phaser/CHANGELOG.md

345 KiB

Change Log

Version 3.18.0 - Raphtalia - in dev

Input System Changes

Mouse Wheel Support

3.18 now includes native support for reading mouse wheel events.

  • POINTER_WHEEL is a new event dispatched by the Input Plugin allowing you to listen for global wheel events.
  • GAMEOBJECT_WHEEL is a new event dispatched by the Input Plugin allowing you to listen for global wheel events over all interactive Game Objects in a Scene.
  • GAMEOBJECT_POINTER_WHEEL is a new event dispatched by a Game Object allowing you to listen for wheel events specifically on that Game Object.
  • Pointer.deltaX is a new property that holds the horizontal scroll amount that occurred due to the user moving a mouse wheel or similar input device.
  • Pointer.deltaY is a new property that holds the vertical scroll amount that occurred due to the user moving a mouse wheel or similar input device.
  • Pointer.deltaZ is a new property that holds the z-axis scroll amount that occurred due to the user moving a mouse wheel or similar input device.
  • Pointer.wheel is a new internal method that handles the wheel event.
  • InputManager.onMouseWheel is a new internal method that handles processing the wheel event.
  • InputManager.processWheelEvent is a new internal method that handles processing the wheel event sent by the Input Manager.

Input System Bug Fixes

  • Calling setPollAlways() would cause the 'pointerdown' event to fire multiple times. Fix #4541 (thanks @Neyromantik)
  • The pointer events were intermittently not registered, causing pointerup to often fail. Fix #4538 (thanks @paulsymphony)
  • Due to a regression in 3.16 the drag events were not performing as fast as before, causing drags to feel lagged. Fix #4500 (thanks @aliblong)
  • The Touch Manager will now listen for Touch Cancel events on the Window object (if inputWindowEvents is enabled in the game config, which it is by default). This allows it to prevent touch cancel actions, like opening the dock on iOS, from causing genuinely active pointers to enter an active locked state.
  • Over and Out events now work for any number of pointers in multi-touch environments, not just the first touch pointer registered. They also now fire correctly on touch start and touch end / cancel events.

Input System API Changes

The old 'input queue' legacy system, which was deprecated in 3.16, has been removed entirely in order to tidy-up the API and keep input events consistent. This means the following changes:

  • Removed the inputQueue Game config property.
  • Removed the useQueue, queue and _updatedThisFrame properties from the Input Manager.
  • Removed the legacyUpdate and update methods from the Input Manager.
  • Removed the ignoreEvents property as this should now be handled on a per-event basis.
  • The Input Manager no longer listens for the GameEvents.POST_STEP event.
  • The following Input Manager methods are no longer required so have been removed: startPointer, updatePointer, stopPointer and cancelPointer.

As a result, all of the following Input Manager methods have been renamed:

  • queueTouchStart is now called onTouchStart and invoked by the Touch Manager.
  • queueTouchMove is now called onTouchMove and invoked by the Touch Manager.
  • queueTouchEnd is now called onTouchEnd and invoked by the Touch Manager.
  • queueTouchCancel is now called onTouchCancel and invoked by the Touch Manager.
  • queueMouseDown is now called onMouseDown and invoked by the Mouse Manager.
  • queueMouseMove is now called onMouseMove and invoked by the Mouse Manager.
  • queueMouseUp is now called onMouseUp and invoked by the Mouse Manager.

Each of these handlers used to check the enabled state of the Input Manager, but this now handled directly in the Touch and Mouse Managers instead, leading to less branching and cleaner tests. They also all used to run an IIFE that updated motion on the changed pointers array, but this is now handled directly in the event handler, allowing it to be removed from here.

Because the legacy queue mode is gone, there is no longer any need for the DOM Callbacks:

  • Removed the _hasUpCallback, _hasDownCallback and _hasMoveCallback properties from the Input Manager
  • Removed the processDomCallbacks, addDownCallback, addUpCallback, addMoveCallback, domCallbacks, addDownCallback, addUpCallback and addMoveCallback methods.

Also, CSS cursors can now be set directly:

  • Cursors are now set and reset immediately on the canvas, leading to the removal of _setCursor and _customCursor properties.

The following changes took place in the Input Plugin class:

  • The method processDragEvents has been removed as it's now split across smaller, more explicit methods.
  • processDragDownEvent is a new method that handles a down event for drag enabled Game Objects.
  • processDragMoveEvent is a new method that handles a move event for drag enabled Game Objects.
  • processDragUpEvent is a new method that handles an up event for drag enabled Game Objects.
  • processDragStartList is a new internal method that builds a drag list for a pointer.
  • processDragThresholdEvent is a new internal method that tests when a pointer with drag thresholds can drag.
  • processOverEvents is a new internal method that handles when a touch pointer starts and checks for over events.
  • processOutEvents is a new internal method that handles when a touch pointer stops and checks for out events.

The following changes took place in the Pointer class:

  • Pointer.dirty has been removed as it's no longer required.
  • Pointer.justDown has been removed as it's not used internally and makes no sense under the DOM event system.
  • Pointer.justUp has been removed as it's not used internally and makes no sense under the DOM event system.
  • Pointer.justMoved has been removed as it's not used internally and makes no sense under the DOM event system.
  • The Pointer.reset method has been removed as it's no longer required internally.
  • Pointer.touchstart now has two arguments, the Touch List entry and the Touch Event. The full Touch Event is now stored in Pointer.event (instead of the Touch List entry).
  • Pointer.touchmove now has two arguments, the Touch List entry and the Touch Event. The full Touch Event is now stored in Pointer.event (instead of the Touch List entry).
  • Pointer.touchend now has two arguments, the Touch List entry and the Touch Event. The full Touch Event is now stored in Pointer.event (instead of the Touch List entry).
  • Pointer.touchcancel now has two arguments, the Touch List entry and the Touch Event. The full Touch Event is now stored in Pointer.event (instead of the Touch List entry).

New Features

  • Matter.Factory.velocity is a new method that allows you to set the velocity on a Matter Body directly.
  • Matter.Factory.angularVelocity is a new method that allows you to set the angular velocity on a Matter Body directly.
  • Matter.Factory.force is a new method that allows you to apply a force from a world position on a Matter Body directly.
  • GetBounds.getTopCenter is a new method that will return the top-center point from the bounds of a Game Object.
  • GetBounds.getBottomCenter is a new method that will return the bottom-center point from the bounds of a Game Object.
  • GetBounds.getLeftCenter is a new method that will return the left-center point from the bounds of a Game Object.
  • GetBounds.getRightCenter is a new method that will return the right-center point from the bounds of a Game Object.
  • You can now create a desynchronized 2D or WebGL canvas by setting the Game Config property desynchronized to true (the default is false). For more details about what this means see https://developers.google.com/web/updates/2019/05/desynchronized.
  • The CanvasRenderer can now use the transparent Game Config property in order to tell the browser an opaque background is in use, leading to faster rendering in a 2D context.
  • GameObject.scale is a new property, that exists as part of the Transform component, that allows you to set the horizontal and vertical scale of a Game Object via a setter, rather than using the setScale method. This is handy for uniformly scaling objects via tweens, for example.
  • Base64ToArrayBuffer is a new utility function that will convert a base64 string into an ArrayBuffer. It works with plain base64 strings, or those with data uri headers attached to them. The resulting ArrayBuffer can be fed to any suitable function that may need it, such as audio decoding.
  • ArrayBufferToBase64 is a new utility function that converts an ArrayBuffer into a base64 string. You can also optionally included a media type, such as image/jpeg which will result in a data uri being returned instead of a plain base64 string. *WebAudioSoundManager.decodeAudio is a new method that allows you to decode audio data into a format ready for playback and stored in the audio cache. The audio data can be provided as an ArrayBuffer, a base64 string or a data uri. Listen for the events to know when the data is ready for use.
  • Phaser.Sound.Events#DECODED is a new event emitted by the Web Audio Sound Manager when it has finished decoding audio data.
  • Phaser.Sound.Events#DECODED_ALL is a new event emitted by the Web Audio Sound Manager when it has finished decoding all of the audio data files passed to the decodeAudio method.

Updates

  • Zones will now use the new customHitArea property introduced in 3.17 to avoid their hit areas from being resized if you specified your own custom hit area (thanks @rexrainbow)
  • The default BaseShader vertex shader has a new uniform uResolution which is set during the Shader init and load to be the size of the Game Object to which the shader is bound.
  • The default BaseShader vertex shader will now set the fragCoord varying to be the Game Object height minus the y inPosition. This will give the correct y axis in the fragment shader, causing 'inverted' shaders to display normally when using the default vertex code.
  • There was some test code left in the DOMElementCSSRenderer file that caused getBoundingClientRect to be called every render. This has been removed, which increases performance significantly for DOM heavy games.
  • The TimeStep will no longer set its frame property to zero in the resetDelta method. Instead, this property is incremented every step, no matter what, giving an accurate indication of exactly which frame something happened on internally.
  • The TimeStep.step method no longer uses the time value passed to the raf callback, as it's not actually the current point in time, but rather the time that the main thread began at. Which doesn't help if we're comparing it to event timestamps.
  • TimeStep.now is a new property that holds the exact performance.now value, as set at the start of the current game step.
  • Matter.Factory.fromVertices can now take a vertices path string as its vertexSets argument, as well as an array of vertices.
  • GetBounds.prepareBoundsOutput is a new private method that handles processing the output point. All of the bounds methods now use this, allowing us to remove a lot of duplicated code.
  • The PluginManager will now display a console warning if it skips installing a plugin (during boot) because the plugin value is missing or empty (thanks @samme)
  • When creating a Matter Constraint via the Factory you can now optionally provide a length. If not given, it will determine the length automatically from the position of the two bodies.
  • When creating a Matter Game Object you can now pass in a pre-created Matter body instead of a config object.
  • When Debug Draw is enabled for Arcade Physics it will now use Graphics.defaultStrokeWidth to drawn the body with, this makes static bodies consistent with dynamic ones (thanks @samme)
  • Group.name is a new property that allows you to set a name for a Group, just like you can with all other Game Objects. Phaser itself doesn't use this, it's there for you to take advantage of (thanks @samme)
  • Calling ScaleManager.setGameSize will now adjust the size of the canvas element as well. Fix #4482 (thanks @sudhirquestai)
  • Scale.Events.RESIZE now sends two new arguments to the handler: previousWidth and previousHeight. If, and only if, the Game Size has changed, these arguments contain the previous size, before the change took place.
  • The Camera Manager has a new method onSize which is invoked by handling the Scale Manager RESIZE event. When it receives it, it will iterate the cameras it manages. If the camera doesn't have a custom offset and is the size of the game, then it will be automatically resized for you. This means you no longer need to call this.cameras.resize(width, height) from within your own resize handler, although you can still do so if you wish, as that will resize every Camera being managed to the new size, instead of just 'full size' cameras.
  • Graphics.translate has been renamed to Graphics.translateCanvas to make it clearer what it's actually translating (i.e. the drawing buffer, not the Graphics object itself)
  • Graphics.scale has been renamed to Graphics.scaleCanvas to make it clearer what it's actually scaling (i.e. the drawing buffer, not the Graphics object itself)
  • Graphics.rotate has been renamed to Graphics.rotateCanvas to make it clearer what it's actually rotating (i.e. the drawing buffer, not the Graphics object itself)
  • The width and height of an Arc / Circle Shape Game Object is now set to be the diameter of the arc, not the radius (thanks @rexrainbow)
  • LineStyleCanvas now takes an altColor argument which is used to override the context color.
  • LineStyleCanvas now takes an altAlpha argument which is used to override the context alpha.
  • FillStyleCanvas now takes an altAlpha argument which is used to override the context alpha.

