the previous frame.
  • Mesh.setDebug is a new method that allows you to render a debug visualisation of the Mesh vertices to a Graphics Game Object. You can provide your own Graphics instance and optionally callback that is invoked during rendering. This allows you to easily visualise the vertices of your Mesh to help debug UV mapping.
  • The Mesh now renders by iterating through the Faces array, not the vertices. This allows you to use Array methods such as BringToTop to reposition a Face, thus changing the drawing order without having to repopulate all of the vertices. Or, for a 3D model, you can now depth sort the Faces.
  • The Mesh Game Object now extends the SingleAlpha component and the alpha value is factored into the final alpha value per vertex during rendering. This means you can now set the whole alpha across the Mesh using the standard setAlpha methods. But, if you wish to, you can still control the alpha on a per-vertex basis as well.
  • The Mesh renderer will now check to see if the pipeline capacity has been exceeded for every Face added, allowing you to use Meshes with vertex counts that exceed the pipeline capacity without causing runtime errors.
  • You can now supply just a single numerical value as the colors parameter in the constructor, factory method and addVertices method. If a number, instead of an array, it will be used as the color for all vertices created.
  • You can now supply just a single numerical value as the alphas parameter in the constructor, factory method and addVertices method. If a number, instead of an array, it will be used as the alpha for all vertices created.
  • Mesh.debugGraphic is a new property that holds the debug Graphics instance reference.
  • Mesh.debugCallback is a new property that holds the debug render callback.
  • Mesh.renderDebugVerts is a new method that acts as the default render callback for setDebug if none is provided.
  • Mesh.preDestroy is a new method that will clean-up the Mesh arrays and debug references on destruction.
  • Mesh.isDirty is a new method that will check if any of the data is dirty, requiring the vertices to be transformed. This is called automatically in preUpdate to avoid generating lots of math when nothing has changed.
  • The Mesh.uv array has been removed. All UV data is now bound in the Vertex instances.
  • The Mesh.colors array has been removed. All color data is now bound in the Vertex instances.
  • The Mesh.alphas array has been removed. All color data is now bound in the Vertex instances.
  • The Mesh.tintFill property is now a boolean and defaults to false.

Quad Game Object Removed

The Quad Game Object has been removed from v3.50.0.

You can now create your own Quads easily using the new Geom.Mesh.GenerateGridVerts function, which is far more flexible than the old quads were.

Input / Mouse Updates and API Changes

  • ScaleManager.refresh is now called when the Game.READY event fires. This fixes a bug where the Scale Manager would have the incorrect canvas bounds, because they were calculated before a previous canvas was removed from the DOM. Fix #4862 (thanks @dranitski)
  • The Game Config property inputMouseCapture has been removed, as this is now split into 3 new config options:
  • inputMousePreventDefaultDown is a new config option that allows you to control preventDefault calls specifically on mouse down events. Set it via input.mouse.preventDefaultDown in the Game Config. It defaults to true, the same as the previous capture property did.
  • inputMousePreventDefaultUp is a new config option that allows you to control preventDefault calls specifically on mouse up events. Set it via input.mouse.preventDefaultUp in the Game Config. It defaults to true, the same as the previous capture property did.
  • inputMousePreventDefaultMove is a new config option that allows you to control preventDefault calls specifically on mouse move events. Set it via input.mouse.preventDefaultMove in the Game Config. It defaults to true, the same as the previous capture property did.
  • inputMousePreventDefaultWheel is a new config option that allows you to control preventDefault calls specifically on mouse wheel events. Set it via input.mouse.preventDefaultWheel in the Game Config. It defaults to true, the same as the previous capture property did.
  • The MouseManager.capture property has been removed, as this is now split into 3 new config options (see below)
  • MouseManager.preventDefaultDown is a new boolean property, set via the inputMousePreventDefaultDown config option that allows you to toggle capture of mouse down events at runtime.
  • MouseManager.preventDefaultUp is a new boolean property, set via the inputMousePreventDefaultUp config option that allows you to toggle capture of mouse up events at runtime.
  • MouseManager.preventDefaultMove is a new boolean property, set via the inputMousePreventDefaultMove config option that allows you to toggle capture of mouse move events at runtime.
  • MouseManager.preventDefaultWheel is a new boolean property, set via the inputMousePreventDefaultWheel config option that allows you to toggle capture of mouse wheel at runtime.
  • In the MouseManager the up, down and move events are no longer set as being passive if captured. Over, Out, Wheel and the Window level Down and Up events are always flagged as being passive. Wheel events are non-passive if capturing is enabled.
  • The GamepadPlugin will now call refreshPads as part of its start process. This allows you to use Gamepads across multiple Scenes, without having to wait for a connected event from each one of them. If you've already had a connected event in a previous Scene, you can now just read the pads directly via this.input.gamepad.pad1 and similar. Fix #4890 (thanks @Sytten)
  • Shutting down the Gamepad plugin (such as when sleeping a Scene) no longer calls GamepadPlugin.disconnectAll, but destroying it does.
  • Gamepad._created is a new private internal property that keeps track of when the instance was created. This is compared to the navigator timestamp in the update loop to avoid event spamming. Fix #4890.
  • Pointer.down will now check if the browser is running under macOS and if the ctrl key was also pressed, if so, it will flag the down event as being a right-click instead of a left-click, as per macOS conventions. Fix #4245 (thanks @BigZaphod)
  • When destroying an interactive Game Object that had useHandCursor enabled, it would reset the CSS cursor to default, even if the cursor wasn't over that Game Object. It will now only reset the cursor if it's over the Game Object being destroyed. Fix #5321 (thanks @JstnPwll)
  • The InputPlugin.shutdown method will now reset the CSS cursor, in case it was set by any Game Objects in the Scene that have since been destroyed.
  • The InputPlugin.processOverEvents has had a duplicate internal loop removed from it (thanks KingCosmic)

