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Phaser - HTML5 Game Framework

Phaser Header

Phaser is a fast, free, and fun open source HTML5 game framework that offers WebGL and Canvas rendering across desktop and mobile web browsers. Games can be compiled to iOS, Android and native apps by using 3rd party tools. You can use JavaScript or TypeScript for development.

Phaser is available in two versions: Phaser 3 and Phaser CE - The Community Edition. Phaser CE is a community-lead continuation of the Phaser 2 codebase and is hosted on a separate repo. Phaser 3 is the next generation of Phaser.

Along with the fantastic open source community, Phaser is actively developed and maintained by Photon Storm. As a result of rapid support, and a developer friendly API, Phaser is currently one of the most starred game frameworks on GitHub.

Thousands of developers from indie and multi-national digital agencies, and universities worldwide use Phaser. You can take a look at their incredible games.

Visit: The Phaser website and follow on Twitter (#phaserjs)
Learn: API Docs, Support Forum and StackOverflow
Code: 700+ Examples (source available in this repo)
Read: The Phaser World Newsletter
Chat: Slack and Discord
Extend: With Phaser Plugins
Be awesome: Support the future of Phaser

Grab the source and join the fun!

What's New

5th February 2019

I'm pleased to announce that Phaser 3.16 is now available. This version represents a significant milestone in the project as Phaser 3 is now 100% feature complete with all of the initially planned systems now in place. The most significant additions in 3.16 is the overhaul of the Input event handling, the long-awaited introduction of the Scale Manager, and the Extern Game Object, which allows for 3rd party rendering support, as required by Spine. Spine animation support is being handled exclusively through a Phaser Plugin. The current build of the Spine plugin can be found in this repo in the plugins folder, along with examples in the Phaser Labs. The Spine plugin will be developed independently of Phaser in the coming weeks.

This is the single largest update of Phaser 3 yet, and as such, there are breaking changes. I have painstakingly listed all of them in the Change Log, so please do read it if you're upgrading from an earlier version. I know there is a lot to take in, so I'll be covering the new features in the Phaser World newsletter in the coming weeks.

3.16 also brings together all of the hard work from the community that went in to the documentation. They're in a much better state than ever before, and very nearly 100% complete. I also completely reworked the internal event system, so event names, callback arguments and more are easy to find in one central place in the docs and can be reference in your code with either strings or properly name-spaced constants.

A massive thank-you to everyone who supports Phaser on Patreon and PayPal. It's your backing that allows me to work on this full-time. If you've ever considered becoming a backer, now is the perfect time!

As always, please check out the Change Log for comprehensive details about what recent versions contain.

If you'd like to stay abreast of developments then I publish my Developer Logs in the Phaser World newsletter. Subscribe to stay in touch and get all the latest news from the core team and the wider community.

You can also follow Phaser on Twitter and chat with fellow Phaser devs in our Slack and Discord channels.

Phaser 3 wouldn't have been possible without the fantastic support of the community and Patreon. Thank you to everyone who supports our work, who shares our belief in the future of HTML5 gaming, and Phaser's role in that.

Happy coding everyone!

Cheers,

Rich - @photonstorm

boogie

Support Phaser

Because Phaser is an open source project, we cannot charge for it in the same way as traditional retail software. What's more, we don't ever want to. After all, it's built on, and was born from, open web standards. It's part of our manifesto that the core framework will always be free, even if you use it commercially, as many of you do.

You may not realize it, but because of this, we rely 100% on community backing to fund development.

Those funds allow Phaser to improve, and when it improves, everyone involved benefits. Your support helps secure a constant cycle of updates, fixes, new features and planning for the future.

There are other benefits to backing Phaser, too:

Backers Perks

I use Patreon to manage the backing and you can support Phaser from $1 per month. The amount you pledge is entirely up to you and can be changed as often as you like. Patreon renews monthly, just like Netflix. You can, of course, cancel at any point. Tears will be shed on this end, but that's not your concern.

Extra special thanks to our top-tier sponsors: Orange Games and CrossInstall.

Sponsors

Phaser Newsletter

We publish the Phaser World newsletter. It's packed full of the latest Phaser games, tutorials, videos, meet-ups, talks, and more. The newsletter also contains our weekly Development Progress updates which let you know about the new features we're working on.

Over 130 previous editions can be found on our Back Issues page.

Download Phaser

Phaser 3 is available via GitHub, npm and CDNs:

NPM

Install via npm:

npm install phaser

CDN

Phaser is on jsDelivr which is a "super-fast CDN for developers". Include the following in your html:

<script src="//cdn.jsdelivr.net/npm/phaser@3.16.1/dist/phaser.js"></script>

or the minified version:

<script src="//cdn.jsdelivr.net/npm/phaser@3.16.1/dist/phaser.min.js"></script>

API Documentation

Go to https://photonstorm.github.io/phaser3-docs/index.html to read the docs online. Use the drop-down menus at the top to navigate the name spaces, classes and Game Objects lists.

Or, if you wish to run the docs locally you can checkout the phaser3-docs repository and then read the documentation by pointing your browser to the docs/ folder.

The documentation for Phaser 3 is an on-going project. Please help us by searching the Phaser code for any instance of the string [description] and then replacing it with some documentation.

TypeScript Definitions

TypeScript Definitions are now available.

They are automatically generated from the jsdoc comments in the Phaser source code. If you wish to help refine them then you must edit the Phaser jsdoc blocks directly. You can find more details, including the source to the conversion tool we wrote in the Docs repo.

As soon as we're happy with the accuracy of the TS defs we'll merge them into the main repo, for now, please download them from the docs repo, linked above, and add them to your project. When we release new versions of Phaser we publish new TS defs too.

Webpack

We use Webpack to build Phaser and we take advantage of its conditional build flag feature to handle renderer swapping. If you wish to use Webpack with Phaser then please use our Phaser 3 Project Template as it's already set-up to handle the build conditions Phaser needs. Recent changes to our build steps mean you should now be able to use any other packager, like Parcel, without any config changes.

License

Phaser is released under the MIT License.

Getting Started

Tutorials and guides on Phaser 3 development are being published every week.

Also, please subscribe to the Phaser World newsletter for details about new tutorials as they are published.

Facebook Instant Games

Phaser 3.13 introduced the new Facebook Instant Games Plugin. The plugin provides a seamless bridge between Phaser and version 6.2 of the Facebook Instant Games SDK. Every single SDK function is available via the plugin and we will keep track of the official SDK to make sure they stay in sync.

The plugin offers the following features:

  • Easy integration with the Phaser Loader so load events update the Facebook progress circle.
  • Events for every plugin method, allowing the async calls of the SDK to be correctly inserted into the Phaser game flow. When SDK calls resolve they will surface naturally as a Phaser event and you'll know you can safely act upon them without potentially doing something mid-way through the game step.
  • All Plugin methods check if the call is part of the supported APIs available in the SDK, without needing to launch an async request first.
  • Instant access to platform, player and locale data.
  • Easily load player photos directly into the Texture Manager, ready for use with a Game Object.
  • Subscribe to game bots.
  • The plugin has a built-in Data Manager which makes dealing with data stored on Facebook seamless. Just create whatever data properties you need and they are automatically synced.
  • Support for FB stats, to retrieve, store and increment stats into cloud storage.
  • Save Session data with built-in session length validation.
  • Easy context switching, to swap between game instances and session data retrieval.
  • Easily open a Facebook share, invite, request or game challenge window and populate the text and image content using any image stored in the Texture cache.
  • Full Leaderboard support. Retrieve, scan and update leaderboard entries, as well as player matching.
  • Support for in-app purchases, with product catalogs, the ability to handle purchases, get past purchases and consume previously unlocked purchases.
  • Easily preload a set of interstitial ads, in both banner and video form, then display the ad at any point in your game, with in-built tracking of ads displayed and inventory available.
  • Plus other features, such as logging to FB Analytics, creating short cuts, switching games, etc.

We've 3 tutorials related to Facebook Instant Games and Phaser:

A special build of Phaser with the Facebook Instant Games Plugin ready-enabled is available on jsDelivr. Include the following in your html:

<script src="//cdn.jsdelivr.net/npm/phaser@3.16.1/dist/phaser-facebook-instant-games.js"></script>

or the minified version:

<script src="//cdn.jsdelivr.net/npm/phaser@3.16.1/dist/phaser-facebook-instant-games.min.js"></script>

The build files are in the git repository in the dist folder, and you can also include the plugin in custom builds.