Bug Fixes

  • Tweens created in a paused state couldn't be started by a call to play. Fix #4525 (thanks @TonioParis)
  • If both Arcade Physics circle body positions and the delta equaled zero, the separateCircle function would cause the position to be set NaN (thanks @hizzd)
  • The CameraManager would incorrectly destroy the default Camera in its shutdown method, meaning that if you used a fixed mask camera and stopped then resumed a Scene, the masks would stop working. The default camera is now destroyed only in the destroy method. Fix #4520 (thanks @telinc1)
  • Passing a Frame object to Bob.setFrame would fail, as it expected a string or integer. It now checks the type of object, and if a Frame it checks to make sure it's a Frame belonging to the parent Blitter's texture, and if so sets it. Fix #4516 (thanks @NokFrt)
  • The ScaleManager full screen call had an arrow function in it. Despite being within a conditional block of code it still broke really old browsers like IE11, so has been removed. Fix #4530 (thanks @jorbascrumps @CNDW)
  • Game.getTime would return NaN because it incorrectly accessed the time value from the TimeStep.
  • Text with a fixedWidth or fixedHeight could cause the canvas to be cropped if less than the size of the Text itself (thanks @rexrainbow)
  • Changing the radius of an Arc Game Object wouldn't update the size, causing origin issues. It now updates the size and origin correctly in WebGL. Fix #4542 (thanks @@PhaserEditor2D)
  • Setting padding in a Text style configuration object would cause an error about calling split on undefined. Padding can now be applied both in the config and via setPadding.
  • Tilemap.createBlankDynamicLayer would fail if you provided a string for the tileset as the base tile width and height were incorrectly read from the tileset argument. Fix #4495 (thanks @jppresents)
  • Tilemap.createDynamicLayer would fail if you called it without setting the x and y arguments, even though they were flagged as being optional. Fix #4508 (thanks @jackfreak)
  • RenderTexture.draw didn't work if no x and y arguments were provided, even though they are optional, due to a problem with the way the frame cut values were added. The class has been refactored to prevent this, fixing issues like RenderTexture.erase not working with Groups. Fix #4528 (thanks @jbgomez21 @telinc1)
  • The Grid Game Object wouldn't render in Canvas mode at all. Fix #4585 (thanks @fyyyyy)
  • If you had a Graphics object in the display list immediately after an object with a Bitmap Mask it would throw an error Uncaught TypeError: Cannot set property 'TL' of undefined. Fix #4581 (thanks @Petah @Loonride)
  • Calling Arcade Physics Body.reset on a Game Object that doesn't have any bounds, like a Container, would throw an error about being unable to access getTopLeft. If this is the case, it will now set the position to the given x/y values (thanks Jazz)

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:

@PhaserEditor2D @samme @Nallebeorn @Punkiebe @rootasjey @Sun0fABeach

Version 3.17.0 - Motoko - 10th May 2019

Shaders

'Shader' is a new type of Game Object which allows you to easily add a quad with its own shader into the display list, and manipulate it as you would any other Game Object, including scaling, rotating, positioning and adding to Containers. Shaders can be masked with either Bitmap or Geometry masks and can also be used as a Bitmap Mask for a Camera or other Game Object. They can also be made interactive and used for input events.

They work by taking a reference to a Phaser.Display.BaseShader instance, as found in the Shader Cache. These can be created dynamically at runtime, or loaded in via the updated GLSL File Loader:

function preload ()
{
    this.load.glsl('fire', 'shaders/fire.glsl.js');
}
 
function create ()
{
    this.add.shader('fire', 400, 300, 512, 512);
}

Please see the Phaser 3 Examples GitHub repo for examples of loading and creating shaders dynamically.

  • Display.BaseShader is a new type of object that contain the fragment and vertex source, together with any uniforms the shader needs, and are used when creating the new Shader Game Objects. They are stored in the Shader cache.
  • The Shader Cache this.cache.shader has been updated. Rather than holding plain text fragments, it now holds instances of the new BaseShader objects. As a result, using cache.shader.get(key) will now return a BaseShader instead of a text file.
  • The GLSLFile loader has been updated with new arguments. As well as a URL to the shader file you can also specify if the file is a fragment or vertex shader. It then uses this value to help create or update a BaseShader instance in the shader cache.
  • The GLSLFile loader now supports shader bundles. These allow for multiple shaders to be stored in a single file, with each shader separated by a block of front-matter that represents its contents. Example shader bundles can be found in the Phaser 3 Examples repo.

DOM Elements

DOM Elements have finally left the experimental stage and are now part of the full Phaser release.

DOM Element Game Objects are a way to control and manipulate HTML Elements over the top of your game. In order for DOM Elements to display you have to enable them by adding the following to your game configuration object:

dom {
  createContainer: true
}

When this is added, Phaser will automatically create a DOM Container div that is positioned over the top of the game canvas. This div is sized to match the canvas, and if the canvas size changes, as a result of settings within the Scale Manager, the dom container is resized accordingly.

You can create a DOM Element by either passing in DOMStrings, or by passing in a reference to an existing Element that you wish to be placed under the control of Phaser. For example:

this.add.dom(x, y, 'div', 'background-color: lime; width: 220px; height: 100px; font: 48px Arial', 'Phaser');

The above code will insert a div element into the DOM Container at the given x/y coordinate. The DOMString in the 4th argument sets the initial CSS style of the div and the final argument is the inner text. In this case, it will create a lime colored div that is 220px by 100px in size with the text Phaser in it, in an Arial font.

You should nearly always, without exception, use explicitly sized HTML Elements, in order to fully control alignment and positioning of the elements next to regular game content.

Rather than specify the CSS and HTML directly you can use the load.html File Loader to load it into the cache and then use the createFromCache method instead. You can also use createFromHTML and various other methods available in this class to help construct your elements.

Once the element has been created you can then control it like you would any other Game Object. You can set its position, scale, rotation, alpha and other properties. It will move as the main Scene Camera moves and be clipped at the edge of the canvas. It's important to remember some limitations of DOM Elements: The obvious one is that they appear above or below your game canvas. You cannot blend them into the display list, meaning you cannot have a DOM Element, then a Sprite, then another DOM Element behind it.

You can find lots of examples on using DOM Elements in the Phaser 3 Examples repo.

Geometry and Bitmap Masks

  • Camera.setMask is a new method that allows you to set a geometry or bitmap mask on any camera. The mask can be set to remain fixed in position, or to translate along with the camera. It will impact anything the camera renders. A reference to the mask is stored in the Camera.mask property.
  • Camera.clearMask is a new method that clears a previously set mask on a Camera.
  • There is a new Game Config property input.windowEvents which is true by default. It controls if Phaser will listen for any input events on the Window. If you disable this, Phaser will stop being able to emit events like POINTER_UP_OUTSIDE, or be aware of anything that happens outside of the Canvas re: input.
  • Containers can now contain masked children and have those masks respected, including the mask on the Container itself (if any). Masks work on any depth of child up to 255 children deep.
  • Geometry Masks are now batched. Previously, using the same mask on multiple Game Objects would create brand new stencil operations for every single Game Object, causing performance to tank. Now, the mask is only set if it's different from the previously masked object in the display list, allowing you to mask thousands of Game Objects and retain batching through-out.
  • GeometryMask.setInvertAlpha is a new method that allows you to set the invertAlpha property in a chainable call.
  • Previously, setting a mask on a Particle Emitter wouldn't work (it had to be set on the Emitter Manager instance), even though the mask methods and properties existed. You can now set a geometry or bitmap mask directly on an emitter.
  • The Particle Emitter Manager was missing the Mask component, even though it fully supported masking. The Mask component has now been added. You can now mask the manager, which impacts all emitters you create through it, or a specific emitter. Different emitters can have different masks, although they override the parent mask, if set.
  • You can now apply a Bitmap Mask to a Camera or Container and a Geometry Mask to a child and have it work correctly.
  • WebGLRenderer.maskCount is a new internal property that tracks the number of masks in the stack.
  • WebGLRenderer.maskStack is a new internal array that contains the current mask stack.

Arcade Physics

New Features

  • overlapTiles is a new method that allows you to check for overlaps between a physics enabled Game Object and an array of Tiles. The Tiles don't have to have been enable for collision, or even be on the same layer, for the overlap check to work. You can provide your own process callback and/or overlap callback. This is handy for testing for overlap for a specific Tile in your map, not just based on a tile index. This is available via this.physics.overlapTiles and the World instance.
  • collideTiles is a new method that allows you to check for collision between a physics enabled Game Object and an array of Tiles. The Tiles don't have to have been enable for collision, or even be on the same layer, for the collision to work. You can provide your own process callback and/or overlap callback. There are some limitations in using this method, please consult the API Docs for details, but on the whole, it allows for dynamic collision on small sets of Tile instances. This is available via this.physics.collideTiles and the World instance.
  • overlapRect is a new method that allows you to return an array of all physics bodies within the given rectangular region of the World. It can return dynamic or static bodies and will use the RTree for super-fast searching, if enabled (which it is by default)
  • The Body.setCollideWorldBounds method has two new optional arguments bounceX and bounceY which, if given, will set the World Bounce values for the body.