Tint Updates and Shader Changes

Phaser has had the ability to apply an additive tint to a Game Object since the beginning, and gained 'filled tints', with and without texture alpha, in v3.11. While this was handy, it introduced a 3-way if-else condition to the shaders to handle the different modes. Plus, setting tint colors was also generating rgb order Float32 color values for each Game Object, making reading those colors back again difficult (as they'd return in BGR order).

This has all changed in 3.50, as outlined below. Tint values are now used directly in the shader and don't pass through a color conversion function first. Lots of private properties have been removed and the shaders no longer have a 3-way if-else block. All of this means improved performance and a slight reduction in memory overhead.

  • Tint.tintTopLeft is now a normal property in RGB order, not a setter, and no longer passes through the GetColorFromValue function. This directly replaces the private property _tintTL which has now been removed.
  • Tint.tintTopRight is now a normal property in RGB order, not a setter, and no longer passes through the GetColorFromValue function. This directly replaces the private property _tintTR which has now been removed.
  • Tint.tintBottomLeft is now a normal property in RGB order, not a setter, and no longer passes through the GetColorFromValue function. This directly replaces the private property _tintBL which has now been removed.
  • Tint.tintBottomRight is now a normal property in RGB order, not a setter, and no longer passes through the GetColorFromValue function. This directly replaces the private property _tintBR which has now been removed.
  • The property Tint._isTinted has been removed as it's no longer required.
  • The Single.frag, Light.frag and Multi.frag shaders have all been updated so they now read the color value as outTint.bgr instead of outTint.rgb. This allows the colors to remain in RGB order within the Tint component.
  • The Single.frag, Light.frag and Multi.frag shaders have all been updated so they no longer have a 3-way check on the outTintEffect value.
  • The Multi Pipeline, Bitmap Text, Render Texture, Text, TileSprite and Camera now all read the tint values from the public properties instead of the private _tintTL etc ones. They also now set the tintEffect value directly from the tintFill property, removing another conditional check.
  • The function GetColorFromValue has been removed as it's no longer used internally.
  • The Rope.tintFill property is now a boolean, not an integer, and can no longer take 2 as a value for a complete fill. Instead, you should provide a solid color texture with no alpha.
  • As a result of the change to the shader, all uses of the WebGL Util function getTintAppendFloatAlphaAndSwap have been replaced with getTintAppendFloatAlpha instead.
  • As a result of the change to the shader, the Multi Pipeline now uses the WebGLRenderer.whiteTexture and tintEffect mode of 1 by default, instead of mode 2 (which has been removed) and a transparent texture. This ensures Graphics and Shapes objects still render correctly under the new smaller shader code.
  • WebGLRenderer.whiteTexture is a new property that is a reference to a pure white 4x4 texture that is created during Boot by the Texture Manager. The Multi Pipeline uses this internally for all Graphic, Shape and fill rendering.
  • The TextureManager now generates a new texture with the key __WHITE durings its boot process. This is a pure white 4x4 texture used by the Graphics pipelines.
  • Config.images.white is a new Game Config property that specifies the 4x4 white PNG texture used by Graphics rendering. You can override this via the config, but only do so if needed.

Arcade Physics Updates

Prior to v3.50 an Arcade Physics Body could be one of two states: immovable, or moveable. An immovable body could not receive any impact from another Body. If something collided with it, it wouldn't even separate to break free from the collision (the other body had to take the full separation value). It was intended for objects such as platforms, ground or walls, there they absolutely shouldn't move under any circumstances. As a result, two immovable bodies could never be collided together. While this worked for scenery-like items, it didn't work if you required maybe 2 players who could collide with each other, but should never be able to push one another. As of 3.50 all physics bodies now have a new property pushable that allows this. A pushable body can share separation with its collider, as well as take on mass-based velocity from the impact. A non-pushable body will behave differently depending on what it collides with. For example, a pushable body hitting a non-pushable (or immoveable) body will rebound off it.