Source Code Examples

During our development of Phaser 3, we created hundreds of examples with the full source code and assets ready available. Until these examples are fully integrated into the Phaser website, you can browse them on Phaser 3 Labs, or clone the examples repo. We are constantly adding to and refining these examples.

Create Your First Phaser 3 Example

Create an index.html page locally and paste the following code into it:

<!DOCTYPE html>
<html>
<head>
    <script src="https://cdn.jsdelivr.net/npm/phaser@3.16.1/dist/phaser-arcade-physics.min.js"></script> 
</head>
<body>

    <script></script>

</body>
</html>

This is a standard empty webpage. You'll notice there's a script tag that is pulling in a build of Phaser 3, but otherwise this webpage doesn't do anything yet. Now let's set-up the game config. Paste the following between the <script></script> tags:

var config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    physics: {
        default: 'arcade',
        arcade: {
            gravity: { y: 200 }
        }
    },
    scene: {
        preload: preload,
        create: create
    }
};

config is a pretty standard Phaser 3 Game Configuration object. We tell config to use the WebGL renderer if it can, set the canvas to a size of 800x600 pixels, enable Arcade Physics, and finally call the preload and create functions. preload and create have not been implemented yet, so if you run this JavaScript code, you will have an error. Add the following after config:

var game = new Phaser.Game(config);

function preload ()
{
    this.load.setBaseURL('http://labs.phaser.io');

    this.load.image('sky', 'assets/skies/space3.png');
    this.load.image('logo', 'assets/sprites/phaser3-logo.png');
    this.load.image('red', 'assets/particles/red.png');
}

function create ()
{
}

game is a Phaser Game instance that uses our configuration object config. We also add function definitions for preload and create. The preload function helps you easily load assets into your game. In preload, we set the Base URL to be the Phaser server and load 3 PNG files.

The create function is empty, so it's time to fill it in:

function create ()
{
    this.add.image(400, 300, 'sky');

    var particles = this.add.particles('red');

    var emitter = particles.createEmitter({
        speed: 100,
        scale: { start: 1, end: 0 },
        blendMode: 'ADD'
    });

    var logo = this.physics.add.image(400, 100, 'logo');

    logo.setVelocity(100, 200);
    logo.setBounce(1, 1);
    logo.setCollideWorldBounds(true);

    emitter.startFollow(logo);
}

Here we add a sky image into the game and create a Particle Emitter. The scale value means that the particles will initially be large and will shrink to nothing as their lifespan progresses.

After creating the emitter, we add a logo image called logo. Since logo is a Physics Image, logo is given a physics body by default. We set some properties for logo: velocity, bounce (or restitution), and collision with the world bounds. These properties will make our logo bounce around the screen. Finally, we tell the particle emitter to follow the logo - so as the logo moves, the particles will flow from it.

Run it in your browser and you'll see the following:

Phaser 3 Demo

(Got an error? Here's the full code)

This is a tiny example, and there are hundreds more for you to explore, but hopefully it shows how expressive and quick Phaser is to use. With just a few easily readable lines of code, we've got something pretty impressive up on screen!

Subscribe to our newsletter for further tutorials and examples.

Building Phaser

There are both plain and minified compiled versions of Phaser in the dist folder of the repository. The plain version is for use during development, and the minified version is for production use. You can also create your own builds.

Custom Builds

Phaser 3 is built using Webpack and we take advantage of the Webpack definePlugin feature to allow for conditional building of the Canvas and WebGL renderers and extra plugins. You can custom the build process to only include the features you require. Doing so can cut the main build file size down to just 70KB.

Read our comprehensive guide on creating Custom Builds of Phaser 3 for full details.

Building from Source

If you wish to build Phaser 3 from source, ensure you have the required packages by cloning the repository and then running npm install on your source directory.

You can then run webpack to create a development build in the build folder which includes source maps for local testing. You can also npm run dist to create a minified packaged build in the dist folder. For a list of all commands available use npm run help.

Change Log

Change Log

Version 3.16.0 / 3.16.1 - Ishikawa - 5th February 2019

Phaser 3.16 is a massive update. The single largest in the history of Phaser 3 and it contains breaking changes. If you're upgrading from an earlier version please do check the log entries below.

Please note: there is no difference between 3.16.0 and 3.16.1. The version bump was just to get around a stupid npm semver policy.

Important Namespace Changes

  • The Phaser.Boot namespace has been renamed to Phaser.Core. As a result, the boot folder has been renamed to core. This impacts the TimeStep class and VisibilityHandler function, which have been moved to be under the new namespace.
  • The Phaser.Animations namespace was incorrectly exposed in the Phaser entrypoints as Animation (note the lack of plural). This means that if you are creating any custom classes that extend Animation objects using the Phaser namespace, then please update them from Phaser.Animation to Phaser.Animations, i.e. Phaser.Animation.AnimationFrame to Phaser.Animations.AnimationFrame. This doesn't impact you if you created animations directly via the Animation Manager.
  • The keyed Data Manager change data event string has changed from changedata_ to changedata- to keep it consistent with other keyed events. Note the change from _ to -.
  • The Keyboard Plugin keydown dynamic event string has changed from keydown_ to keydown- to keep it consistent with other keyed events. Note the change from _ to -.
  • The Keyboard Plugin keyup dynamic event string has changed from keyup_ to keyup- to keep it consistent with other keyed events. Note the change from _ to -.
  • The texturesready event emitted by the Texture Manager has been renamed to ready.
  • The loadcomplete event emitted by the Loader Plugin has been renamed to postprocess to be reflect what it's used for.
  • Game Objects used to emit a collide event if they had an Arcade Physics Body with onCollide set, that collided with a Tile. This has changed. The event has been renamed to tilecollide and you should now listen for this event from the Arcade Physics World itself: this.physics.world.on('tilecollide'). Game Objects no longer emit this event.
  • Game Objects used to emit an overlap event if they had an Arcade Physics Body with onOverlap set, that overlapped with a Tile. This has changed. The event has been renamed to tileoverlap and you should now listen for this event from the Arcade Physics World itself: this.physics.world.on('tileoverlap'). Game Objects no longer emit this event.
  • The function Phaser.Physics.Impact.SeperateX has been renamed to SeparateX to correct the spelling mistake.
  • The function Phaser.Physics.Impact.SeperateY has been renamed to SeparateY to correct the spelling mistake.
  • The ended event in WebAudioSound has been renamed to complete to make it more consistent with the rest of the API.
  • The ended event in HTML5AudioSound has been renamed to complete to make it more consistent with the rest of the API.
  • The Phaser.Utils.Objects namespace was incorrectly exposed in the Phaser entrypoints as Object (note the lack of plural), this has now been fixed so all associated functions are properly namespaced.
  • Phaser.GameObjects.Blitter.Bob has been renamed to Phaser.GameObjects.Bob to avoid namespace conflicts in TypeScript.
  • Phaser.GameObjects.Text.TextStyle has been renamed to Phaser.GameObjects.TextStyle to avoid namespace conflicts in TypeScript.

Important Changes to the Input System

In Phaser 3.15 and earlier the Input system worked using an event queue. All native DOM input events, such as from the Mouse, Touch or Keyboard, were picked up by event handlers and stored in a queue within the Input Manager. This queue was then processed during the next game step, all the events were dealt with and then it was cleared, ready to receive more events. As they were processed, the internal Phaser events such as pointerdown or keyup were dispatched to your game code.

This worked fine in that you were able to guarantee exactly when the events would arrive, because it was always at the same time in the game step. However, it had the side effect of you not being able to do things like open external browser windows, or go into Full Screen mode, during your event handlers - because they weren't "real" events, so didn't pass the browser security checks. To this end, methods like addUpCallback were added to try and provide this support (although it was never possible for keyboard events).

In 3.16 this has changed. The DOM Events now trigger the respective internal events immediately, in the same invocation. So if you click on the canvas, the pointerdown event you receive in your game is still part of the 'native' event handler, so you're now free to do things like go into full screen mode, or open external windows, without any browser warnings or work-arounds.

It does, however, mean that the point at which these handlers are called is no longer always consistent, and is no longer bound to the speed of the Request Animation Frame update. We've tested as much as possible, and so far, things carry on working as before. We've noticed a slight increase in responsiveness, due to the removal of the fractional delay in processing the events, which feels good. However, if for whatever reason this change has broken your game then you're able to easily switch back to the previous version. In your Game Config, create an input object and give it the property queue: true. This will tell Phaser to use the legacy event queue system.