Updates

  • Body.preUpdate is a new method that is called only once per game step. It resets all collision status properties and syncs the Body with the parent Game Object.
  • Body.update has been rewritten to just perform one single physics step and no longer re-syncs with the Game Object. It can be called multiple times per game step, depending on the World FPS rate.
  • Body.postUpdate has been rewritten to make it more compact. It syncs the body data back to the parent Game Object and is only called once per game step now (previously it was called whenever the Body updated)
  • The World.late Set has been removed and is no longer populated, as it's no longer required.
  • World.update now calls Body.preUpdate just once per game step, then calls Body.update as many times as is required as per the FPS setting, and no longer calls Body.postUpdate at all.
  • World.collideSpriteVsTilemapLayer now returns a boolean if a collision or overlap happens, where-as before it didn't.
  • World.collideSpriteVsTilemapLayerHandler is a new private method that handles all tilemap collision checks.
  • The internal method SeparateTile now has a new argument isLayer which controls if the set comes from a layer or an array.
  • The internal method TileCheckX now has a new argument isLayer which controls if the set comes from a layer or an array.
  • The internal method TileCheckY now has a new argument isLayer which controls if the set comes from a layer or an array.
  • Body.isMoving has been removed as it was never used internally.
  • Body.stopVelocityOnCollide has been removed as it was never used internally.
  • All of the Arcade Physics Components are now available directly under the Phaser.Physics.Arcade.Components namespace. Fix #4440 (thanks @jackfreak)
  • Phaser.Physics.Arcade.Events is now exposed in the namespace, preventing it from erroring if you use them in TypeScript. Fix #4481 (thanks @danielalves)
  • The Matter World configuration value bodyDebugFillColor has been renamed to debugBodyFillColor to be consistent with the rest of the options.
  • The Matter World configuration has a new property: debugStaticBodyColor that sets the static body debug color.

Bug Fixes

  • The Body.delta values are now able to be read and acted upon during a Scene update, due to the new game step flow. This means you can now call this.physics.collide during a Scene update and it will work properly again. Fix #4370 (thanks @NokFrt)
  • ArcadePhysics.furthest now iterates the bodies Set, rather than the RTree, which keeps it working even if the RTree has been disabled.
  • ArcadePhysics.closest now iterates the bodies Set, rather than the RTree, which keeps it working even if the RTree has been disabled.
  • Body.setVelocity caused the speed property to be set to NaN if you didn't provide a y argument.
  • Passing an array of configuration objects to physics.add.group would ignore them and none of the children would be assigned a physics body. Fix #4511 (thanks @rgk)
  • A Body with damping and drag enabled would fail to move if it went from zero velocity to a new velocity inside an update loop. It will now reset its speed accordingly and retain its new velocity (thanks StealthGary)

Facebook Instant Games Plugin

  • The method consumePurchases has been renamed to consumePurchase to bring it in-line with the Facebook API.
  • getProduct is a new method that will return a single Product from the product catalog based on the given Product ID. You can use this to look-up product details based on a purchase list.

New Features

  • A Scene will now emit the new CREATE event after it has been created by the Scene Manager. If the Scene has a create method this event comes after that, so is useful to knowing when a Scene may have finished creating Game Objects, etc. (thanks @jackfreak)
  • Tilemap.removeTile is a new method that allows you to remove a tile, or an array of tiles, by passing in references to the tiles themselves, rather than coordinates. The tiles can be replaced with new tiles of the given index, or removed entirely, and the method can optionally recalculate interesting faces on the layer.
  • TweenManager.remove is a new method that immediately removes the given Tween from all of its internal arrays.
  • Tween.remove is a new method that immediately removes the Tween from the TweenManager, regardless of what state the tween is in. Once called the tween will no longer exist within any internal TweenManager arrays.
  • SceneManager.isPaused is a new method that will return if the given Scene is currently paused or not (thanks @samme)
  • ScenePlugin.isPaused is a new method that will return if the given Scene is currently paused or not (thanks @samme)
  • TextureManager.removeKey is a new method that will remove a key from the Texture Manager without destroying the texture itself.
  • Matter.World.resetCollisionIDs is a new method that will reset the collision IDs that Matter JS uses for body collision groups. You should call this before destroying your game if you need to restart the game again on the same page, without first reloading the page. Or, if you wish to consistently destroy a Scene that contains Matter.js and then run it again (thanks @clesquir)
  • RenderTexture has two new optional constructor arguments key and frame. This allows you to create a RenderTexture pre-populated with the size and frame from an existing texture (thanks @TadejZupancic)
  • GameObjects.Components.PathFollower is a new component that manages any type of Game Object following a path. The original Path Follower Game Object has been updated to use this new component directly, but it can be applied to any custom Game Object class.
  • Tilemap.removeLayer is a new method that allows you to remove a specific layer from a Tilemap without destroying it.
  • Tilemap.destroyLayer is a new method that allows you to destroy a layer and remove it from a Tilemap.
  • Tilemap.renderDebugFull is a new method that will debug render all layers in the Tilemap to the given Graphics object.
  • Geom.Intersects.GetCircleToCircle is a new function that will return the point/s of intersection between two circles (thanks @florianvazelle)
  • Geom.Intersects.GetCircleToRectangle is a new function that will return the point/s of intersection between a circle and a rectangle (thanks @florianvazelle)
  • Geom.Intersects.GetLineToCircle is a new function that will return the point/s of intersection between a line and a circle (thanks @florianvazelle)
  • Geom.Intersects.GetLineToRectangle is a new function that will return the point/s of intersection between a line and a rectangle (thanks @florianvazelle)
  • Geom.Intersects.GetRectangleToRectangle is a new function that will return the point/s of intersection between two rectangles (thanks @florianvazelle)
  • Geom.Intersects.GetRectangleToTriangle is a new function that will return the point/s of intersection between a rectangle and a triangle (thanks @florianvazelle)
  • Geom.Intersects.GetTriangleToCircle is a new function that will return the point/s of intersection between a triangle and a circle (thanks @florianvazelle)
  • Geom.Intersects.GetTriangleToLine is a new function that will return the point/s of intersection between a triangle and a line (thanks @florianvazelle)
  • Geom.Intersects.GetTriangleToTriangle is a new function that will return the point/s of intersection between two triangles (thanks @florianvazelle)
  • Size.setCSS is a new method that will set the Size components width and height to the respective CSS style properties of the given element.
  • CSSFile is a new Loader FileType that allows you to load css into the current document via the normal Phaser Loader, using the load.css method. As such, you can chain it with other load calls, load via config, use as part of a pack load or any other option available to all loader filetypes. The CSS is applied immediately to the document.
  • MultiScriptFile is a new Loader FileType that allows you to load multiple script files into the document via the Phaser Loader, using the new load.scripts method. The difference between this and load.script is that you must pass an array of script file URLs to this method and they will be loaded in parallel but processed (i.e. added to the document) in the exact order specified in the array. This allows you to load a bundle of scripts that have dependencies on each other.
  • Key.getDuration is a new method that will return the duration, in ms, that the Key has been held down for. If the Key isn't down it will return zero.
  • The Container.setScrollFactor method has a new optional argument updateChildren. If set, it will change the scrollFactor values of all the Container children as well as the Container. Fix #4466 #4475 (thanks @pinkkis @enriqueto)
  • There is a new webpack config FEATURE_SOUND which is set to true by default, but if set to false it will exclude the Sound Manager and all of its systems from the build files. Fix #4428 (thanks @goldfire)
  • Scene.Systems.renderer is a new property that is a reference to the current renderer the game is using.
  • Utils.Objects.SetValue is a new function that allows you to set a value in an object by specifying a property key. The function can set a value to any depth by using dot-notation for the key, i.e. SetValue(data, 'world.position.x', 100).
  • WebGLRenderer.glFuncMap is a new object, populated during the init method, that contains uniform mappings from key to the corresponding gl function, i.e. mat2 to gl.uniformMatrix2fv.
  • BaseCache.getKeys is a new method that will return all keys in use in the current cache, i.e. this.cache.shader.getKeys().