  • The Arcade Physics Body class has a new boolean property pushable (true, by default). This allows you to set if a Body can be physically pushed by another Body, or not. Fix #4175 #4415 (thanks @inmylo @CipSoft-Components)
  • Body.setPushable is a new chainable method that allows you to set the pushable state of a Body.
  • Arcade.Components.Pushable is a new component, inherited by the standard Arcade Physics Image and Sprite classes.
  • Bodies will now check to see if they are blocked in the direction they're being pushed, before resolving the collision. This helps stop some bodies from being pushed into other objects.
  • Bodies will now check which direction they were moving and separate accordingly. This helps stop some bodies from being pushed into other objects.
  • ArcadePhysics.disableUpdate is a new method that will prevent the Arcade Physics World update method from being called when the Scene updates. By disabling it, you're free to call the update method yourself, passing in your own delta and time values.
  • ArcadePhysics.enableUpdate is a new method that will make the Arcade Physics World update in time with the Scene update. This is the default, so only call this if you have specifically disabled it previously.
  • ArcadeWorldConfig.customUpdate is a new boolean property you can set in the Arcade Physics config object, either in the Scene or in the Game Config. If true the World update will never be called, allowing you to call it yourself from your own component. Close #5190 (thanks @cfortuner)
  • Physics.Arcade.Body.setCollideWorldBounds now has a new optional parameter onWorldBounds which allows you to enable the Body's onWorldBounds property in the same call (thanks @samme)
  • ArcadePhysics.Body.setMaxVelocityX is a new method that allows you to set the maximum horizontal velocity of a Body (thanks @samme)
  • ArcadePhysics.Body.setMaxVelocityY is a new method that allows you to set the maximum vertical velocity of a Body (thanks @samme)
  • The PhysicsGroup config now has two new optional properties maxVelocityX and maxVelocityY which allows you to set the maximum velocity on bodies added to the Group (thanks @samme)
  • The Arcade.Body.resetFlags method has a new optional boolean parameter clear. If set, it clears the wasTouching flags on the Body. This happens automatically when Body.reset is called. Previous to this, the flags were not reset until the next physics step (thanks @samme)
  • Physics.Arcade.ProcessX is a new set of functions, called by the SeparateX function, that handles all of the different collision tests, checks and resolutions. These functions are not exposed in the public API.
  • Physics.Arcade.ProcessY is a new set of functions, called by the SeparateY function, that handles all of the different collision tests, checks and resolutions. These functions are not exposed in the public API.
  • Arcade.Body.center values were incorrect after collisions with the world bounds or (for rectangular bodies) after collisions with another body. The body center is now updated after those separations (thanks @samme)

Loader Cache Changes

When loading any of the file types listed below it will no longer store the data file in the cache. For example, when loading a Texture Atlas using a JSON File, it used to store the parsed image data in the Texture Manager and also store the JSON in the JSON Cache under the same key. This has changed in 3.50. The data files are no longer cached, as they are not required by the textures once parsing is completed, which happens during load. This helps free-up memory. How much depends on the size of your data files. And also allows you to easily remove textures based on just their key, without also having to clear out the corresponding data cache.

  • AtlasJSONFile no longer stores the JSON in the JSON Cache once the texture has been created.
  • AtlasXMLFile no longer stores the XML in the XML Cache once the texture has been created.
  • UnityAtlasFile no longer stores the Text in the Text Cache once the texture has been created.
  • BitmapFontFile no longer stores the XML in the XML Cache once the texture has been created.
  • You can now use TextureManager.remove to remove a texture and not have to worry about clearing the corresponding JSON or XML cache entry as well in order to reload a new texture using the same key. Fix #5323 (thanks @TedGriggs)

Removal of 'resolution' property from across the API

For legacy reasons, Phaser 3 has never properly supported HighDPI devices. It will render happily to them of course, but wouldn't let you set a 'resolution' for the Canvas beyond 1. Earlier versions of 3.x had a resolution property in the Game Config, but it was never fully implemented (for example, it would break zooming cameras). When the Scale Manager was introduced in v3.16 we forced the resolution to be 1 to avoid it breaking anything else internally.

For a long time, the 'resolution' property has been present - taunting developers and confusing new comers. In this release we have finally gone through and removed all references to it. The Game Config option is now gone, it's removed from the Scale Manager, Base Camera and everywhere else where it matters. As much as we would have liked to implement the feature, we've spent too long without it, and things have been built around the assumption it isn't present. The API just wouldn't cope with having it shoe-horned in at this stage. As frustrating as this is, it's even more annoying to just leave the property there confusing people and wasting CPU cycles. Phaser 4 has been built with HighDPI screens in mind from the very start, but it's too late for v3. The following changes are a result of this removal:

  • The Phaser.Scale.Events#RESIZE event no longer sends the resolution as a parameter.
  • The BaseCamera.resolution property has been removed.
  • The internal private BaseCamera._cx, _cy, _cw and _ch properties has been removed, use x, y, width and height instead.
  • The BaseCamera.preRender method no longer receives or uses the resolution parameter.
  • The Camera.preRender method no longer receives or uses the resolution parameter.
  • The CameraManager.onResize method no longer receives or uses the resolution parameter.
  • The Core.Config.resolution property has been removed.
  • The TextStyle.resolution property is no longer read from the Game Config. You can still set it via the Text Style config to a value other than 1, but it will default to this now.
  • The CanvasRenderer no longer reads or uses the Game Config resolution property.
  • The PipelineManager.resize method along with WebGLPipeline.resize and anything else that extends them no longer receives or uses the resolution parameter.
  • The WebGLRenderer.resize and onResize methods no longer receives or uses the resolution parameter.
  • The ScaleManager.resolution property has been removed and all internal use of it.