Please note that we will remove this legacy system in the near future. So, please try and adapt your games to use the new system. If you've found an edge-case where something breaks because of it, please report it so we can look into it.

As a result of this change, the following are now deprecated:

  • InputPlugin.addUpCallback method.
  • InputPlugin.addDownCallback method.
  • InputPlugin.addMoveCallback method.
  • InputManager.queue property.
  • InputManager.domCallbacks property.
  • InputManager._hasUpCallback property.
  • InputManager._hasDownCallback property.
  • InputManager._hasMoveCallback property.
  • InputManager.processDomCallbacks method.
  • InputManager.addUpCallback method.
  • InputManager.addDownCallback method.
  • InputManager.addMoveCallback method.

keydown and keyup changes

Due to unification across the event system, the keydown_ and keyup_ dynamic event strings have changed.

  • In all cases the keydown_KEY event name has changed to keydown-KEY. Note the change from an underscore to a hyphen.
  • In all cases the keyup_KEY event name has changed to keyup-KEY. Note the change from an underscore to a hyphen.

You should update your game code accordingly.

Keyboard Input - New Features

The specificity of the Keyboard events has been changed to allow you more control over event handling. Previously, the Keyboard Plugin would emit the global keydown-CODE event first (where CODE was a keycode string, like keydown-A), then it would emit the global keydown event. In previous versions, Key objects, created via this.input.keyboard.addKey(), didn't emit events.

The Key class now extends EventEmitter and emits two new events directly: down and up. This means you can listen for an event from a Key you've created, i.e.: yourKey.on('up', handler).

The order has also now changed. If it exists, the Key object will dispatch its down event first. Then the Keyboard Plugin will dispatch keydown_CODE and finally the least specific of them all, keydown will be dispatched.

You also now have the ability to cancel this at any stage either on a local or global level. All event handlers are sent an event object which you can call event.stopImmediatePropagation() on. This will immediately stop any further listeners from being invoked in the current Scene. Therefore, if you call stopImmediatePropagation() in the Key.on handler, then the Keyboard Plugin will not emit either the keydown-CODE or keydown global events. You can also call stopImmediatePropagation() during the keydown-CODE handler, to stop it reaching the global keydown handler. As keydown is last, calling it there has no effect.

There is also the stopPropagation() function. This works in the same way as stopImmediatePropagation but instead of being local, it works across all of the Scenes in your game. For example, if you had 3 active Scenes (A, B and C, with A at the top of the Scene list), all listening for the same key, calling stopPropagation() in Scene A would stop the event from reaching any handlers in Scenes B or C. Remember that events flow down the Scene list from top to bottom. So, the top-most rendering Scene in the Scene list has priority over any Scene below it.

All the above also works for keyup events.

New in 3.16 is the ability to receive a global keydown or keyup event from any key on the keyboard. Previously, it would only emit the event if it came from one of the keys listed in the KeyCodes file. Now, those global events will fire for any key, regardless of location.

Keyboard Captures

Key capturing is the way in which you stop a keyboard DOM event from activating anything else in the browser by calling preventDefault on it. For example, in tall web pages, pressing the SPACE BAR causes the page to scroll down. Obviously, if this is also the fire or jump button in your game, you don't want this to happen. So the key needs to be 'captured' to prevent it. Equally, you may wish to also capture the arrow keys, for similar reasons. Key capturing is done on a global level. If you set-up the capture of a key in one Scene, it will be captured globally across the whole game.

In 3.16 you now do this using the new KeyboardPlugin.addCapture method. This takes keycodes as its argument. You can either pass in a single key code (i.e. 32 for the Space Bar), an array of key codes, or a comma-delimited string - in which case the string is parsed and each code it can work out is captured.

To remove a capture you can use the KeyboardPlugin.removeCapture method, which takes the same style arguments as adding captures. To clear all captures call KeyboardPlugin.clearCaptures. Again, remember that these actions are global.

You can also temporarily enable and disable capturing using KeyboardPlugin.enableGlobalCapture and KeyboardPlugin.disableGlobalCapture. This means if you set-up a bunch of key captures, but then need to disable them all for a while (perhaps you swap focus to a DOM text field), you can call disableGlobalCapture to do this, and when finished in the DOM you can enable captures again with enableGlobalCapture, without having to clear and re-create them all.

Default captures can be defined in the Game Config in the input.keyboard.captures object. The captures are actually stored in the KeyboardManager class. The KeyboardPlugin is just a proxy to methods in the Keyboard Manager, but is how you should interface with it.

  • KeyboardPlugin.addCapture is a new method that allows you to define a set of keycodes to have the default browser behaviors disabled on.
  • KeyboardPlugin.removeCapture is a new method that removes specific previously set key captures.
  • KeyboardPlugin.clearCaptures is a new method that removes all key captures.
  • KeyboardPlugin.getCaptures is a new method that returns an array of all current key captures.
  • KeyboardPlugin.enableGlobalCapture is a new method that enables any key captures that have been created.
  • KeyboardPlugin.disableGlobalCapture is a new method that disables any key captures that have been created, without removing them from the captures list.
  • KeyboardPlugin.addKey has a new boolean argument enableCapture, which is true by default, that will add a key capture for the Key being created.
  • KeyboardPlugin.addKeys has a new boolean argument enableCapture, which is true by default, that will add a key capture for any Key created by the method.

Other Keyboard Updates and Fixes

  • There is a new class called KeyboardManager. This class is created by the global Input Manager if keyboard access has been enabled in the Game config. It's responsible for handling all browser keyboard events. Previously, the KeyboardPlugin did this which meant that every Scene that had its own Keyboard Plugin was binding more native keyboard events. This was causing problems with parallel Scenes when needing to capture keys. the KeyboardPlugin class still exists, and is still the main point of interface when you call this.input.keyboard in a Scene, but DOM event handling responsibility has been taken away from it. This means there's now only one set of bindings ever created, which makes things a lot cleaner.
  • There is a new Game and Scene Config setting input.keyboard.capture which is an array of KeyCodes that the Keyboard Plugin will capture all non-modified key events on. By default it is empty. You can populate it in the config, or use the new capture methods.
  • The Keyboard Manager will now call preventDefault only on non-modified key presses, stopping the keyboard event from hitting the browser. Previously, capturing the R key, for example, would block a CTRL+R page reload, but it now ignores it because of the key modifier.
  • If the browser Window loses focus, either from switching to another app, or another tab, all active Keys will be reset. This prevents issues with keys still reporting as being held down after leaving the game and returning to it again. Fix #4134 (thanks @Simplonium)
  • Key.emitOnRepeat is a new boolean property that controls if the Key will continuously emit a down event while being held down (true), or emit the event just once, on first press, and then skip future events (false).
  • Key.setEmitOnRepeat is a new chainable method for setting the emitOnRepeat property.
  • The KeyboardPlugin.addKeys method has a new optional boolean emitOnRepeat which sets that property on all Key objects it creates as part of the call. It defaults to false.
  • The KeyboardPlugin.addKey method has a new optional boolean emitOnRepeat which sets that property on the Key object it creates. It defaults to false.
  • The Key class now extends EventEmitter and emits two events directly: down and up. This means you can listen for an event from a Key you've created, i.e.: yourKey.on('up', handler).
  • The following Key Codes have been added, which include some missing alphabet letters in Persian and Arabic: SEMICOLON_FIREFOX, COLON, COMMA_FIREFOX_WINDOWS, COMMA_FIREFOX, BRACKET_RIGHT_FIREFOX and BRACKET_LEFT_FIREFOX (thanks @wmateam)
  • Key.onDown is a new method that handles the Key being pressed down, including down repeats.
  • Key.onUp is a new method that handles the Key being released.
  • Key.destroy is a new method that handles Key instance destruction. It is called automatically in KeyboardPlugin.destroy.
  • The Key.preventDefault property has been removed. This is now handled by the global keyboard capture methods.
  • Key.metaKey is a new boolean property which indicates if the Meta Key was held down when the Key was pressed. On a Mac the Meta Key is Command. On a Windows keyboard, it's the Windows key.
  • InputManager.keyboard is a new property that instantiates the global Keyboard Manager, if enabled in the game config.
  • The KeyboardPlugin.addKey method has a new boolean property enableCapture which automatically prevents default on the Key being created.
  • The KeyboardPlugin.addKeys method has a new boolean property enableCapture which automatically prevents default on Keys being created.
  • Phaser.Input.Keyboard.ProcessKeyDown has been removed as it's no longer required, Key.onDown handles it instead.
  • Phaser.Input.Keyboard.ProcessKeyUp has been removed as it's no longer required, Key.onUp handles it instead.
  • The Keyboard Manager has a property called captures which is an array of keycodes, as populated by the Game Config. Any key code in the array will have preventDefault called on it if pressed.
  • KeyboardPlugin.manager is a new property that references the Keyboard Manager and is used internally.
  • KeyboardPlugin.target has been removed as it's no longer used by the class.
  • KeyboardPlugin.queue has been removed as it's no longer used by the class.
  • KeyboardPlugin.onKeyHandler has been removed as it's no longer used by the class.
  • KeyboardPlugin.startListeners has been removed as it's no longer used by the class.
  • KeyboardPlugin.stopListeners has been removed as it's no longer used by the class.