Updates

  • Removed all references to CocoonJS from the API, including in the Device.OS object and elsewhere, as Cocoon is no longer.
  • The MouseManager and TouchManager now use separate handlers for the Window level input events, which check to see if the canvas is the target or not, and redirect processing accordingly.
  • AnimationManager.generateFrameNumbers can now accept a start number greater than the end number, and will generate them in reverse (thanks @cruzdanilo)
  • The return from the ScenePlugin.add method has changed. Previously, it would return the ScenePlugin, but now it returns a reference to the Scene that was added to the Scene Manager, keeping it in-line with all other add methods in the API. Fix #4359 (thanks @BigZaphod)
  • The PluginManager.installScenePlugin method has a new optional boolean parameter fromLoader which controls if the plugin is coming in from the result of a Loader operation or not. If it is, it no longer throws a console warning if the plugin already exists. This fixes an issue where if you return to a Scene that loads a Scene Plugin it would throw a warning and then not install the plugin to the Scene.
  • The Scale Manager has a new event FULLSCREEN_FAILED which is fired if you try to enter fullscreen mode, but the browser rejects it for some reason.
  • The ScaleMode Component has been removed from every Game Object, and along with it the scaleMode property and setScaleMode method. These did nothing anyway as they were not hooked to the render pipeline and scale mode should be set on the texture, not the Game Object. Fix #4413 (thanks @jcyuan)
  • The Clock.now property value is now synced to be the TimeStep.time value when the Clock plugin boots and is no longer Date.now() until the first update (thanks @Antriel)
  • Graphics.strokePoints has renamed the second argument from autoClose to closeShape. There is also a new third argument closePath, which defaults to true and automatically closes the path before stroking it. The endIndex argument is now the fourth argument, instead of the third.
  • Graphics.fillPoints has renamed the second argument from autoClose to closeShape. There is also a new third argument closePath, which defaults to true and automatically closes the path before filling it. The endIndex argument is now the fourth argument, instead of the third.
  • Calling Texture.destroy will now call TextureManager.removeKey to ensure the key is removed from the manager, should you destroy a texture directly, rather than going via TextureManager.remove. Fix #4461 (thanks @BigZaphod)
  • SpriteSheetFromAtlas now adds in a __BASE entry for the Sprite Sheet it creates, keeping it consistent with the other frame parsers (thanks @Cirras)
  • The from and to properties in the PathFollower Config can now be used to set the span of the follow duration (thanks @kensleebos)
  • Graphics.lineFxTo and Graphics.moveFxTo have been removed as they were not being rendered anyway.
  • You can now use "infinite" tilemaps as created in Tiled v1.1 and above. Support is basic in that it takes the chunk data and builds one giant map from it. However, at least you are still able to now load and use infinite maps, even if they don't chunk during the game (thanks @Upperfoot)
  • MapData.infinite is a new boolean that controls if the map data is infinite or not.
  • DynamicTilemapLayer.destroy will now remove the layer from the Tilemap it belongs to, clearing it from the layers array. Fix #4319 (thanks @APXEOLOG)
  • StaticTilemapLayer.destroy will now remove the layer from the Tilemap it belongs to, clearing it from the layers array. Fix #4319 (thanks @APXEOLOG)
  • DynamicTilemapLayer.destroy has a new optional boolean argument removeFromTilemap which will control if the layer is removed from the parent map or not.
  • StaticTilemapLayer.destroy has a new optional boolean argument removeFromTilemap which will control if the layer is removed from the parent map or not.
  • Tilemap.copy now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.fill now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.forEachTile now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.putTilesAt now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.randomize now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.calculateFacesAt now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.renderDebug now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.replaceByIndex now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.setCollision now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.setCollisionBetween now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.setCollisionByProperty now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.setCollisionByExclusion now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.setCollisionFromCollisionGroup now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.setTileIndexCallback now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.setTileLocationCallback now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.shuffle now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.swapByIndex now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.weightedRandomize now actually returns null if an invalid layer was given, as per the docs.
  • BaseCamera.cameraManager is a new property that is a reference to the Camera Manager, set in the setScene method.
  • CameraManager.default is a new property that contains a single un-transformed instance of a Camera, that exists outside of the camera list and doesn't render. It's used by other systems as a default camera matrix.
  • The Graphics Game Object now has 3 new Transform Matrix instances called _tempMatrix1 to _tempMatrix3, which are used by it during the WebGL Rendering process. This is because Graphics objects can be used as Geometry Masks, which need to retain their own matrix state mid-render of another object, so cannot share the renderer temp matrices that other Game Objects can use. This also indirectly fixes an issue where masked children (such as emitters or container children) would get incorrect camera scroll values.
  • The Key method signature has changed. It now expects to receive a reference to the KeyboardPlugin instance that is creating the Key as the first argument. This is now stored in the new Key.plugin property, and cleared in destroy.
  • KeyboardPlugin.removeKey has a new optional argument destroy that will, if set, destroy the Key object being removed from the plugin.
  • InteractiveObject.customHitArea is a new property that records if the hitArea for the Interactive Object was created based on texture size (false), or a custom shape (true)
  • A Camera will pause following a Game Object for the duration of the Camera Pan Effect, as the two will clash over the Camera scroll position (thanks fruitbatinshades).
  • ParseXMLBitmapFont has now been exposed as a static function on the BitmapText object, so you can access it easily from your own code (thanks @jcyuan)
  • The math used in the circle to circle Arcade Physics collision has been updated to better handle horizontal collision, giving a more realistic response. Fix #4256 (thanks @akuskis @JeSuisUnCaillou)

Bug Fixes

  • The parent bounds are reset when exiting fullscreen mode in the Scale Manager. This fixes an issue when leaving fullscreen mode by pressing ESC (instead of programmatically) would leave the canvas in the full screen size. Fix #4357 (thanks @khutchins and @HeyStevenXu)
  • GetAdvancedValue now uses the correct Math RND reference, which means anything that used the randInt or randFloat features of this function, such as creating a Sprite from a Config object, or Bitmap Text sizing, will no longer throw an error about a null object reference. Fix #4369 (thanks @sanadov)
  • Trying to enter Fullscreen mode on Android / Chrome, or iOS / Safari, would throw an error regarding an unhandled Promise and a failure to invoke the event from a user gesture. This has been tightened up, using a proper Promise handler internally and the documentation clarified to explicitly say that you must call the function from a pointerup handler, and not pointerdown. Fix #4355 (thanks @matrizet)
  • Camera fadeIn and fadeOut would sometimes leave a very low alpha-valued rectangle rendering to the camera. Fix #3833 (thanks @bdaenen)
  • Actions.Spread would only use the min value to work out the step value but not apply it to the property being set (thanks @galman33)
  • Calling Tween.pause returns the Tween instance, however, if it was already paused, it would return undefined, causing problems when chaining Tween methods (thanks @kyranet)
  • Calling TweenManager.makeActive returns the TweenManager instance, however, if you create a tween externally and call makeActive with it, this would return undefined.
  • Setting the fixedWidth and / or fixedHeight properties in the configuration of a Text would be ignored, they were only supported when calling the setFixedSize method. They now work via either option. Fix #4424 (thanks @rexrainbow)
  • When calculating the width of a Text object for word wrapping it would ignore the extra spaces added from the wrap. It now accounts for these in the width. Fix #4187 (thanks @rexrainbow)
  • Utils.Array.Add would act incorrectly when adding an object into an array in which it already belonged. This would manifest if, for example, adding a child into a display list it was already a part of. Fix #4411 (thanks @mudala @LoolzRules)
  • Tile.getCenterX and Tile.getCenterY would return the wrong values for tiles on scaled layers. Fix #3845 (thanks @oloflarsson @florianvazelle)
  • Camera.startFollow will now ensure that if the Camera is using bounds that the scrollX and scrollY values set after first following the Game Object do not exceed the bounds (thanks @snowbillr)
  • Creating a Tween with a duration of zero would cause the tweened object properties to be set to NaN. Now they will tween for one single frame before being set to progress 1. Fix #4235 (thanks @BigZaphod)
  • The First frame of a Texture would take on the appearance of the second frame in a Sprite Sheet created from trimmed Texture Atlas frames. Fix #4088 (thanks @Cirras)
  • Tween.stop assumed that the parent was the TweenManager. If the Tween has been added to the Timeline, that was not true and the stop method crashed (thanks @TadejZupancic)
  • Calling Tween.restart multiple times in a row would cause the tween to freeze. It will now disregard all additional calls to restart if it's already in a pending state (thanks @rgk)
  • Tween Timelines would only apply the delay value of a child tween once and not on loop. Fix #3841 (thanks @Edwin222 @Antriel)
  • Texture.add will no longer let you add a frame to a texture with the same name or index as one that already exists in the texture. Doing so will now return null instead of a Frame object, and the frameTotal will never be incremented. Fix #4459 (thanks @BigZaphod)
  • The InputPlugin will now dispatch an update event, allowing the Gamepad Plugin to update itself every frame, regardless of DOM events. This allows Gamepads to work correctly again. Fix #4414 (thanks @CipSoft-Components)
  • Calling Tween.play on a tween that had already finished and was pending removal will stop the tween from getting stuck in an isPlaying state and will restart the tween again from the beginning. Calling play on a Tween that is already playing does nothing. Fix #4184 (thanks @SamCode)
  • Declared Audio.dataset, which fixes Internet Explorer 10 crashing when trying to access the dataset property of the object (thanks @SirLink)
  • The InputManager.update method is now called every frame, as long as a native DOM event hasn't already fired it, which allows things like setPollRate to work again. Fix #4405 (thanks @Shucki)
  • Pointer.getDuration would only return zero until the pointer was released, or moved (basically any action that generated a DOM event). It now returns the duration regardless of the DOM events. Fix #4444 (thanks @plazicx)
  • Keyboard.UpDuration has been changed so the duration being checked is now against the current game clock. This means you can use it to check if a Key was released within duration ms ago, based on the time now, not the historic value of the Key.
  • Keyboard.DownDuration has been changed so the duration being checked is now against the current game clock. This fixes an issue where it couldn't be used while the Key was actively being held down. Fix #4484 (thanks @belen-albeza)
  • Keys would lose track of the state of a Scene when the Scene became paused. They're now updated regardless, stopping them from getting stuck if you pause and resume a Scene while holding them down. Fix #3822 (thanks @DannyT)
  • Changing any aspect of a Text object, such as the font size or content, wouldn't update its hitArea if it had been enabled for input, causing it to carry on using the old hit area size. Now, as long as the Text was created without a custom hitArea, the hitArea size will be changed to match the new texture size on update. If you have provided your own custom hitArea shape, you need to modify it when the Text changes size yourself. Fix #4456 (thanks @thanh-taro and @rexrainbow)
  • Camera.clearRenderToTexture will check to see if the Scene is available before proceeding, avoiding potential errors when a Camera is destroyed multiple times during a Scene shutdown.
  • Destroying a Game object during its pointerup event handler on a touch device will no longer cause Uncaught TypeError: Cannot read property 'localX' of undefined. All InputPlugin process handlers now check to see if the Game Object has been destroyed at any stage and abort if it has. Fix #4463 (thanks @PatrickSachs)
  • InputPlugin.clear has a new argument skipQueue which is used to avoid clearing a Game Object twice. This, combined with the fix for 4463 means you will no longer get a Cannot read property 'dragState' error if you destroy a Game Object enabled for drag where another draggable object exists. Fix #4228 (thanks @YannCaron)
  • UpdateList.remove will now move the removed child to the internal _pendingRemoval array, instead of slicing it directly out of the active list. The pending list is cleared at the start of the next game frame. Fix #4365 (thanks @jcyuan)
  • Setting pixelPerfect when input enabling a Container would cause it to crash, because Containers don't have a texture to check. It will now throw a run-time warning and skip the Container for input. You should use a custom input callback instead. Fix #4492 (thanks @BigZaphod)
  • Setting fixedWidth and fixedHeight on a Text object will now clamp the size of the canvas being created, as well as the width and height properties of the Text object itself (thanks @rexrainbow)

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:

@sky-coding @G-Rath @S4n60w3n @rootasjey @englercj @josephmbustamante @Jason-Cooke @Zamiell @krzysztof-grzybek @S4n60w3n @m31271n @peterellisjones @martinlindhe @TylerMorley @samme @schomatis @BeLi4L @hizzd @OmarShehata @antoine-pous @digitsensitive

Also, thanks to @Osmose there is a new Dashing config added to the Phaser 3 Docs Repo, with a new command build-docset which will build a Dash compatible docset for those who like to use Dash for their docs.

Version 3.16.2 - Ishikawa - 11th February 2019

This is point release primarily fixes a few important issues that surfaced in 3.16.0.