Removed 'interpolationPercentage' parameter from all render functions

Since v3.0.0 the Game Object render functions have received a parameter called interpolationPercentage that was never used. The renderers do not calculate this value and no Game Objects apply it, so for the sake of clairty, reducing code and removing complexity from the API it has been removed from every single function that either sent or expected the parameter. This touches every single Game Object and changes the parameter order as a result, so please be aware of this if you have your own custom Game Objects, or plugins, that implement their own render methods. In terms of surface API changes, you shouldn't notice anything at all from this removal.

New Features

  • Geom.Intersects.GetLineToLine is a new function that will return a Vector3 containing the point of intersection between 2 line segments, with the z property holding the distance value.
  • Geom.Intersects.GetLineToPolygon is a new function that checks for the closest point of intersection between a line segment and an array of polygons.
  • Geom.Intersects.GetLineToPoints is a new function that checks for the closest point of intersection between a line segment and an array of points, where each pair of points form a line segment.
  • Geom.Intersects.GetRaysFromPointToPolygon is a new function that emits rays out from the given point and detects for intersection against all given polygons, returning the points of intersection in the results array.
  • Geom.Polygon.Translate is a new function that allows you to translate all the points of a polygon by the given values.
  • Geom.Polygon.Simplify is a new function that takes a polygon and simplifies the points by running them through a combination of Douglas-Peucker and Radial Distance algorithms, potentially dramatically reducing the number of points while retaining its shape.
  • Phaser.Types.Math.Vector3Like is a new data type representing as Vector 3 like object.
  • Phaser.Types.Math.Vector4Like is a new data type representing as Vector 4 like object.
  • Transform.getLocalPoint is a new method, available on all Game Objects, that takes an x / y pair and translates them into the local space of the Game Object, factoring in parent transforms and display origins.
  • The KeyboardPlugin will now track the key code and timestamp of the previous key pressed and compare it to the current event. If they match, it will skip the event. On some systems, if you were to type quickly, you would sometimes get duplicate key events firing (the exact same event firing more than once). This is now prevented from happening.
  • Display.Color.GetColorFromValue is a new function that will take a hex color value and return it as an integer, for use in WebGL. This is now used internally by the Tint component and other classes.
  • Utils.String.RemoveAt is a new function that will remove a character from the given index in a string and return the new string.
  • Frame.setUVs is a new method that allows you to directly set the canvas and UV data for a frame. Use this if you need to override the values set automatically during frame creation.
  • TweenManager.getTweensOf has a new parameter includePending. If set, it will also check the pending tweens for the given targets and return those in the results as well. Fix #5260 (thanks @pcharest2000)
  • WebGLPipeline.hasBooted is a new boolean property that tracks if the pipeline has been booted or not, which is now far more important in 3.5 than in previous versions. This is checked in the WebGLRenderer.addPipeline method, and if not set, the pipeline is booted. Fix #5251 #5255 (thanks @telinc1 @rexrainbow)
  • The WebGL Renderer will now add the pipelines during the boot method, instead of init.
  • You can now use this.renderer from within a Scene, as it's now a Scene-level property and part of the Injection Map.
  • Clock.addEvent can now take an existing TimerEvent object, as well as a config object. If a TimerEvent is given it will be removed from the Clock, reset and then added. This allows you to pool TimerEvents rather than constantly create and delete them. Fix #4115 (thanks @jcyuan)
  • Clock.removeEvent is a new method that allows you to remove a TimerEvent, or an array of them, from all internal lists of the current Clock.
  • Group.getMatching is a new method that will return any members of the Group that match the given criteria, such as getMatching('visible', true) (thanks @atursams)
  • Utils.Array.SortByDigits is a new function that takes the given array of strings and runs a numeric sort on it, ignoring any non-digits.
  • GroupCreateConfig, which is used when calling Group.createMultiple or Group.createFromConfig, can now accept the following new properties: setOrigin: { x, y, stepX, stepY } which are applied to the items created by the Group.
  • Transform.copyPosition is a new method that will copy the position from the given object to the Game Object (thanks @samme)
  • The Text.MeasureText function, which is used to calculate the ascent and descent of Text Game Objects whenever the style, or font size, is changed, has been updated to use the new actualBoundingBoxAscent functions present in modern browsers. This allows for significantly faster ascent calculations than previously. Older browsers, such as IE, will still fall back (thanks @rexrainbow)
  • GameObjects.GetCalcMatrix is a new function that is used to calculate the transformed Game Object matrix, based on the given Game Object, Camera and Parent. This function is now used by the following Game Objects: BitmapText (Static and Dynamic), Graphics, Extern, Mesh, Rope, Shader, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. This dramatically reduces the amount of duplicate code across the API.