Mouse and Touch Input - New Features, Updates and Fixes

  • The Mouse Manager class has been updated to remove some commented out code and refine the startListeners method.
  • When enabling a Game Object for input it will now use the width and height properties of the Game Object first, falling back to the frame size if not found. This stops a bug when enabling BitmapText objects for input and it using the font texture as the hit area size, rather than the text itself.
  • Pointer.smoothFactor is a float-value that allows you to automatically apply smoothing to the Pointer position as it moves. This is ideal when you want something smoothly tracking a pointer in a game, or are need a smooth drawing motion for an art package. The default value is zero, meaning disabled. Set to a small number, such as 0.2, to enable.
  • Config.inputSmoothFactor is a new property that allows you to set the smoothing factor for all Pointers the game creates. The default value is zero, which is disabled. Set in the game config as input: { smoothFactor: value }.
  • InputManager.transformPointer has a new boolean argument wasMove, which controls if the pointer is being transformed after a move or up/down event.
  • Pointer.velocity is a new Vector2 that contains the velocity of the Pointer, based on the current and previous positions. The velocity is smoothed out each frame according to the Pointer.motionFactor property. This is done for more accurate gesture recognition. The velocity is updated based on Pointer movement and doesn't require a button to be pressed first.
  • Pointer.angle is a new property that contains the angle of the Pointer, in radians, based on the current and previous positions. The angle is smoothed out each frame according to the Pointer.motionFactor property. This is done for more accurate gesture recognition. The angle is updated based on Pointer movement and doesn't require a button to be pressed first.
  • Pointer.distance is a new property that contains the distance of the Pointer, in radians, based on the current and previous positions. The distance is smoothed out each frame according to the Pointer.motionFactor property. This is done for more accurate gesture recognition. The distance is updated based on Pointer movement and doesn't require a button to be pressed first.
  • Pointer.motionFactor is a new property that controls how much smoothing to apply to the Pointer positions each frame. This value is passed to the Smooth Step Interpolation that is used to calculate the velocity, angle and distance of the Pointer. It's applied every frame until the midPoint reaches the current position of the Pointer. The default value is 0.2.
  • The Input Plugin was emitting a preUpdate event, with the capital U, instead of preupdate. This has now been corrected. Fix #4185 (thanks @gadelan)
  • Pointer.updateMotion is a new method that is called automatically, each step, by the Input Manager. It's responsible for calculating the Pointer velocity, angle and distance properties.
  • Pointer.time is a new property that holds the time the Pointer was last updated by the Game step.
  • Pointer.getDistance has been updated. If called while a button is being held down, it will return the distance between the Pointer's current position and it's down position. If called when a Pointer doesn't have a button down, it will return the historic distance between the up and down positions.
  • Pointer.getDistanceX is a new method that will return the horizontal distance between the Pointer's previous and current coordinates. If called while a button is being held down, it will return the distance between the Pointer's current position and it's down position. If called when a Pointer doesn't have a button down, it will return the historic distance between the up and down positions.
  • Pointer.getDistanceY is a new method that will return the horizontal distance between the Pointer's previous and current coordinates. If called while a button is being held down, it will return the distance between the Pointer's current position and it's down position. If called when a Pointer doesn't have a button down, it will return the historic distance between the up and down positions.
  • Pointer.getDuration is a new method that will return the duration the Pointer was held down for. If the Pointer has a button pressed down at the time this method is called, it will return the duration since the Pointer's button was pressed down. If no button is held down, it will return the last recorded duration, based on the time the Pointer button was released.
  • Pointer.getAngle is a new method that will return the angle between the Pointer coordinates. If the Pointer has a button pressed down at the time this method is called, it will return the angle between the Pointer's downX and downY values and the current position. If no button is held down, it will return the last recorded angle, based on where the Pointer was when the button was released.
  • In previous versions, the VisibilityHandler would create a mousedown listener for the game canvas and then call window.focus when detected (assuming the game config autoFocus property was true). Responsibility for this has now been moved to the Mouse Manager onMouseDown handler.
  • In previous versions, the VisibilityHandler would create a mouseout listener for the game canvas and then set game.isOver when detected. Responsibility for this has now been moved to the Mouse Manager, which sets the new Input Manager isOver property directly.
  • In previous versions, the VisibilityHandler would create a mouseover listener for the game canvas and then set game.isOver when detected. Responsibility for this has now been moved to the Mouse Manager, which sets the new Input Manager isOver property directly.
  • The Phaser.Game.isOver property has been moved. You can now find it in the Input Manager and it's also accessible via the Input Plugin, which means you can do this.input.isOver from within a Scene. This makes more sense as it's input related and not a game level property.
  • The Input Plugin has a new event you can listen to: gameover, which is triggered whenever the mouse or a pointer is moved over the Game canvas. Listen to it with this.input.on('gameover') from within a Scene.
  • The Input Plugin has a new event you can listen to: gameout, which is triggered whenever the mouse or a pointer leaves the Game canvas. Listen to it with this.input.on('gameout') from within a Scene.
  • The Game used to emit a mouseover event when the mouse entered the game canvas. This is no longer emitted by the Game itself and can instead be listened for using the new Input Plugin event gameover.
  • The Game used to emit a mouseout event when the mouse left the game canvas. This is no longer emitted by the Game itself and can instead be listened for using the new Input Plugin event gameout.
  • If the window object exists (which it will in normal browser environments) new mouseup and touchend event listeners are bound to it and trigger the normal mouseup or touchend events within the internal input system. This means you will now get a pointerup event from the Input Plugin even if the pointer is released outside of the game canvas. Pointers will also no longer think they are still 'down' if released outside the canvas and then moved inside again in their new state.
  • The window will now have focus called on it by the Touch Manager, as well as the Mouse Manager, if the autoFocus game config property is enabled.
  • The Input Plugin has a new event you can listen to: pointerdownoutside, which is triggered whenever the mouse or a pointer is pressed down while outside of the Game canvas. Listen to it with this.input.on('pointerdownoutside') from within a Scene.
  • The Input Plugin has a new event you can listen to: pointerupoutside, which is triggered whenever the mouse or a pointer is released while outside of the Game canvas. Listen to it with this.input.on('pointerupoutside') from within a Scene.
  • Pointer.downElement is a new property that holds the target of the DOM Event that triggered when the Pointer was pressed down. If this is within the game, this will be the game canvas element.
  • Pointer.upElement is a new property that holds the target of the DOM Event that triggered when the Pointer was released. If this is within the game, this will be the game canvas element.
  • The Pointer.dragState property has been removed. This is no longer used internally as it has to be tracked per Scene, not on a global level.
  • InputPlugin.setDragState is a new internal method that sets the drag state for the given Pointer.
  • InputPlugin.getDragState is a new internal method that gets the drag state for the given Pointer.
  • Draggable Game Objects would not work if you had multiple Scenes running in parallel, with draggable objects in both of them. Only the top-most Scene would work fully. Items in the bottom Scene would never finish their drag cycle, causing them to get stuck. Fix #4249 #4278 (thanks @probt @iArePJ)
  • Pointer.leftButtonDown will now return an actual boolean, rather than the result of the bitwise op (which still evaluated as a boolean, but this is cleaner).
  • Pointer.rightButtonDown will now return an actual boolean, rather than the result of the bitwise op (which still evaluated as a boolean, but this is cleaner).
  • Pointer.middleButtonDown will now return an actual boolean, rather than the result of the bitwise op (which still evaluated as a boolean, but this is cleaner).
  • Pointer.backButtonDown will now return an actual boolean, rather than the result of the bitwise op (which still evaluated as a boolean, but this is cleaner).
  • Pointer.forwardButtonDown will now return an actual boolean, rather than the result of the bitwise op (which still evaluated as a boolean, but this is cleaner).
  • Pointer.up, Pointer.move and Pointer.down now use in to check for the existance of the buttons property on the event, causing it to be set even if equal to zero, which it is when there are no buttons down. This also fixes an issue where the buttons didn't update during a move event (thanks @SonnyCampbell @rexrainbow)

Changes as a result of the new Scale Manager

3.16 introduces the completed Scale Manager. This is fully documented, but the class, all methods and all properties. It also includes a folder full of examples in the Phaser Labs, so you're strongly recommended to start there.