Matter Pointer Constraint Changes

The following changes all effect the Matter JS Pointer Constraint class:

  • Pointer handling has been changed to make more sense. In the previous version, pressing down and then moving the Pointer over a body would start it being dragged, even if the pointer was pressed down well outside of the body bounds. Now, a body can only be dragged by actually pressing down on it, or any of its parts, which is more in-line with how input events should work.
  • Previously, releasing ANY pointer would stop an object being dragged, even if it wasn't the one actually dragging a body, as in a multi-touch game. Bodies are now bound to the pointer which started their drag and only the release of that pointer will stop them.
  • There is a new Matter Physics Event DRAG_START which is emitted by a Pointer Constraint when it starts dragging a body. Listen for this event from the Matter World instance.
  • There is a new Matter Physics Event DRAG which is emitted by a Pointer Constraint as it drags a body. Listen for this event from the Matter World instance.
  • There is a new Matter Physics Event DRAG_END which is emitted by a Pointer Constraint when it stops dragging a body. Listen for this event from the Matter World instance.
  • The camera property can no longer be set in the config object. Instead it is set every time the Pointer is pressed down on a Body, this resolves issues where you have a multi-camera Scene and want to drag a body in the non-main camera.
  • body is a new property that holds a reference to the Body being dragged, if any.
  • part is a new property that holds a reference to the Body part that was clicked on which started the drag.
  • The internal getBodyPart method has been renamed to hitTestBody to more accurately reflect what it does.
  • The class no longer listens for the pointer up event, instead of tracks the active pointer and waits for that to be released. This has reduced the complexity and size of the update method considerably.
  • stopDrag is a new method that allows you to manually stop an object being dragged, even if the pointer isn't released.
  • This class now has 100% JSDocs.

Updates

  • TileSprite.setTileScale has been updated so that the y argument is optional and set to match the x argument, like setScale elsewhere in the API.
  • InputManager.time is a new property that holds the most recent time it was updated from the Game step, which plugins can access.
  • InputManager.preStep is a new method that populates some internal properties every step.
  • KeyboardPlugin.time has moved from being a property to being a getter, which returns the time from the InputManager.
  • The scale property has been added to the Scene class (thanks @strangeweekend)
  • Matter.World.remove now uses the Composite.remove method internally. Previously, it used Composite.removeBody which only allowed it to remove bodies from the simulation. Now, it can remove any type of Matter object.
  • When the Matter World creates its wall bounds, the left and right walls now extend further up and down than before, so that in a 4-wall setting there are no gaps in the corners, which previously allowed for fast moving objects that hit a corner intersection point to sometimes travel through it.
  • Touch inputs will now trigger a POINTER_OUT event if they leave the game (i.e. are released), where-as before they would only trigger the POINTER_UP event. Now, both happen (thanks @rgk)

Bug Fixes

  • The Mesh.setAlpha method has been restored, even though it's empty and does nothing, to prevent runtime errors when adding a Mesh or Quad object to a Container. Fix #4338 #4343 (thanks @pfdtravalmatic @charmingny)
  • KeyboardPlugin.checkDown would always fail if using the new event system, because the time value it was checking wasn't updated.
  • Entering Fullscreen mode in the Scale Manager and then pressing ESC would leave the injected fullsceen div in the DOM, causing it to throw a node insertion failure the second time you wanted to enter fullscreen mode. Fix #4352 (thanks @ngdevr)
  • Due to the changes in the Input event system, the GAME_OUT event would never fire unless the input system was in legacy mode. The OUT and OVER handlers have been refactored and will now fire as soon as the DOM event happens. As a result the InputManager._emitIsOverEvent property has been removed, as the native event is sent directly to the handler and doesn't need storing locally any more. Fix #4344 (thanks @RademCZ)
  • Added Zone.setBlendMode method as a NOOP function, fixing a bug where if you added a Zone to a Container when running under Canvas it would fail. Fix #4295 (thanks @emanuel15)

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:

@maretana @CipSoft-Components @brian-lui

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

Version 3.15.1 - Batou - 16th October 2018

  • Re-enabled Input Manager resizing, which had been left disabled by mistake.

Version 3.15.0 - Batou - 16th October 2018

Note: We are releasing this version ahead of schedule in order to make some very important iOS performance and input related fixes available. It does not contain the new Scale Manager or Spine support, both of which have been moved to 3.16 as they require a few more weeks of development.

New Features

  • You can now set the maxLights value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081 (thanks @FrancescoNegri)
  • Rectangle.SameDimensions determines if the two objects (either Rectangles or Rectangle-like) have the same width and height values under strict equality.
  • An ArcadePhysics Group can now pass { enable: false } in its config to disable all the member bodies (thanks @samme)
  • Body.setEnable is a new chainable method that allows you to toggle the enable state of an Arcade Physics Body (thanks @samme)
  • KeyboardPlugin.resetKeys is a new method that will reset the state of any Key object created by a Scene's Keyboard Plugin.
  • Pointer.wasCanceled is a new boolean property that allows you to tell if a Pointer was cleared due to a touchcancel event. This flag is reset during the next touchstart event for the Pointer.
  • Pointer.touchcancel is a new internal method specifically for handling touch cancel events. It has the same result as touchend without setting any of the up properties, to avoid triggering up event handlers. It will also set the wasCanceled property to true.

Updates

  • WebGLRenderer.deleteTexture will check to see if the texture it is being asked to delete is the currently bound texture or not. If it is, it'll set the blank texture to be bound after deletion. This should stop RENDER WARNING: there is no texture bound to the unit 0 errors if you destroy a Game Object, such as Text or TileSprite, from an async or timed process (thanks jamespierce)
  • The RequestAnimationFrame.step and stepTimeout functions have been updated so that the new Frame is requested from raf before the main game step is called. This allows you to now stop the raf callback from within the game update or render loop. Fix #3952 (thanks @tolimeh)
  • If you pass zero as the width or height when creating a TileSprite it will now use the dimensions of the texture frame as the size of the TileSprite. Fix #4073 (thanks @jcyuan)
  • TileSprite.setFrame has had both the updateSize and updateOrigin arguments removed as they didn't do anything for TileSprites and were misleading.
  • CameraManager.remove has a new argument runDestroy which, if set, will automatically call Camera.destroy on the Cameras removed from the Camera Manager. You should nearly always allow this to happen (thanks jamespierce)
  • Device.OS has been restructured to allow fake UAs from Chrome dev tools to register iOS devices.
  • Texture batching during the batch flush has been implemented in the TextureTintPipeline which resolves the issues of very low frame rates, especially on iOS devices, when using non-batched textures such as those used by Text or TileSprites. Fix #4110 #4086 (thanks @ivanpopelyshev @sachinhosmani @maximtsai @alexeymolchan)
  • The WebGLRenderer method canvasToTexture has a new optional argument noRepeat which will stop it from using gl.REPEAT entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs (thanks @ivanpopelyshev)
  • KeyboardPlugin.resetKeys is now called automatically as part of the Keyboard Plugin shutdown method. This means, when the plugin shuts down, such as when stopping a Scene, it will reset the state of any key held in the plugin. It will also clear the queue of any pending events.
  • The Touch Manager has been rewritten to use declared functions for all touch event handlers, rather than bound functions. This means they will now clear properly when the TouchManager is shut down.
  • There is a new Input constant TOUCH_CANCEL which represents canceled touch events.

Bug Fixes

  • Fixed a bug in the canvas rendering of both the Static and Dynamic Tilemap Layers where the camera matrix was being multiplied twice with the layer, causing the scale and placement to be off (thanks galerijanamar)
  • If you set pixelArt to true in your game config (or antialias to false) then TileSprites will now respect this when using the Canvas Renderer and disable smoothing on the internal fill canvas.
  • TileSprites that were set to be interactive before they had rendered once wouldn't receive a valid input hit area, causing input to fail. They now define their size immediately, allowing them to be made interactive without having rendered. Fix #4085 (thanks @DotTheGreat)
  • The Particle Emitter Manager has been given a NOOP method called setBlendMode to stop warnings from being thrown if you added an emitter to a Container in the Canvas renderer. Fix #4083 (thanks @maximtsai)
  • The game.context property would be incorrectly set to null after the WebGLRenderer instance was created (thanks @samme)
  • The Touch Manager, Input Manager and Pointer classes all now handle the touchcancel event, such as triggered on iOS when activating an out of browser UI gesture, or in Facebook Instant Games when displaying an overlay ad. This should prevent issues with touch input becoming locked on iOS specifically. Fix #3756 (thanks @sftsk @sachinhosmani @kooappsdevs)