  • Utils.Array.Matrix.Translate is a new function that will translate an Array Matrix by horizontally and vertically by the given amounts.
  • Vertor3.addScale is a new method that will add the given vector and multiply it in the process.
  • When defining the ease used with a Particle Emitter you can now set easeParams in the config object, allowing you to pass custom ease parameters through to an ease function (thanks @vforsh)
  • BitmapMask.createMask is a new method that will internally create the WebGL textures and framebuffers required for the mask. This is now used by the constructor and if the context is lost. It now also clears any previous textures/fbos that may have been created first, helping prevent memory leaks.
  • BitmapMask.clearMask will delete any WebGL textures or framebuffers the mask is using. This is now called when the mask is destroyed, or a new mask is created upon it.
  • Quaternion now has a new property onChangeCallback which, if set, will be invoked each time the quaternion is updated. This allows you to link change events to other objects.
  • The Quaternion.set method has a new optional boolean parameter update (defaults to true), which will call the onChangeCallback if set.
  • Quaternion.setFromEuler is a new method that will set the quaternion from the given Euler object, optionally calling the onChangeCallback in the process.
  • Quaternion.setFromRotationMatrix is a new method that will set the rotation of the quaternion from the given Matrix4.
  • Vector3.setFromMatrixPosition is a new method that will set the components of the Vector3 based on the position of the given Matrix4.
  • Vector3.setFromMatrixColumn is a new method that will set the components of the Vector3 based on the specified Matrix4 column.
  • Vector3.fromArray is a new method that will set the components of the Vector3 based on the values in the given array, at the given offset.
  • Vector3.min is a new method that will set the components of the Vector3 based on the Main.min between it and the given Vector3.
  • Vector3.max is a new method that will set the components of the Vector3 based on the Main.max between it and the given Vector3.
  • Vector3.addVectors is a new method that will set the components of the Vector3 based on the addition of the two Vector3s given.
  • Vector3.addScalar is a new method that will multiply the components of the Vector3 by the scale value given.
  • Vector3.applyMatrix3 is a new method that will take a Matrix3 and apply it to the Vector3.
  • Vector3.applyMatrix4 is a new method that will take a Matrix4 and apply it to the Vector3.
  • Vector3.projectViewMatrix is a new method that multiplies the Vector3 by the given view and projection matrices.
  • Vector3.unprojectViewMatrix is a new method that multiplies the Vector3 by the given inversed projection matrix and world matrix.
  • Matrix4.setValues is a new method that allows you to set all of the matrix components individually. Most internal methods now use this.
  • Matrix.multiplyToMat4 is a new method that multiplies a Matrix4 by the given src Matrix4 and stores the results in the out Matrix4.
  • Matrix4.fromRotationXYTranslation is a new method that takes the rotation and position vectors and builds this Matrix4 from them.
  • Matrix4.getMaxScaleOnAxis is a new method that will return the maximum axis scale from the Matrix4.
  • Matrix4.lookAtRH is a new method that will generate a right-handed look-at matrix from the given eye, target and up positions.
  • Matrix4.transform is a new method that will generate a transform matrix from the given position and scale vectors and a rotation quaternion.
  • Matrix4.multiplyMatrices is a new method that multiplies two given Matrix4 objects and stores the results in the Matrix4.
  • Matrix4.premultiply is a new method that takes a Matrix4 and multiplies it by the current Matrix4.
  • Matrix4.getInverse is a new method that takes a Matrix4, copies it to the current matrix, then returns the inverse of it.
  • WebGLRenderer.instancedArraysExtension is a new property that holds the WebGL Extension for instanced array drawing, if supported by the browser.
  • WebGLRenderer.vaoExtension is a new property that holds a reference to the Vertex Array Object WebGL Extension, if supported by the browser.
  • CameraManager.getVisibleChildren is a new method that is called internally by the CameraManager.render method. It filters the DisplayList, so that Game Objects that pass the willRender test for the given Camera are added to a sub-list, which is then passed to the renderer. This avoids the renderer having to do any checks on the children, it just renders each one in turn.
  • Physics.Arcade.Body.setDamping is a new method that allows you to set the useDamping property of a Body in a chainable way. Fix #5352 (thanks @juanitogan)
  • The GameObjects.Graphics.fillGradientStyle method can now accept a different alpha value for each of the fill colors. The default is still 1. If you only provide a single alpha, it'll be used for all colors. Fix #5044 (thanks @zhangciwu)
  • Cameras.Scene2D.Events.FOLLOW_UPDATE is a new Event that is dispatched by a Camera when it is following a Game Object. It is dispatched every frame, right after the final Camera position and internal matrices have been updated. Use it if you need to react to a camera, using its most current position and the camera is following something. Fix #5253 (thanks @rexrainbow)
  • Types.Core.PipelineConfig is a new configuration object that you can set in the Game Config under the pipeline property. It allows you to define custom WebGL pipelines as part of the Game Config, so they're automatically installed and ready for use by all Scenes in your game. You can either set the pipeline object, or set it under the render sub-config.