  • If you set the Game Config property zoom to be > 1 then it will automatically enable pixelArt mode, unless you set pixelArt: false in the config.
  • There is a new property in the Game Config called autoRound, which controls if the canvas size and style sizes are passed through Math.floor or not. On some devices this can help with performance and anti-aliasing. The default is false (turned off).
  • The Game Config property autoResize has been removed as it's now redundant.
  • The WebGL and Canvas Renderers no longer change the Canvas size in their resize methods. They just update internal properties.
  • The WebGL and Canvas Renderers now read the width, height and resolution values from the Scale Manager, not the Game Config.
  • CameraManager.baseScale property has been removed as it's no longer used anywhere.
  • The BaseCamera and Camera preRender methods now only take a resolution argument and use it internally for their transforms.
  • InputManager.scaleManager is a new property that is a reference to the Scale Manager. This is populated in the boot method.
  • The InputManager.transformX method has been removed. This is now available in the ScaleManager.
  • The InputManager.transformY method has been removed. This is now available in the ScaleManager.
  • The InputManager.scale property has been removed. This is now available in the ScaleManager under displayScale.
  • The InputManager.resize method has been removed as this process is now handled by the ScaleManager.
  • The InputManager.bounds property has been removed as this process is now handled by the ScaleManager.
  • The InputManager.updateBounds method has been removed as this process is now handled by the ScaleManager.
  • The InputManager.getOffsetX method has been removed as it's no longer required.
  • The InputManager.getOffsetY method has been removed as it's no longer required.
  • The InputManager.getScaleX method has been removed as it's no longer required.
  • The InputManager.getScaleY method has been removed as it's no longer required.
  • The SceneManager.resize method has been removed as it's no longer required.
  • The Scene.Systems.resize method has been removed as it's no longer required.
  • Scenes will no longer dispatch the resize event. You should now listen for this event from the Scale Manager instead.
  • BaseCamera.config has been removed as it's no longer required.
  • BaseCamera.scaleManager is a new property that references the Scale Manager and is used internally for size checks.
  • The Game.resize method has been removed as it's no longer required. You should now call ScaleManager.resize instead.
  • The Game will no longer dispatch the resize event. You should now listen for this event from the Scale Manager instead.

Facebook Instant Games Updates and Fixes

  • Added the Leaderboard.getConnectedScores method, to get a list of scores from player connected entries.
  • The loadPlayerPhoto function in the Instant Games plugin now listens for the updated Loader event correctly, causing the photocomplete event to fire properly.
  • Leaderboard.setScore now emits the LeaderboardScore object with the setscore event, as the documentation said it did.
  • Leaderboard.getPlayerScore now only populates the playerScore property if the entry isn't null.
  • If the setScore or getPlayerScore calls fail, it will return null as the score instance, instead of causing a run-time error.
  • You can now pass an object or a string to setScore and objects will be automatically stringified.
  • The preloadAds method will now only create an AdInstance object if the interstitial loadSync promise resolves.
  • The preloadVideoAds method will now only create an AdInstance object if the interstitial loadSync promise resolves.
  • The preloadAds method will now emit the adsnofill event, if there are no ads in the inventory to load.
  • The preloadVideoAds method will now emit the adsnofill event, if there are no ads in the inventory to load.
  • The showAd method will now emit the adsnotloaded event, if there are no ads loaded matching the given Placement ID.
  • The showVideo method will now emit the adsnotloaded event, if there are no ads loaded matching the given Placement ID.
  • Showing an ad will emit the adfinished event when the ad is closed, previously this event was called showad but the new name better reflects what has happened.
  • The Facebook Plugin is now available in the Phaser.Scene class template under the facebook property (thanks @bryanwood)
  • Fixed the Leaderboard.getScores method to now take the arguments into account. Fix #4271 (thanks @Oramy)
  • Fixed an API validation error in the chooseContext method. Fix #4248 (thanks @yadurajiv)