Version 3.14.0 - Tachikoma - 1st October 2018

Tilemap New Features, Updates and Fixes

  • Both Static and Dynamic Tilemap layers now support rendering multiple tilesets per layer in both Canvas and WebGL. To use multiple tilesets pass in an array of Tileset objects, or strings, to the createStaticLayer and createDynamicLayer methods respectively.
  • Tilemap.createStaticLayer now supports passing either a Tileset reference, or a string, or an array of them as the 2nd argument. If strings, the string should be the Tileset name (usually defined in Tiled).
  • Tilemap.createDynamicLayer now supports passing either a Tileset reference, or a string, or an array of them as the 2nd argument. If strings, the string should be the Tileset name (usually defined in Tiled).
  • Tilemap.createBlankDynamicLayer now supports passing either a Tileset reference, or a string, or an array of them as the 2nd argument. If strings, the string should be the Tileset name (usually defined in Tiled).
  • Static Tilemap Layers now support tile rotation and flipping. Previously this was a feature only for Dynamic Tilemap Layers, but now both have it. Close #4037 (thanks @thisredone)
  • Tilemap.getTileset is a new method that will return a Tileset based on its name.
  • ParseTilesets has been rewritten so it will convert the new data structures of Tiled 1.2 into the format expected by Phaser, allowing you to use either Tiled 1.2.x or Tiled 1.1 JSON exports. Fix #3998 (thanks @martin-pabst @halgorithm)
  • Tilemap.setBaseTileSize now sets the size into the LayerData baseTileWidth and baseTileHeight properties accordingly. Fix #4057 (thanks @imilo)
  • Calling Tilemap.renderDebug ignored the layer world position when drawing to the Graphics object. It will now translate to the layer position before drawing. Fix #4061 (thanks @Zax37)
  • Calling Tilemap.renderDebug ignored the layer scale when drawing to the Graphics object. It will now scale the layer before drawing. Fix #4026 (thanks @JasonHK)
  • The Static Tilemap Layer would stop drawing all tiles from that point on, if it encountered a tile which had invalid texture coordinates (such as a tile from another tileset). It now skips invalid tiles properly again. Fix #4002 (thanks @jdotrjs)
  • If you used a RenderTexture as a tileset then Dynamic Tilemap Layers would render the tiles inversed on the y-axis in WebGL. Fix #4017 (thanks @s-s)
  • If you used a scaled Dynamic Tilemap Layer and rotated or flipped tiles, the tiles that were rotated or flipped would be positioned incorrectly in WebGL. Fix #3778 (thanks @nkholski)
  • StaticTilemapLayer.tileset is now an array of Tileset objects, where-as before it was a single reference.
  • StaticTilemapLayer.vertexBuffer is now an array of WebGLBuffer objects, where-as before it was a single instance.
  • StaticTilemapLayer.bufferData is now an array of ArrayBuffer objects, where-as before it was a single instance.
  • StaticTilemapLayer.vertexViewF32 is now an array of Float3Array objects, where-as before it was a single instance.
  • StaticTilemapLayer.vertexViewU32 is now an array of Uint32Array objects, where-as before it was a single instance.
  • StaticTilemapLayer.dirty is now an array of booleans, where-as before it was a single boolean.
  • StaticTilemapLayer.vertextCount is now an array of integers, where-as before it was a single integer.
  • StaticTilemapLayer.updateVBOData() is a new private method that creates the internal VBO data arrays for the WebGL renderer.
  • The StaticTilemapLayer.upload() method has a new parameter tilesetIndex which controls which tileset to prepare the VBO data for.
  • The StaticTilemapLayer.batchTile() method has a new parameter tilesetIndex which controls which tileset to batch the tile for.
  • StaticTilemapLayer.setTilesets() is a new private method that creates the internal tileset references array.
  • DynamicTilemapLayer.tileset is now an array of Tileset objects, where-as before it was a single reference.
  • DynamicTilemapLayer.setTilesets() is a new private method that creates the internal tileset references array.

New Features

  • bodyDebugFillColor is a new Matter Physics debug option that allows you to set a color used when drawing filled bodies to the debug Graphic.
  • debugWireframes is a new Matter Physics debug option that allows you to control if the wireframes of the bodies are used when drawing to the debug Graphic. The default is true. If enabled bodies are not filled.
  • debugShowInternalEdges is a new Matter Physics debug option that allows you to set if the internal edges of a body are rendered to the debug Graphic.
  • debugShowConvexHulls is a new Matter Physics debug option that allows you to control if the convex hull of a body is drawn to the debug Graphic. The default is false.
  • debugConvexHullColor is a new Matter Physics debug option that lets you set the color of the convex hull, if being drawn to the debug Graphic.
  • debugShowSleeping is a new Matter Physics debug option that lets you draw sleeping bodies at 50% opacity.
  • Curves.Ellipse.angle is a new getter / setter that handles the rotation of the curve in degrees instead of radians.

Updates

  • The Loader has been updated to handle the impact of you destroying the game instance while still processing files. It will no longer throw cache and texture related errors. Fix #4049 (thanks @pantoninho)
  • Polygon.setTo can now take a string of space separated numbers when creating the polygon data, i.e.: '40 0 40 20 100 20 100 80 40 80 40 100 0 50'. This update also impacts the Polygon Shape object, which can now also take this format as well.
  • The poly-decomp library, as used by Matter.js, has been updated to 0.3.0.
  • Matter.verts, available via this.matter.verts from within a Scene, is a quick way of accessing the Matter Vertices functions.
  • You can now specify the vertices for a Matter fromVerts body as a string.
  • TextureTintPipeline.batchTexture has a new optional argument skipFlip which allows you to control the internal render texture flip Y check.
  • The Device.OS check for node will now do a typeof first to avoid issues with rollup packaged builds needing to shim the variable out. Fix #4058 (thanks @hollowdoor)
  • Arcade Physics Bodies will now sync the display origin of the parent Game Object to the body properties as part of the updateBounds call. This means if you change the origin of an AP enabled Game Object, after creation of the body, it will be reflected in the body position. This may or may not be a breaking change for your game. Previously it was expected that the origin should always be 0.5 and you adjust the body using setOffset, but this change makes a bit more sense logically. If you find that your bodies are offset after upgrading to this version then this is likely why. Close #4052 (thanks @SolarOmni)
  • The Texture.getFramesFromTextureSource method has a new boolean argument includeBase, which defaults to false and allows you to set if the base frame should be returned into the array or not.
  • There is a new Animation Event that is dispatched when an animation restarts. Listen for it via Sprite.on('animationrestart').
  • All of the Animation Events now pass the Game Object as the final argument, this includes animationstart, animationrestart, animationrepeat, animationupdate and animationcomplete.
  • Curves.Ellipse.rotation is a getter / setter that holds the rotation of the curve. Previously it expected the value in degrees and when getting it returned the value in radians. It now expects the value in radians and returns radians to keep it logical.
  • Set.size will now only set the new size if the value is smaller than the current size, truncating the Set in the process. Values larger than the current size are ignored.
  • Arcade Physics shutdown will check to see if the world instance still exists and only try removing it if so. This prevents errors when stopping a world and then destroying it at a later date.
  • Text.setFont, Text.setFontFamily, Text.setFontStyle and Text.setStroke will no longer re-measure the parent Text object if their values have not changed.

Bug Fixes

  • GameObjects added to and removed from Containers no longer listen for the shutdown event at all (thanks Vitali)
  • Sprites now have preDestroy method, which is called automatically by destroy. The method destroys the Animation component, unregistering the remove event in the process and freeing-up resources. Fix #4051 (thanks @Aveyder)
  • UpdateList.shutdown wasn't correctly iterating over the pending lists (thanks @felipeprov)
  • Input detection was known to be broken when the game resolution was !== 1 and the Camera zoom level was !== 1. Fix #4010 (thanks @s-s)
  • The Shape.Line object was missing a lineWidth property unless you called the setLineWidth method, causing the line to not render in Canvas only. Fix #4068 (thanks @netgfx)
  • All parts of Matter Body now have the gameObject property set correctly. Previously only the first part of the Body did.
  • When using MatterGameObject and fromVerts as the shape type it wouldn't pass the values to Bodies.fromVertices because of a previous conditional. It now passes them over correctly and the body is only set if the result is valid.
  • The Texture.getFramesFromTextureSource method was returning an array of Frame names by mistake, instead of Frame references. It now returns the Frames themselves.
  • When using CanvasTexture.refresh or Graphics.generateTexture it would throw WebGL warnings like 'bindTexture: Attempt to bind a deleted texture'. This was due to the Frames losing sync with the glTexture reference used by their TextureSource. Fix #4050 (thanks @kanthi0802)
  • Fixed an error in the batchSprite methods in the Canvas and WebGL Renderers that would incorrectly set the frame dimensions on Sprites with the crop component. This was particularly noticeable on Sprites with trimmed animation frames (thanks @sergeod9)
  • Fixed a bug where the gl scissor wasn't being reset during a renderer resize, causing it to appear as if the canvas didn't resize properly when autoResize was set to true in the game config. Fix #4066 (thanks @Quinten @hsan999)
  • If a Game instance is destroyed without using the removeCanvas argument, it would throw exceptions in the MouseManager after the destroy process has run, as the event listeners were not unbound. They're not unbound, regardless of if the parent canvas is removed or not. Fix #4015 (thanks @garethwhittaker)

Examples and TypeScript

A huge thanks to @presidenten for his work on the Phaser 3 Examples. You'll notice they now have a lovely screen shots for every example and the scripts generate them automatically :)

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

@madanus @truncs @samme

Phaser Doc Jam

The Phaser Doc Jam is an on-going effort to ensure that the Phaser 3 API has 100% documentation coverage. Thanks to the monumental effort of myself and the following people we're now really close to that goal! My thanks to:

31826615 - @16patsle - @bobonthenet - @rgk - @samme - @shaneMLK - @wemyss - ajmetal - andiCR - Arian Fornaris - bsparks - Carl - cyantree - DannyT - Elliott Wallace - felixnemis - griga - Hardylr - henriacle - Hsaka - icbat - Kanthi - Kyle - Lee - Nathaniel Foldan - Peter Pedersen - rootasjey - Sam Frantz - SBCGames - snowbillr - Stephen Hamilton - STuFF - TadejZupancic - telinc1

If you'd like to help finish off the last parts of documentation then take a look at the Doc Jam site.

Version 3.13.0 - Yuuki - 20th September 2018

Facebook Instant Games Plugin

Phaser 3.13 introduces 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.

The plugin is fully documented and official tutorials and project templates will follow shortly.

New Shape Game Objects

Phaser 3.13 has a new Game Object called Shape, which by itself isn't much use because it's a base class. However, extending that class are 11 different types of Shape (with more to come) and you can use it to create your own custom Shapes as well. Shapes are added to the display list in the exact same way as any other Game Object. For example:

this.add.rectangle(400, 300, 500, 120, 0x00ff00);

Here we're creating a new Rectangle shape. It's positioned at 400 x 300 in the Scene and has a size of 500 x 120 pixels. The final value is the fill color.

The thing to remember is that you can treat this Shape just like you'd treat any other Game Object. You can scale it, rotate it, alpha it, blend mode it, change its origin, give it a Camera scroll factor, put it inside a Container or Group, give it input abilities or even give it a physics body. It is, to all intents and purposes, a normal Game Object. The only difference is that when rendering it uses its own special bit of display code.