Updates and API Changes

  • Earcut, used for polygon triangulation, has been updated from 2.1.4 to 2.2.2.
  • Earcut has now been exposed and is available via Geom.Polygon.Earcut and is fully documented.
  • Config.batchSize has been increased from 2000 to 4096.
  • Removed the Deferred Diffuse fragment and vertex shaders from the project, as they're not used.
  • StaticTilemapLayer.upload will now set the vertex attributes and buffer the data, and handles internal checks more efficiently.
  • StaticTilemapLayer now includes the ModelViewProjection mixin, so it doesn't need to modify the pipeline during rendering.
  • WebGLRenderer.textureFlush is a new property that keeps track of the total texture flushes per frame.
  • TransformMatrix.getXRound is a new method that will return the X component, optionally passed via Math.round.
  • TransformMatrix.getYRound is a new method that will return the Y component, optionally passed via Math.round.
  • The KeyboardPlugin no longer emits keydown_ events. These were replaced with keydown- events in v3.15. The previous event string was deprecated in v3.20.
  • The KeyboardPlugin no longer emits keyup_ events. These were replaced with keyup- events in v3.15. The previous event string was deprecated in v3.20.
  • The ScaleManager.updateBounds method is now called every time the browser fires a 'resize' or 'orientationchange' event. This will update the offset of the canvas element Phaser is rendering to, which is responsible for keeping input positions correct. However, if you change the canvas position, or visibility, via any other method (i.e. via an Angular route) you should call the updateBounds method directly, yourself.
  • The constant Phaser.Renderer.WebGL.BYTE value has been removed as it wasn't used internally.
  • The constant Phaser.Renderer.WebGL.SHORT value has been removed as it wasn't used internally.
  • The constant Phaser.Renderer.WebGL.UNSIGNED_BYTE value has been removed as it wasn't used internally.
  • The constant Phaser.Renderer.WebGL.UNSIGNED_SHORT value has been removed as it wasn't used internally.
  • The constant Phaser.Renderer.WebGL.FLOAT value has been removed as it wasn't used internally.
  • Pointer.downTime now stores the event timestamp of when the first button on the input device was pressed down, not just when button 1 was pressed down.
  • Pointer.upTime now stores the event timestamp of when the final depressed button on the input device was released, not just when button 1 was released.
  • The Pointer.getDuration method now uses the new Pointer downTime and upTime values, meaning it will accurately report the duration of when any button is being held down, not just the primary one. Fix #5112 (thanks @veleek)
  • The BaseShader default vertex shader now includes the outTexCoord vec2 varying, mapped to be the same as that found in the pipeline shaders. Fix #5120 (@pavel-shirobok)
  • When using the GameObjectCreator for Containers you can now specify the children property in the configuration object.
  • WebGLRenderer.finalType is a new boolean property that signifies if the current Game Object being rendered is the final one in the list.
  • The WebGLRenderer.updateCanvasTexture method will now set gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL to true, which should stop issues where you update a Text Game Object, having added a Render Texture or Spine Game Object to the Scene after it, which switches the PMA setting. Fix #5064 #5155 (thanks @hugoruscitti @immangrove-supertree)
  • Textures.Parsers.JSONHash will now perform a hasOwnProperty check when iterating the frames, skipping anything that isn't a direct property. This should allow you to use generated atlas data that comes from JSON.parse. Fix #4768 (thanks @RollinSafary)
  • The Camera3D Plugin has been rebuilt for Phaser 3.50 and the webpack config updated. This plugin is now considered deprecated and will not be updated beyond this release.
  • Tween.seek will no longer issue a console warning for 'Tween.seek duration too long', it's now up to you to check on the performance of tween seeking.
  • WebGLRenderer.previousPipeline is a new property that is set during a call to clearPipeline and used during calls to rebindPipeline, allowing the renderer to rebind any previous pipeline, not just the Multi Pipeline.
  • The WebGLRenderer.rebindPipeline method has been changed slightly. Previously, you had to specify the pipelineInstance, but this is now optional. If you don't, it will use the new previousPipeline property instead. If not set, or none given, it will now return without throwing gl errors as well.
  • If inputWindowEvents is set in the Game Config, then the MouseManager will now listen for the events on window.top instead of just window, which should help in situations where the pointer is released outside of an embedded iframe. This check is wrapped in a try/catch block, as not all sites allow access to window.top (specifically in cross-origin iframe situations) Fix #4824 (thanks @rexrainbow)
  • MouseManager.isTop is a new boolean read-only property that flags if the mouse event listeners were attached to window.top (true), or just window (false). By default Phaser will attempt window.top, but this isn't possible in all environments, such as cross-origin iframes, so it will fall back to window in those cases and set this property to false (thanks BunBunBun)