New Features

  • You can now load external Scene files using the new load.sceneFile method. This allows you to dynamically load a Scene into the Scene Manager of your game, and swap to it at will. Please see the documentation and examples for further details.
  • The data object being sent to the Dynamic Bitmap Text callback now has a new property parent, which is a reference to the Bitmap Text instance that owns the data object (thanks ornyth)
  • The WebGL Renderer has a new method clearPipeline, which will clear down the current pipeline and reset the blend mode, ready for the context to be passed to a 3rd party library.
  • The WebGL Renderer has a new method rebindPipeline, which will rebind the given pipeline instance, reset the blank texture and reset the blend mode. This is useful for recovering from 3rd party libs that have modified the gl context.
  • Game Objects have a new property called state. Use this to track the state of a Game Object during its lifetime. For example, it could move from a state of 'moving', to 'attacking', to 'dead'. Phaser itself will never set this property, although plugins are allowed to.
  • Game Objects have a new method called setState which will set the state property in a chainable call.
  • BlendModes.ERASE is a new blend mode that will erase the object being drawn. When used in conjunction with a Render Texture it allows for effects that require you to erase parts of the texture, in either Canvas or WebGL. When used with a transparent game canvas, it allows you to erase parts of the canvas, showing the web page background through.
  • BlendModes.SOURCE_IN is a new Canvas-only blend mode that allows you to use the source-in composite operation when rendering Game Objects.
  • BlendModes.SOURCE_OUT is a new Canvas-only blend mode that allows you to use the source-out composite operation when rendering Game Objects.
  • BlendModes.SOURCE_ATOP is a new Canvas-only blend mode that allows you to use the source-atop composite operation when rendering Game Objects.
  • BlendModes.DESTINATION_OVER is a new Canvas-only blend mode that allows you to use the destination-over composite operation when rendering Game Objects.
  • BlendModes.DESTINATION_IN is a new Canvas-only blend mode that allows you to use the destination-in composite operation when rendering Game Objects.
  • BlendModes.DESTINATION_OUT is a new Canvas-only blend mode that allows you to use the destination-out composite operation when rendering Game Objects.
  • BlendModes.DESTINATION_ATOP is a new Canvas-only blend mode that allows you to use the destination-atop composite operation when rendering Game Objects.
  • BlendModes.LIGHTER is a new Canvas-only blend mode that allows you to use the lighter composite operation when rendering Game Objects.
  • BlendModes.COPY is a new Canvas-only blend mode that allows you to use the copy composite operation when rendering Game Objects.
  • BlendModes.XOR is a new Canvas-only blend mode that allows you to use the xor composite operation when rendering Game Objects.
  • RenderTexture.erase is a new method that will take an object, or array of objects, and draw them to the Render Texture using an ERASE blend mode, resulting in them being removed from the Render Texture. This is really handy for making a bitmap masked texture in Canvas or WebGL (without using an actual mask), or for 'cutting away' part of a texture.
  • There is a new boolean Game Config property called customEnvironment. If set to true it will skip the internal Feature checks when working out which type of renderer to create, allowing you to run Phaser under non-native web environments. If using this value, you must set an explicit renderType of either CANVAS or WEBGL. It cannot be left as AUTO. Fix #4166 (thanks @jcyuan)
  • Animation.nextFrame will advance an animation to the next frame in the sequence instantly, regardless of the animation time or state. You can call this on a Sprite: sprite.anims.nextFrame() (thanks rgk25)
  • Animation.previousFrame will set an animation to the previous frame in the sequence instantly, regardless of the animation time or state. You can call this on a Sprite: sprite.anims.previousFrame() (thanks rgk25)
  • Geom.Intersects.PointToLine has a new optional argument lineThickness (which defaults to 1). This allows you to determine if the point intersects a line of a given thickness, where the line-ends are circular (not square).
  • Geom.Line.GetNearestPoint is a new static method that will return the nearest point on a line to the given point.
  • Geom.Line.GetShortestDistance is a new static method that will return the shortest distance from a line to the given point.
  • Camera.getBounds is a new method that will return a rectangle containing the bounds of the camera.
  • Camera.centerOnX will move the camera horizontally to be centered on the given coordinate without changing its vertical placement.
  • Camera.centerOnY will move the camera vertically to be centered on the given coordinate without changing its horizontally placement.
  • AnimationManager.exists is a new method that will check to see if an Animation using the given key already exists or not and returns a boolean.
  • animationstart-key is a new Animation key specific event emitted by a Game Object. For example, if you had an animation with a key of 'explode' you can now listen for animationstart-explode.
  • animationrestart-key is a new Animation key specific event emitted by a Game Object. For example, if you had an animation with a key of 'explode' you can now listen for animationrestart-explode.
  • animationcomplete-key is a new Animation key specific event emitted by a Game Object. For example, if you had an animation with a key of 'explode' you can now listen for animationcomplete-explode.
  • animationupdate-key is a new Animation key specific event emitted by a Game Object. For example, if you had an animation with a key of 'explode' you can now listen for animationupdate-explode.
  • The Animation class now extends the Event Emitter and dispatches events itself. This allows you to listen for events from a specific Animation, rather than via a Game Object. This is handy, for example, if you had an explosion animation that you wanted to trigger a sound effect when it started. You can now listen for the events from the Animation object directly.
  • The Animation class now emits the start event when played (either forward, or in reverse) by any Game Object.
  • The Animation class now emits the restart event when it restarts playing on any Game Object.
  • The Animation class now emits the complete event when it finishes playing on any Game Object.
  • The Animation Component has a new method called chain which allows you to line-up another animation to start playing as soon as the current one stops, no matter how it stops (either by reaching its natural end, or directly by having stop called on it). You can chain a new animation at any point, including before the current one starts playing, during it, or when it ends (via its animationcomplete callback). Chained animations are specific to a Game Object, meaning different Game Objects can have different chained animations without impacting the global animation they're playing.
  • CanvasTexture.drawFrame is a new method that allows you to draw a texture frame to the CanvasTexture based on the texture key and frame given.
  • CanvasTexture.getIndex is a new method that will take an x/y coordinate and return the Image Data index offset used to retrieve the pixel values.
  • CanvasTexture.getPixels is a new method that will take a region as an x/y and width/height and return all of the pixels in that region from the CanvasTexture.
  • CanvasTexture.setPixel is a new method that sets the given pixel in the CanvasTexture to the color and alpha values provided.
  • CanvasTexture.getData is a new method that will extract an ImageData block from the CanvasTexture from the region given.
  • CanvasTexture.putData is a new method that will put an ImageData block at the given coordinates in a CanvasTexture.
  • Line.Extend is a new static function that allows you extend the start and/or end points of a Line by the given amounts.
  • Vector2.LEFT is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
  • Vector2.RIGHT is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
  • Vector2.UP is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
  • Vector2.DOWN is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
  • Vector2.ONE is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
  • Vector3.ZERO is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
  • Vector3.LEFT is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
  • Vector3.RIGHT is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
  • Vector3.UP is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
  • Vector3.DOWN is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
  • Vector3.FORWARD is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
  • Vector3.BACK is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
  • Vector3.ONE is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
  • Geometery Mask has a new property called invertAlpha in WebGL, which works in the same way as the flag on the Bitmap Mask and allows you to invert the function of the stencil buffer, i.e. non-drawn shapes become invisible, and drawn shapes visible (thanks @tfelix)
  • The Arcade Physics Body has a new property maxSpeed which limits the vector length of the Body velocity. You can set it via the method setMaxSpeed and it is applied in the World.computeVelocity method (thanks @Edwin222 @rexrainbow)
  • WebGLRenderer.snapshotArea is a new method that allows you to grab an image of the given region of the canvas during the post-render step and have it sent to your defined callback. This is the same as snapshot except you control the area being grabbed, so is more efficient if you only need a smaller area.
  • WebGLRenderer.snapshotPixel is a new method that allows you to grab a single pixel from the game canvas, post-render. It returns the result as a Color object to your specified callback.
  • CanvasRenderer.snapshotArea is a new method that allows you to grab an image of the given region of the canvas during the post-render step and have it sent to your defined callback. This is the same as snapshot except you control the area being grabbed, so is more efficient if you only need a smaller area.
  • CanvasRenderer.snapshotPixel is a new method that allows you to grab a single pixel from the game canvas, post-render. It returns the result as a Color object to your specified callback.
  • SceneManager.getScenes is a new method that will return all current Scenes being managed by the Scene Manager. You can optionally return only active scenes and reverse the order in which they are returned in the array.
  • DOM.GetTarget is a new helper function that will return a reference to a DOM Element based on the given string or node.
  • GameObjects.Extern is a new special type of Game Object that allows you to pass rendering off to a 3rd party. When you create an Extern and place it in the display list of a Scene, the renderer will process the list as usual. When it finds an Extern it will flush the current batch, clear down the pipeline and prepare a transform matrix which your render function can take advantage of, if required. The Extern Game Object is used heavily by the Spine Plugin, but can also be used by other libraries such as three.js, allowing them to render directly into a Phaser game.