The shapes available are as follows:

  • GameObject.Arc - The arc allows you to draw either a circle, or part of a circle. You can set the start and end angle, if the rotation is clockwise or not, and even set the number of iterations the arc will use during rendering.
  • GameObject.Curve - The Curve Shape can take any Phaser Curve object, such as a Spline or Bezier Curve, and add it to the display list.
  • GameObject.Ellipse - An ellipse shape, which is essentially a circle with a differing width and height. It can be filled or stroked (or both!) and as with the arc you can set the 'smoothness' of it, allowing you to decrease the number of points used when creating its polygon data.
  • GameObject.Grid - The Grid Shape object allows you to generate them. You can set the width and height of the grid itself, as well as for the grid cells. The grid can either have a single color, or alternating cell colors and even have outline spacing between the cells, or not.
  • GameObject.Line - Create a Line Shape drawn between any two points, with a color and thickness. In WebGL you can also specify a different thickness for the start and end of the line.
  • GameObject.Polygon - A Polygon is effectively a list of points that is drawn between. The points can be provided in a number of different ways (as Vec2 objects, as an array, etc) and then you can either fill or stroke the resulting shape, or both.
  • GameObject.Rectangle - Simple, but powerful and endlessly useful. Set a width and height and it'll display a Rectangle, with control over the size, fill color and stroke color.
  • GameObject.Star - The Star shape does as its name suggests: it displays a star. You can control the number of points in the star as well as the inner and outer radius of it.
  • GameObject.Triangle - A Triangular shape with full control over the points used to make it and its fill and stroke colors. Internally it uses the batchFillTriangle method in WebGL, making it actually faster to draw than a Quad! Use them happily for bullets or abstract space ships, or anything else you feel like.
  • GameObject.IsoTriangle - This draws an isometric triangle, like a pyramid. You can control the colors of each face, if the pyramid is upside down or not and the width and height of it.
  • GameObject.IsoBox - This draws an isometric box. You can set the colors for each face of the box, as well as the projection angle and also which of the 3 faces are drawn.

All of the Shape objects render in both Canvas and WebGL and are available via the Game Object Factory.

Pointer and Input Event Updates

The specificity if the input events has been changed to allow you more control over event handling. Previously, the InputPlugin would emit the global pointerdown event first, and then the Game Object itself would emit the pointerdown event and finally the InputPlugin would emit the gameobjectdown event.

The order has now changed. The Game Object will dispatch its pointerdown event first. The InputPlugin will then dispatch gameobjectdown and finally the less specific of them all, pointerdown will be dispatched.

New in 3.13 is the ability to cancel this at any stage. All events are now sent an event object which you can call event.stopPropagation() on. This will immediately stop any further listeners from being invoked. If you call stopPropagation() after the first Game Object pointerdown event, then no more Game Object's will receive their callbacks and the InputPlugin will not dispatch either of its events.

This change has been introduced for pointerdown, pointerup, pointermove, pointerover and pointerout. No other data is included in the event object in this release.

  • The Game Object pointerdown callback signature has changed. It used to send pointer, x, y, camera to the listener. It now sends pointer, x, y, event to the listener. If you still need the camera property you can get it from pointer.camera.
  • The Game Object gameobjectdown callback signature has a new argument. It now sends event as the 3rd argument.
  • The pointerdown event, as dispatched by the InputPlugin, is now sent after the Game Object specific events (GameObject.pointerdown and gameobjectdown). This gives you the chance to cancel the event before the global listener receives it.
  • The Game Object pointerup callback signature has a new argument. It now sends the event as the 4th argument.
  • The Game Object gameobjectup callback signature has a new argument. It now sends event as the 3rd argument.
  • The pointerup event, as dispatched by the InputPlugin, is now sent after the Game Object specific events (GameObject.pointerup and gameobjectup). This gives you the chance to cancel the event before the global listener receives it.
  • The Game Object pointermove callback signature has a new argument. It now sends the event as the 4th argument.
  • The Game Object gameobjectmove callback signature has a new argument. It now sends event as the 3rd argument.
  • The pointermove event, as dispatched by the InputPlugin, is now sent after the Game Object specific events (GameObject.pointermove and gameobjectmove). This gives you the chance to cancel the event before the global listener receives it.
  • The Game Object pointerover callback signature has a new argument. It now sends the event as the 4th argument.
  • The Game Object gameobjectover callback signature has a new argument. It now sends event as the 3rd argument.
  • The pointerover event, as dispatched by the InputPlugin, is now sent after the Game Object specific events (GameObject.pointerover and gameobjectover). This gives you the chance to cancel the event before the global listener receives it.
  • The Game Object pointerout callback signature has a new argument. It now sends the event as the 2nd argument.
  • The Game Object gameobjectout callback signature has a new argument. It now sends event as the 3rd argument.
  • The pointerout event, as dispatched by the InputPlugin, is now sent after the Game Object specific events (GameObject.pointerout and gameobjectout). This gives you the chance to cancel the event before the global listener receives it.

Game Object List Updates

When Sprite's are created they are added to two lists within the Scene - the Display List and the Update List. Under 3.12 when a Scene was shut down it would emit a shutdown event, which Sprites listened out for. When they received it, they would destroy themselves.

After profiling and testing this process has changed slightly. Game Object's no longer listen for the Scene shutdown event. Instead, the Display List and Update List will iterate their children and call destroy on them in turn. If being destroyed by a Scene in this way, the child will skip several expensive operations in its destroy function. More importantly, in busy Scenes you no longer need thousands of event listeners registered. The result is that changing Scene is now up to 100% faster than before. You need not change your code to benefit from this, however, if you were relying on custom Game Objects listening for the Scene shutdown event natively, then this is no longer the case and you'll have to manually add that listener to your classes.

  • The UpdateList will now clear out its internal _list, _pendingRemoval and _pendingInsertion lists on shutdown. Before, it would only clear _list.
  • GameObject.destroy has a new optional boolean argument fromScene, which controls how the destroy process flows.

Camera Render to Texture

In 3.12 a new Camera method called setRenderToTexture was introduced. However, it had known issues so was placed under the experimental flag and you were advised not to use it unless in testing.

Thanks to several fixes in this release the experimental flag has been dropped and it's now safe to try using this new feature in production.

The method sets the Camera to render to a texture instead of to the main canvas. The Camera will redirect all Game Objects it's asked to render to this texture. During the render sequence, the texture itself will then be rendered to the main canvas.

Doing this gives you the ability to modify the texture before this happens, allowing for special effects such as Camera specific shaders, or post-processing on the texture.

  • Camera.setRenderToTexture is a new method that enables the Camera to render to a target texture instead of the main canvas, allowing for application of special effects at run-time.
  • Camera.clearRenderToTexture is a new method that stops a Camera from rendering to a texture and frees-up all associated resources.
  • Camera.setPipeline allows you to change the WebGL pipeline being used if the Camera is rendering to a texture, effectively swapping the active shader. Call with no arguments to clear the pipeline.
  • Camera.renderToTexture is a boolean property that controls where the Camera renders. It can be toggled on the fly.
  • Camera.canvas is a Canvas Element that the Camera will render to if running under the Canvas Renderer and rendering to a texture.
  • Camera.context is a Rendering Context that the Camera will render to if running under the Canvas Renderer and rendering to a texture.
  • Camera.glTexture is a WebGL Texture that the Camera will render to if running under the WebGL Renderer and rendering to a texture.
  • Camera.framebuffer is a WebGL Frame Buffer that the Camera will render to if running under the WebGL Renderer and rendering to a texture.
  • Camera.pipeline is the Pipeline that the Camera will render with if running under the WebGL Renderer and rendering to a texture with a pipeline set.
  • If you set a Camera to render to a texture then it will emit 2 events during the render loop. First, it will emit the event prerender. This happens right before any Game Object's are drawn to the Camera texture. Then, it will emit the event postrender. This happens after all Game Object's have been drawn, but right before the Camera texture is rendered to the main game canvas. It's the final point at which you can manipulate the texture before it appears in-game.

New Features

  • The Color object has a new property h which represents the hue of the color. You can tween or adjust this property in real-time and it will automatically update the internal RGB values with it.
  • The Color object has a new property s which represents the saturation of the color. You can tween or adjust this property in real-time and it will automatically update the internal RGB values with it.
  • The Color object has a new property v which represents the lightness value of the color. You can tween or adjust this property in real-time and it will automatically update the internal RGB values with it.
  • Color.setFromHSV is a new method that will set the color values based on the HSV values given.
  • Color.gray is a new method that will set the color to be a shade of gray based on the amount given.
  • Color.random is a new method that will set the color to be a random hue based on the min and max values given.
  • Color.randomGray is a new method that will set the color to be a random grayscale based on the min and max values given.
  • Color.saturate is a new method that will saturate the color based on the amount given. This is a chainable version of adjusting the saturation property directly.
  • Color.desaturate is a new method that will desaturate the color based on the amount given. This is a chainable version of adjusting the saturation property directly.
  • Color.lighten is a new method that will lighten the color based on the amount given. This is a chainable version of adjusting the value property directly.
  • Color.darken is a new method that will darken the color based on the amount given. This is a chainable version of adjusting the value property directly.
  • Color.brighten is a new method that will brighten the color based on the amount given.
  • The CanvasTexture class has a new property imageData which contains the ImageData of the texture.
  • The CanvasTexture class has a new property data which is a Uint8ClampedArray view into the buffer.
  • The CanvasTexture class has a new property pixels which is a Uint32Array view into the buffer.
  • The CanvasTexture class has a new property buffer which is an ArrayBuffer the same size as the context ImageData.
  • The CanvasTexture class has a new method update which refreshes the ImageData and ArrayBuffer based on the texture contents.
  • The CanvasTexture class has a new method draw which draws the given Image or Canvas element to the CanvasTexture, then updates the internal ImageData buffer and arrays.
  • The CanvasTexture class has a new method getPixel which will get the color of a specific pixel from the Canvas Texture and store it in the returned Color object. It uses the ArrayBuffer to do this, which is extremely fast, allowing for quick iteration across the canvas data.
  • The WebGLPipeline and WebGLRenderer have new a method setFloat1v which allows you to set a uniform1fv uniform value (thanks @Mattykins)
  • The WebGLPipeline and WebGLRenderer have new a method setFloat2v which allows you to set a uniform2fv uniform value (thanks @Mattykins)
  • The WebGLPipeline and WebGLRenderer have new a method setFloat3v which allows you to set a uniform3fv uniform value (thanks @Mattykins)
  • The WebGLPipeline and WebGLRenderer have new a method setFloat4v which allows you to set a uniform4fv uniform value (thanks @Mattykins)
  • Text.setLineSpacing is a new method that allows you to easily set the line spacing value of a Text object in a chainable call (thanks @RafelSanso)

Updates

  • The Graphics Canvas Renderer will now automatically call beginPath on the target context before processing the command stack. This has the effect of clearing off any sub-paths that may have persisted on the stack from previous Graphics objects or frames. This makes it more in-line with WebGL re: expectations when calling Graphics.clear.
  • initPipeline now defaults to the Texture Tint Pipeline if nothing else is specified. This allowed me to remove explicit strings from 11 different Game Objects, saving some bytes in the process.
  • The RGBToHSV function can now take an optional out argument, which is either a HSVColorObject or a Color object, and the results will be set into that object instead of creating a new one.
  • The HSVToRGB function can now take an optional out argument, which is either a HSVColorObject or a Color object, and the results will be set into that object instead of creating a new one.
  • Color.setTo has a new argument updateHSV which allows you to control if the internal HSV values are updated during the same call or not.
  • The Text._lineSpacing property has been renamed to lineSpacing and made public, not private. You still set it in the same way, by passing a lineSpacing property to the Text configuration object, but internally it's now clearer.
  • If a Scene is already active (i.e. running) and you call start on it (such as from another Scene) then it will shutdown the Scene first, before starting it again.