  • Types.GameObjects.Text.GetTextSizeObject is a new type def for the GetTextSize function results.
  • Utils.Array.StableSort has been recoded. It's now based on Two-Screens stable sort 0.1.8 and has been updated to fit into Phaser better and no longer create any window bound objects. The inplace function has been removed, just call StableSort(array) directly now. All classes that used StableSort.inplace have been updated to call it directly.
  • If a Scene is paused, or sent to sleep, it will automatically call Keyboard.resetKeys. This means that if you hold a key down, then sleep or pause a Scene, then release the key and resume or wake the Scene, it will no longer think it is still being held down (thanks @samme)
  • Actions.setOrigin will now call updateDisplayOrigin on the items array, otherwise the effects can't be seen when rendering.
  • You can now set the ArcadeWorld.fixedStep property via the ArcadeWorldConfig object (thanks @samme)
  • Utils.Array.NumerArray can now accept the start and end parameters in reverse order, i.e. 10, 1 will generate a number array running from 10 to 1. Internally it has also been optimized to skip string based returns.
  • DataManager.Events.DESTROY is a new event that the Data Manager will listen for from its parent and then call its own destroy method when received.
  • The Quaternion class constructor will now default the values to 0,0,0,1 if they're not provided, making it an identity quaternion, rather than the 0,0,0,0 it was before.
  • You can now set the ParticleEmitter.reserve value via the emitter configuration object (thanks @vforsh)
  • Setting the pixelArt config option will now set antialiasGL to false, as well as antialias. Fix #5309 (thanks @Vegita2)
  • The Shape class now includes the ComputedSize component properties and methods directly in the class, rather than applying as a mixin. setSize is now flagged as being private, because it shouldn't be used on Shape classes, which was leading to confusion as it appeared in the public-facing API. Fix #4811 (thanks @aolsx)
  • The Loader.maxParallelDownloads value is now set to 6 if running on Android, or 32 on any other OS. This avoids net::ERR_FAILED issues specifically on Android. You can still override this in the Game Config if you wish. Fix #4957 (thanks @RollinSafary)
  • WebGLRenderer.defaultScissor is a new property that holds the default scissor dimensions for the renderer. This is modified during resize and avoids continuous array generation in the preRender loop.
  • When running an Arcade Physics overlap test against a StaticBody, it will no longer set the blocked states of the dynamic body. If you are doing a collision test, they will still be set, but they're skipped for overlap-only tests. Fix #4435 (thanks @samme)
  • The Line Game Object will now default its width and height to 1, rather than zero. This allows you to give Line objects a physics body (although you will still need to re-adjust the center of the body manually). Fix #4596 (thanks @andrewaustin)
  • Internally, the Quaternion class now has 4 new private properties: _x, _y, _z and _w and 4 new getters and setters for the public versions. It also now passes most methods via set to allow for the onChange callback to be invoked. This does not change the public-facing API.
  • Group now extends EventEmitter, allowing you to emit custom events from within a Group.
  • Device.Audio.wav now uses audio/wav as the canPlayType check string, instead of audio/wav; codecs="1", which should allow iOS13 to play wav files again.
  • In the Loader.FileTypes.TextFile config you can now override the type and cache destination for the file.
  • Loader.MultiFile will now parse the given files array and only add valid entries into the file list, allowing multifiles to now have optional file entries.
  • The ParticleEmitter.tint value is now 0xffffff (previously, it was 0xffffffff) to allow particle tints to work in the correct RGB order including alpha (thanks @vforsh)
  • SceneManager.start will now reset the SceneSystems.sceneUpdate reference to NOOP. This gets set back to the Scene update method again during bootScene (if it has one) and stops errors with external plugins and multi-part files that may trigger update before create has been called. Fix #4629 (thanks @Osmose)
  • If the Camera has roundPixels set it will now round the internal scroll factors and worldView during the preRender step. Fix #4464 (thanks @Antriel)
  • The WebGLRenderer.nativeTextures array has been removed and any WebGLTextures created by the renderer are no longer stored within it. All WebGLTexture instances are stored in the TextureSource objects anyway, or by local classes such as RenderTexture, so there was no need to have another array taking up memroy.
  • The WebGLRenderer.deleteTexture method has a new optional boolean parameter reset which allows you to control if the WebGLRenderer.resetTextures method is called, or not, after the texture is deleted.
  • Phaser.Scene.renderer is a new property available in every Phaser.Scene that gives you a reference to the renderer, either Canvas or WebGL.