Updates

  • You can now modify this.physics.world.debugGraphic.defaultStrokeWidth to set the stroke width of any debug drawn body, previously it was always 1 (thanks @samme)
  • TextStyle.setFont has a new optional argument updateText which will sets if the text should be automatically updated or not (thanks @DotTheGreat)
  • ProcessQueue.destroy now sets the internal toProcess counter to zero.
  • The PathFollower.pathRotationVerticalAdjust property has been removed. It was supposed to flipY a follower when it reversed path direction, but after some testing it appears it has never worked and it's easier to do this using events, so the property and associated config value are removed. The verticalAdjust argument from the setRotateToPath method has been removed as well.
  • The config value preserveDrawingBuffer has been removed as it has never been used by the WebGL Renderer.
  • PluginManager.install returns null if the plugin failed to install in all cases.
  • PluginFile will now install the plugin into the current Scene as long as the start or mapping arguments are provided.
  • MATH_CONST no longer requires or sets the Random Data Generator, this is now done in the Game Config, allowing you to require the math constants without pulling in a whole copy of the RNG with it.
  • The Dynamic Bitmap Text Canvas Renderer was creating a new data object every frame for the callback. It now uses the callbackData object instead, like the WebGL renderer does.
  • WebGLRenderer.setBlendMode has a new optional argument force, which will force the given blend mode to be set, regardless of the current settings.
  • The method DisplayList.sortGameObjects has been removed. It has thrown a runtime error since v3.3.0(!) which no-one even spotted which is a good indication of how little the method was used. The display list is automatically sorted anyway, so if you need to sort a small section of it, just use the standard JavaScript Array sort method (thanks ornyth)
  • The method DisplayList.getTopGameObject has been removed. It has thrown a runtime error since v3.3.0(!) which no-one even spotted which is a good indication of how little the method was used (thanks ornyth)
  • WebGLRenderer.setFramebuffer has a new optional boolean argument updateScissor, which will reset the scissor to match the framebuffer size, or clear it.
  • WebAudioSoundManager.onFocus will not try to resume the Audio Context if it's still locked.
  • WebAudioSoundManager.onBlur will not try to suspend the Audio Context if it's still locked.
  • When using ScenePlugin.add, to add a new Scene to the Scene Manager, it didn't allow you to include the optional Scene data object. You can now pass this in the call (thanks @kainage)
  • Graphics.stroke is a new alias for the strokePath method, to keep the calls consistent with the Canvas Rendering Context API.
  • Graphics.fill is a new alias for the fillPath method, to keep the calls consistent with the Canvas Rendering Context API.
  • LoaderPlugin.sceneManager is a new property that is a reference to the global Scene Manager, useful for Plugins.
  • Whenever Camera.roundPixels was enabled it would use a bitwise operation to truncate the float (x |= 0) - this has been replaced across all files that used it, with a call to Math.round instead. This gives far better results when zooming cameras both in and out of a Scene, stopping thin gaps appearing between closely packed Game Objects.
  • AnimationManager.create will now return a boolean false if the given key is invalid (i.e. undefined or falsey).
  • AnimationManager.create will no longer raise a console warning if the animation key is already in use. Instead, it will return the animation belonging to that key. A brand new animation will only be created if the key isn't already in use. When this happens, the add event is emitted by the Animation Manager. If no event is emitted, the animation already existed.
  • ArcadePhysics.Body.destroy will now only add itself to the World pendingDestroy list if the world property exists. This prevents Cannot read property 'pendingDestroy' of undefined errors if you try to delete a physics body in a callback and then immediately change Scene (which tells the physics work to also delete all bodies)
  • The Animation Component restart method has had is sole key argument removed. Previously, you had to pass in the key of the animation you wished to reverse, but now you can just call the method directly, and as long as there is an animation playing, it will automatically start playing in reverse, without the nee for a key (the way it should have been originally)
  • Animation.play and playReverse will now accept either a string-based key of the animation to play (like before), or you can pass in an Animation instance, and it will play that animation.
  • CanvasTexture.clear now has 4 new optional arguments: x, y, width, height which allow you to define the region of the texture to be cleared. If not provided it will clear the whole texture, which is the same behavior as before.
  • EarCut, the polygon triangulation library used by the Graphics and WebGL classes, has been upgraded from 2.1.1 to 2.1.4. 2.1.2 fixed a few race conditions where bad input would cause an error. 2.1.3 improved performance for bigger inputs (5-12%) and 2.1.4 fixed a race condition that could lead to a freeze on degenerate input.
  • TextureTintPipeline.batchQuad and batchTri have two new optional arguments texture and unit which are used to re-set the batch texture should the method cause a batch flush.
  • TextureTintPipeline.requireTextureBatch is a new internal method that helps speed-up the creation of texture batches. It is used in conjunction with setTexture2D and pushBatch.
  • TextureTintPipeline.flush and TextureTintPipeline.pushBatch have been optimized to handle zero based texture units as priority. They've also been refactored to avoid creation of empty texture batches.
  • The WebGLRenderer.setTexture2D method has a new optional argument flush which controls if the pipeline is flushed if the given texture is new, or not. This is used internally to skip flushing during an existing flush.
  • The Tilemap Layer width and height properties are now based on the tilemap tile sizes multiplied by the layer dimensions. This corrects an issue with layer sizes being wrong if you called setBaseTileSize on a Map.
  • The WebGLRenderer will now clear the framebuffer at the start of every render.
  • WebGLRenderer.setScissor now has a new optional argument drawingBufferHeight which allows you to specify the drawing buffer height, rather than use the renderers default value.
  • WebGLRenderer.pushScissor now has a new optional argument drawingBufferHeight which allows you to specify the drawing buffer height, rather than use the renderers default value.
  • WebGLRenderer.preRender now calls gl.clearColor in order to restore the background clear color in case something, like a Render Texture, has changed it.
  • Map.set will now update an existing value if you provide it with a key that already exists within the Map. Previously, if you tried to set the value of a key that existed it would be skipped.
  • MatterSprite would set its type property to be Image. It now sets it to be Sprite as it should do.
  • Matter.TileBody.setFromTileCollision no longer checks if the shape is concave or convex before modifying the vertices, as the update to the Matter.js lib in 3.12 stopped this from working with Tiled collision shapes.
  • The Scene transitionstart event is now dispatched by the Target Scene of a transition, regardless if the Scene has a create method or not. Previously, it was only dispatched if the Scene had a create method.
  • The Loader will now allow an XHR status of 0 as success too. Normally only status 200 would be accepted as success, but 0 is returned when a file is loaded from the local filesystem (file://). This happens, for example, when opening the index.html of a game in a browser directly, or when using Cordova on iOS. Fix #3464 (thanks @Ithamar)
  • Tween.restart now returns the Tween instance (thanks @rexrainbow)
  • Tween.play now returns the Tween instance (thanks @rexrainbow)
  • Tween.seek now returns the Tween instance (thanks @rexrainbow)
  • Tween.complete now returns the Tween instance (thanks @rexrainbow)
  • Tween.stop now returns the Tween instance (thanks @rexrainbow)
  • List.sort now has an optional parameter handler which allows you to provide your own sort handling function (thanks @jcyuan)
  • Container.sort now has an optional parameter handler which allows you to provide your own sort handling function (thanks @jcyuan)
  • The WebGLRenderer method canvasToTexture will now only set the filter to be NEAREST if antialias is disabled in the game config (i.e. when running in pixelArt mode). This means that Text objects, and other Canvas backed textures, now render with anti-aliasing if everything else does. You can disable this on a per-object basis by calling texture.setFilter(1) on them.
  • CanvasRenderer.snapshotCallback, snapshotType and snapshotEncoder have all been removed as they are no longer required.
  • CanvasRenderer.snapshotState is a new object that contains the snapshot configuration data, the same as the WebGL Renderer.
  • The signature of the WebGLSnapshot function has changed. It now takes a Snapshot Configuration object as the second parameter.
  • The signature of the CanvasSnapshot function has changed. It now takes a Snapshot Configuration object as the second parameter.
  • A Tween Timeline will now set it's internal destroy state before calling either the onComplete callback or sending the COMPLETE event. This means you can now call methods that will change the state of the Timeline, such as play, during the callback handlers, where-as before doing this would have had the internal state changed immediately, preventing it (thanks Lucas Knight)
  • The AddToDOM method has had the overflowHidden argument removed. The DOM element the canvas is inserted into no longer has overflow: hidden applied to its style. If you wish to have this, please add it directly via CSS.

Bug Fixes

  • The Rectangle Shape object wouldn't render if it didn't have a stroke, or any other objects on the display list (thanks mliko)
  • When using a font string instead of setting fontFamily, fontSize and fontStyle in either Text.setStyle or setFont, the style properties wouldn't get set. This isn't a problem while creating the text object, only if modifying it later (thanks @DotTheGreat)
  • Text.toJSON wasn't saving the font style when using the "font" shorthand to create it. It now saves it correctly. Fix #4141 (thanks @divillysausages)
  • Disabling camera bounds and then moving the camera to an area in a Tilemap that did not have any tile information would throw an Uncaught Reference error as it tried to access tiles that did not exist (thanks @Siyalatas)
  • Fixed an issue where Sprite Sheets being extracted from a texture atlas would fail if the sheet was either just a single column or single row of sprites. Fix #4096 (thanks @Cirras)
  • If you created an Arcade Physics Group without passing a configuration object, and passing an array of non-standard children, it would throw a classType runtime error. It now creates a default config object correctly (thanks @pierpo)
  • The Camera.cull method has been restructured so it now calculates if a Game Object is correctly in view or not before culling it. Although not used internally, if you need to cull objects for a camera, you can now safely use this method. Fix #4092 (thanks @Cirras)
  • The Tiled Parser would ignore animated tile data if it was in the new Tiled 1.2 format. This is now accounted for, as well as 1.0 (thanks @nkholski)
  • Array.Matrix.ReverseRows was actually reversing the columns, but now reverses the rows.
  • Array.Matrix.ReverseColumns was actually reversing the rows, but now reverses the columns.
  • UnityAtlas now sets the correct file type key if using a config file object.
  • Starting with version 3.13 in the Canvas Renderer, it was possible for long-running scripts to start to get bogged-down in fillRect calls if the game had a background color set. The context is now saved properly to avoid this. Fix #4056 (thanks @Aveyder)
  • Render Textures created larger than the size of the default canvas would be automatically clipped when drawn to in WebGL. They now reset the gl scissor and drawing height property in order to draw to their full size, regardless of the canvas size. Fix #4139 (thanks @chaoyang805 @iamchristopher)
  • The cameraFilter property of a Game Object will now allow full bitmasks to be set (a value of -1), instead of just those > 0 (thanks @stuartkeith)
  • The PathFollower.startFollow method now properly uses the startAt argument to the method, so you can start a follower off at any point along the path. Fix #3688 (thanks @DannyT @diteix)
  • Static Circular Arcade Physics Bodies now render as circles in the debug display instead of showing their rectangle bounds (thanks @maikthomas)
  • Changing the mute flag on an HTML5AudioSound instance, via the mute setter, now works as it does via the Sound Manager (thanks @Waclaw-I @neon-dev)
  • Changing the volume on an HTML5AudioSound instance, via the volume setter, now works as it does via the Sound Manager (thanks @Waclaw-I)
  • The Dynamic Tilemap Layer WebGL renderer was drawing tiles at the incorrect position if the layer was scaled. Fix #4104 (thanks @the-realest-stu)
  • Tile.tileset now returns the specific Tileset associated with the tile rather than an array of them. Fix #4095 (thanks @quadrupleslap)
  • Tile.getCollisionGroup wouldn't return the correct Group after the change to support multiple Tilesets. It now returns the group properly (thanks @jbpuryear)
  • Tile.getTileData wouldn't return the correct data after the change to support multiple Tilesets. It now returns the tile data properly (thanks @jbpuryear)
  • The GetTileAt and RemoveTileAt components would error with "Cannot read property 'index' of undefined" if the tile was undefined rather than null. It now handles both cases (thanks @WaSa42)
  • Changing TileSprite.width or TileSprite.height will now flag the texture as dirty and call updateDisplayOrigin, allowing you to resize TileSprites dynamically in both Canvas and WebGL.
  • RandomDataGenerator.shuffle has been fixed to use the proper modifier in the calculation allowing for a more even distribution (thanks wayfinder)
  • The Particle Emitter was not recycling dead particles correctly so it was creating new objects every time it emitted (the old particles were then left to the browsers gc to clear up). This has now been recoded so the emitter will properly keep track of dead particles and re-use them (thanks @Waclaw-I for the initial PR)
  • ParticleEmitter.indexSortCallback has been removed as it's no longer required.
  • Particle.index has been removed as it's no longer required. Particles don't need to keep track of their index any more.
  • The Particle Emitter no longer needs to call the StableSort.inplace during its preUpdate, saving cpu.
  • Particle.resetPosition is a new method that is called when a particle dies preparing it for firing again in the future.
  • The Canvas SetTransform method would save the context state, but it wasn't restored at the end in the following Game Objects: Dynamic Bitmap Text, Graphics, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. These now all restore the context, meaning if you're using non-canvas sized cameras in Canvas mode, it will now render beyond just the first custom camera.
  • Utils.Array.MoveUp wouldn't let you move an array element to the top-most index in the array. This also impacted Container.moveUp.
  • The Texture Tint Pipeline had a logic error that would cause every 2001st quad to either be invisible, or pick-up the texture of the 2000th quad by mistake. The batchQuad and batchTri methods how handle re-assigning the batch texture if they cause a batch flush as part of their process.
  • Rotating Sprites that used a Normal Map wouldn't rotate the normal map with it causing the lighting effects to become irregular. The normal map vectors are now rotated correctly (thanks @sercant for the PR and @fazzamatazz and @ysraelJMM for the report)
  • Changing scaleX or scaleY on a MatterImage or MatterSprite would cause the body scale to become distorted as the setters didn't use the correct factor when resetting the initial scale. Fix #4206 (thanks @YannCaron)
  • StaticBody.reset in Arcade Physics would ignore the x and y values given to it. If given, they're now used to reset the parent Game Object before the body is updated. Fix #4224 (thanks @samme)
  • Static Tilemap Layers wouldn't render correctly if the layer used a tileset with a different size to the base map data (set via setBaseTileSize). They now render correctly in WebGL and Canvas regardless of the base tile size.
  • When using RenderTexture.fill, the alpha argument would be ignored in Canvas mode. It's now used when filling the RenderTexture.
  • Fixed an issue in WebGLRenderer.setScissor where it was possible to try and compare the scissor size to a non-current scissor if called outside of the render loop (i.e. from RenderTexture.fill) (thanks @hackhat)
  • RenderTexture.fill in WebGL would use gl.clear and a clear color to try and fill the Render Texture. This only worked for full-canvas sized RenderTextures that didn't have a camera zoom applied. It has now been swapped to use the drawFillRect method of the Texture Tint Pipeline, allowing it to work properly regardless of camera zoom or size.
  • Container.getFirst was using an incorrect Array Utils function GetFirstElement when it should have been using GetFirst. It now uses the correct function. Fix #4244 (thanks @miran248)
  • List.getFirst was using an incorrect Array Utils function GetFirstElement when it should have been using GetFirst. It now uses the correct function. Fix #4244 (thanks @miran248)
  • Fixed an issue where changing the viewport or size of a Camera belonging to a RenderTexture wouldn't impact the rendering and objects will still render outside of the viewport range. It's now converted to a proper gl scissor rect by the renderer, meaning you can limit the area rendered to by adjusting the internal Render Texture cameras viewport. Fix #4243 (thanks @hackhat)
  • CanvasTexture.destroy is a new method that specifically handles the destruction of the CanvasTexture and all of its associated typed arrays. This prevents a memory leak when creating and destroying lots of RenderTextures (which are CanvasTexture backed). Fix #4239 (thanks @sjb933)
  • The Alpha, Flip and Origin components have been removed from the Mesh Game Object (and by extension, Quad as well) as they are not used in the renderer and should be manipulated via the Mesh properties. Fix #4188 (thanks @enriqueto)
  • The processDomCallbacks method in the Input Manager wasn't correctly clearing the once arrays. Responsibility for this has now been passed to the queue methods queueTouchStart, queueTouchMove, queueTouchEnd, queueMouseDown, queueMouseMove and queueMouseUp. Fix #4257 (thanks @iArePJ)
  • Arcade Physics now manages when postUpdate should be applied better, stopping it from gaining a zero delta during a further check in the same frame. This fixes various issues, including the mass collision test demo. Fix #4154 (thanks @samme)
  • Arcade Physics could trigger a collide event on a Body even if it performing an overlap check, if the onCollide property was true (thanks @samme)
  • TileSprites no longer cause a crash when using the Headless mode renderer. Fix #4297 (thanks @clesquir)
  • The WebGLRenderer will now apply a transparent background if transparent = true in the game config (thanks @gomachan7)
  • List.sort was missing the scope required for the sort handler, this is now correctly provided internally. Fix #4241 (thanks @jcyuan)
  • Container.sort was missing the scope required for the sort handler, this is now correctly provided internally. Fix #4241 (thanks @jcyuan)
  • DataManager.pop would emit the DataManager instance, instead of the parent, as the first event argument. It now emits the parent as it should do. Fix #4186 (thanks @gadelan)
  • The GetValue function wasn't checking for the existance of '.' in the config property name correctly, causing the branch to always be taken (thanks @kyranet)
  • Safari had permission problems playing HTML5 Audio files on Mac OS. Due to the changes in the input event system audio now plays properly based on user interactions. You still can't play it automatically, though, it will always require a user gesture to begin. Fix #4217 (thanks @increpare)

Examples and TypeScript

Thanks to the following for helping with the Phaser 3 Examples and TypeScript definitions, either by reporting errors, or even better, fixing them:

@guilhermehto @samvieten @darkwebdev @RoryO @snowbillr @slothyrulez @jcyuan @jestarray @CzBiX

Phaser Doc Jam

The Phaser Doc Jam was a community-backed effort to try and get the Phaser 3 API documentation to 100% coverage. The Doc Jam is now over and I offer my thanks to the following who helped with docs in this release:

@16patsle - @gurungrahul2 - @icbat - @samme - @telinc1 - anandu pavanan - blackhawx - candelibas - Diego Romero - doronlinder - Elliott Wallace - eric - Georges Gabereau - Haobo Zhang - henriacle - jak6jak - Jake Jensen - James Van Roose - JamesSkemp - joelahoover - Joey - madclaws - marc136 - Mihail Ilinov - naum303 - NicolasRoehm - nuane - rejacobson - Robert Kowalski - rodri042 - rootasjey - sawamara - scottwestover - sir13tommy - stetso - therealsamf - Tigran - willblackmore - zenwaichi

Also, the following helped with the docs outside of the Doc Jam:

@bryanwood @jestarray @matosummer @tfelix @imilo @BigZaphod @OmarShehata @16patsle @jcyuan @iam13islucky @FractalBobz Endre

Please see the complete Change Log for previous releases.

Looking for a v2 change? Check out the Phaser CE Change Log

Contributing

The Contributors Guide contains full details on how to help with Phaser development. The main points are:

  • Found a bug? Report it on GitHub Issues and include a code sample. Please state which version of Phaser you are using! This is vitally important.

  • Before submitting a Pull Request run your code through ES Lint using our config and respect our Editor Config.

  • Before contributing read the code of conduct.

Written something cool in Phaser? Please tell us about it in the forum, or email support@phaser.io

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