Bug Fixes

  • RenderTexture.resize (which is called from setSize) wouldn't correctly set the TextureSource.glTexture property, leading to bindTexture: attempt to use a deleted object errors under WebGL.
  • RenderTexture.fill would fail to fill the correct area under WebGL if the RenderTexture wasn't the same size as the Canvas. It now fills the given region properly.
  • The MatterAttractors plugin, which enables attractors between bodies, has been fixed. The original plugin only worked if the body with the attractor was first in the world bodies list. It can now attract any body, no matter where in the world list it is. Fix #5160 (thanks @strahius)
  • The KeyboardManager and KeyboardPlugin were both still checking for the InputManager.useQueue property, which was removed several versions ago.
  • In Arcade Physics, Dynamic bodies would no longer hit walls when riding on horizontally moving platforms. The horizontal (and vertical) friction is now re-applied correctly in these edge-cases. Fix #5210 (thanks @Dercetech @samme)
  • Calling Rectangle.setSize() wouldn't change the underlying geometry of the Shape Game Object, causing any stroke to be incorrectly rendered after a size change.
  • The ProcessQueue was emitting the wrong events internally. It now emits 'add' and 'remove' correctly (thanks @halilcakar)
  • The GridAlign action didn't work if only the height parameter was set. Fix #5019 (thanks @halilcakar)
  • The Color.HSVToRGB function has been rewritten to use the HSL and HSV formula from Wikipedia, giving much better results. Fix #5089 (thanks @DiamondeX)
  • Previously, the easeParams array within a Tweens props object, or a multi-object tween, were ignored and it was only used if set on the root Tween object. It will now work correctly set at any depth. Fix #4292 (thanks @willblackmore)
  • When using Camera.setRenderToTexture its zoom and rotation values would be applied twice. Fix #4221 #4924 #4713 (thanks @wayfu @DanMcgraw @pavel-shirobok)
  • GameObjects.Shape.Grid would render a white fill even if you passed undefined as the fill color in the constructor. It now doesn't render cells if no fill color is given.
  • The onMouse events in the Input Manager didn't reset the activePointer property to the mouse, meaning on dual-input systems such as Touch Screen devices, the active pointer would become locked to whichever input method was used first. Fix #4615 #5232 (thanks @mmolina01 @JstnPwll @Legomite)
  • The Scale Managers GetScreenOrientation function will now check for window.orientation first, because iOS mobile browsers have an incomplete implementation of the Screen API, forcing us to use the window value as a priority. This means the Scale Manager will now emit orientationchange events correctly on iOS. Fix #4361 #4914 (thanks @pfdtravalmatic @jackfreak @cuihu)
  • Time.Clock.addEvent can now take an instance of a TimerEvent as its parameter. Fix #5294 (thanks @samme @EmilSV)
  • GameConfig.audio now defaults to an empty object, which simplifies access to the config in later checks (thanks @samme)
  • The Loader.path was being added to the File URL even if the URL was absolute. This is now checked for and the path is not applied unless the URL is relative (thanks @firesoft)
  • Group.getMatching would always return an empty array. It now returns matching children (thanks @samme)
  • The ParticleManagerWebGLRenderer now calculates its transform matrix differently, splitting out the parent matrix and factoring in follow offsets separately. This fixes numerous issues with particle emitters being incorrectly offset when added to Containers. Fix #5319 #5195 #4739 #4691 (thanks @vforsh @condeagustin @IvanDem @Formic)
  • The ParticleManagerCanvasRenderer now calculates its transform matrix differently, splitting out the parent matrix and factoring in the follow offsets separately. It also uses setToContext internally. This fixes numerous issues with particle emitters being incorrectly offset when added to Containers, or having the Camera zoomed, running under Canvas. Fix #4908 #4531 #4131 (thanks @smjnab @SirLink @jhooper04)
  • The Graphics WebGL Renderer will now default to pathOpen = true. This fixes issues under WebGL where, for example, adding an arc and calling strokePath, without first calling beginPath will no longer cause rendering artefacts when WebGL tries to close the path with a single tri.
  • Graphics.strokeRoundedRect now issues moveTo commands as part of the drawing sequence, preventing issues under WebGL where on older Android devices it would project additional vertices into the display. Fix #3955 (thanks @alexeymolchan)
  • Creating a Bitmap Mask from a texture atlas that was then used to mask another Game Object also using that same texture atlas would throw the error GL_INVALID_OPERATION : glDrawArrays: Source and destination textures of the draw are the same.. It now renders as expected. Fix #4675 (thanks @JacobCaron)
  • When using the same asset for a Game Object to be used as a mask, it would make other Game Objects using the same asset, that appeared above the mask in the display list, to not render. Fix #4767 (thanks @smjnab)
  • When taking a snapshot in WebGL it would often have an extra line of empty pixels at the top of the resulting image, due to a rounding error in the WebGLSnapshot function. Fix #4956 (thanks @gammafp @telinc1)
  • You can now draw a Group to a RenderTexture. Previously, it failed to pass the camera across, resulting in none of the Group children being drawn. Fix #5330 (thanks @somnolik)
  • Particles.EmitterOp.setMethods will now reset both onEmit and onUpdate to their default values. This allows you to reconfigure an emitter op with a new type of value and not have it stuck on the previous one. Fix #3663 (thanks @samme)
  • Particles.EmitterOp now cleanly separates between the different types of property configuration options. start | end will now ease between the two values, min | max will pick a random value between them and random: [] will pick a random element. They no longer get mixed together. Fix #3608 (thanks @samme)
  • When setting both transparent: true and backgroundColor in the Game Config, it would ignore the transparency and use the color anyway. If transparent, the game is now fully transparent. Fix #5362 (thanks @Hoshinokoe)

Namespace Updates

  • The Phaser.Curves.MoveTo function has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.DOM.GetInnerHeight function has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.GameObjects.Bob class has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.GameObjects.LightsManager class has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.GameObjects.LightsPlugin class has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.GameObjects.Particles.EmitterOp class has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.GameObjects.GetTextSize function has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.GameObjects.MeasureText function has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.GameObjects.TextStyle function has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.Input.CreatePixelPerfectHandler function has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.Physics.Arcade.Components.OverlapCirc function has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.Physics.Arcade.Components.OverlapRect function has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.Physics.Arcade.Tilemap namespace has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.Physics.Matter.Components namespace has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.Physics.Matter.Events namespace has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.Physics.Matter.MatterGameObject class has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.Physics.Matter.PointerConstraint class has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.Scenes.GetPhysicsPlugins function has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.Scenes.GetScenePlugins function has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.Structs.Events namespace has now been exposed on the Phaser namespace (thanks @samme)
  • The Phaser.Tilemaps.Parsers.Tiled function has now been exposed on the Phaser namespace (thanks @samme)
  • Every single Tilemap.Component function has now been made public. This means you can call the Component functions directly, should you need to, outside of the Tilemap system.

Examples, Documentation and TypeScript

My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:

@samme @16patsle @scott20145 @khasanovbi @mk360 @volkans80 @jaabberwocky @maikthomas @atursams @LearningCode2023 @DylanC @BenjaminDRichards @rexrainbow @Riderrr @spwilson2 @EmilSV @PhaserEditor2D @Gangryong @vinerz @trynx @usufruct99 @pirateksh