Bug Fixes

  • TileSprite.setTileScale would set the tile position by mistake, instead of the scale. Using the properties directly worked, but the method was incorrect (thanks @alexeymolchan)
  • Calling Text.setStyle would make the Text vanish if you didn't provide a resolution property in the style configuration object. Calling setStyle now only changes the properties given in the object, leaving any previously changed properties as-is. Fix #4011 (thanks @okcompewter)
  • In Matter.js if a body had its debug render.visible property set to false it wouldn't then render any other debug body beyond it. Now it will just skip bodies with hidden debug graphics (thanks @jf908)
  • If you flagged a Tween as paused in its config, never started it, and then called Tween.stop it wouldn't ever be removed from the _pending array. It's now moved to the Tween Manager's destroy list, ready for removal on the next frame. Fix #4023 (thanks @goldfire)
  • Game Objects would not remove themselves from the Scene's shutdown event handler when destroyed, leading to a build-up over time (thanks @goldfire)
  • The WebGL Renderer will no longer try and just resize a canvas backed texture, instead it will properly delete it then re-create it. Fix #4016 (thanks @alexeymolchan)
  • The Camera background for mini-Cameras (those positioned deep inside another Camera) would be offset incorrectly in WebGL, causing the background fills to be displaced (thanks @aaronfc)
  • The WebGL Renderer now always enables the SCISSOR_TEST, this allows Game Objects that use the scissor (such as custom objects, or Bitmap Text) to render properly again.
  • The Cameras setScene method, which is called automatically when a new Camera is created, will now call updateSystem which correctly increases the custom viewport counter. This fixes an issue with mini-cams inside of larger cameras not clipping their contents properly. If a Camera is moved to another Scene it also now correctly shrinks the total custom viewport counter.
  • Due to the two fixes above another bug was fixed: The ability for you to swap between Cameras with and without setRenderToTexture enabled with custom shaders. Previously if you used this with a custom shader then only the first Camera using the shader would render, the rest would appear black. Now, all Cameras using the custom shader work correctly. As a result all of the 'experimental' Camera rendering properties from 3.12 have been moved to stable.
  • If you destroyed a Game Object that had a custom cursor set during one of its input events the cursor didn't correctly reset. Fix #4033 (thanks @pantoninho)
  • RenderTexture.resize wouldn't correctly resize the texture under WebGL. Fix #4034 (thanks @jbpuryear)
  • Calling setFrame on a TileSprite wouldn't change the frame, it would just change the frame size. Fix #4039 (thanks @Jerenaux)
  • Zone.setRectangleDropZone used the wrong x and y coordinates for the hit area, causing it to be offset from the zone itself after the changes made for issue #3865 in the 3.12 release.

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:

@johanlindfors @Arthur3DLHC @JamesSkemp

Version 3.12.0 - Silica - 4th September 2018

FlatTintPipeline Updates

In 3.11 I overhauled the TextureTintPipeline, the WebGL batch used to render all texture based Game Objects, such as Sprites. In this release I did the same to the FlatTintPipeline. This pipeline was used exclusively by the Graphics Game Object to draw filled and stroked primitives in WebGL. It was also used by classes such as the Camera in order to draw their colored backgrounds and flash / fade effects.

When I looked closely at the shaders being used by the texture and graphics pipelines I noticed they were virtually identical. Yet if you were to mix Graphics objects and Sprites in your game, it would cause a complete batch flush as it switched between the them as it rebound the shaders, adding to both the draw calls and gl ops per frame.

The more I looked through the graphics pipeline, the more I saw the same kind of things the texture one previously had: duplicate vars, in-line matrix operations and so on. So I worked through the process of refactoring it, boiling it down to just a handful of core methods and re-using methods the texture pipeline already had. The end result is that I've been able to remove the FlatTintPipeline entirely. This saves 42.3KB (unminifed) and removes 1000 lines of code from the build. Of course, lots of the methods were added to the texture pipeline, but that only increased from 730 sloc to 1087 sloc, a fraction of the amount before! And the benefits don't end there.

If you had any custom pipelines that extended the FlatTintPipeline please update them to extend the TextureTintPipeline instead. You'll likely need to remap a few methods, but most of them remain the same. Double-check the method signatures though.

The same pipeline can now draw both graphics and sprites, with the same shader and no texture swapping either. This means you can happily mix Graphics objects alongside Sprites and it won't cost any extra overhead at all. There are more benefits too, which are outlined in the list below.

  • The TextureTintPipeline now has 100% jsdoc coverage.
  • The removal of the FlatTintPipeline shaves 42.3KB and 1000 sloc from the bundle size.
  • The Graphics fill and line styles are now cached in the pipeline, rather than being re-calculated for every primitive drawn.
  • The new batchTri method will add a triangle to the vertex batch, either textured or filled.
  • drawFillRect is a new method that will add an untransformed rectangle to the batch. These are used by things like Cameras to fill in background colors.
  • batchFillRect has been moved to the TextureTintPipeline and has a new much more concise method signature.
  • batchFillTriangle has been moved to the TextureTintPipeline and has a new much more concise method signature.
  • batchFillPath has been moved to the TextureTintPipeline and has a new much more concise method signature.
  • batchLine has been moved to the TextureTintPipeline.
  • When drawing Graphics paths with a line width of 1 it will no longer spend any time drawing the line joins, speeding-up the rendering of 1px lines.

WebGL Scissor Update

The process of managing scissors in the WebGLRenderer has been completely rewritten. Previously, the gl scissor was being constantly enabled and disabled for every Camera in your game, leading to pointless gl operations.

  • Cameras have a new internal method updateSystem which is automatically called if you change any Camera viewport values. This in turn tells the Scene Manager if there are any cameras with custom viewports, in any Scene of your game. If there are not then the scissor is never even enabled or set, meaning zero gl ops! If your game uses full sized Cameras it now doesn't cost anything at all with regard to scissoring.
  • If a new scissor is set it will now check to see if it's the same size and position as the current scissor, and if so, it'll skip setting it at all.

Render Texture New Features and Updates

The Render Texture class has been rewritten from scratch and all Game Objects have been updated to support it. Previously it was very restricted in what you could do with it. It used to have a matrix stack for internal transforms, but this has been replaced with a Camera instead. This means you have the full power of a Camera system (scrolling, zooming, rotation) but it only impacts the contents of the Render Texture.

  • The biggest update is the change in what the draw method can accept. Previously you had to pass in a texture and frame reference. This has changed, as has the method signature. It can now accept any of the following:

    • Any renderable Game Object, such as a Sprite, Text, Graphics or TileSprite.
    • Dynamic and Static Tilemap Layers.
    • A Group. The contents of which will be iterated and drawn in turn.
    • A Container. The contents of which will be iterated fully, and drawn in turn.
    • A Scene. Pass in Scene.children to draw the whole display list.
    • Another Render Texture.
    • A Texture Frame instance.
    • A string. This is used to look-up a texture from the Texture Manager.
  • There is a new method drawFrame which allows you to pass in a string-based texture and frame key and have it drawn to the Render Texture.

  • The new method saveTexture allows you to save the Render Texture into the Texture Manager using your own key. You can then use the Render Texture for any Game Object that accepts textures as a source, such as Sprites or even Tilemap Layers. You can add frame data to a Render Texture using the RenderTexture.texture.add method.

  • The new camera property is an instance of a complete 2D Camera. You can use it to change the view into your Render Texture. Scroll, rotate, zoom, just like you would with a normal Camera, except it will only influence the objects being drawn to the Render Texture.

  • All of the matrix-style methods have been removed: save, translate, restore, scale, rotate. You can now achieve the same thing by either transforming the object you want to draw to the Render Texture, or using the built-in Camera.

  • You can now crop a Render Texture. Use the setCrop method to define the crop region.

See the fully complete documentation for more details and the extensive examples and tests created.

Text Game Object New Features and Updates

The Text Game Object has been given an internal overhaul to make it more flexible. Some properties have been renamed or moved and new features added:

  • Text can now be cropped in WebGL and Canvas! Use the setCrop method to crop the text.
  • Text now keeps a reference to the renderer in the renderer property.
  • The canvasTexture property has been removed.
  • Text now has internal texture and frame properties. These replace the old canvasTexture but perform the same task, while allowing for texture cropping and much smaller renderer code.
  • Previously, changing a Text object by setting its text property directly wouldn't change the text being rendered as using setText was the expected way to change what was being displayed. Internally the text property has been renamed to _text and flagged as private, and a new getter / setter for text has been added, which hands over to the setText method, meaning you can now use both ways of setting the text. Fix #3919 (thanks @hackhat @samid737)

Tile Sprite Object New Features and Updates

The Tile Sprite Game Object has been given an internal overhaul to make it more flexible. Some properties have been renamed or moved and new features added:

  • Tile Sprites can now be cropped in WebGL and Canvas! Use the setCrop method to crop the tile sprite.
  • There is a new method setTileScale which will set the tile scale in a chainable call.
  • There is a new internal canvas property. Tile Sprites work differently than before in Canvas mode: Previously they would use the fillRect command on the game canvas to draw themselves every frame, even if they hadn't changed. They now draw to an internal canvas only when their position or scale changes. This canvas is then drawn to the game canvas instead. It's faster, as it doesn't fillRect every frame and also allows you to draw them to other contexts, such as Render Textures.
  • There are two new internal properties _tilePosition and _tileScale which are Vector 2s that hold the position and scale. Getters have been added, so use the same properties as before in your code.
  • There are two new properties displayTexture and displayFrame. These replace the previous texture and frame properties and hold references to the source texture the Tile Sprite is using.
  • The canvasPattern property has been renamed to fillPattern.
  • The oldFrame property has been removed.
  • The canvasBuffer property has been renamed to fillCanvas.
  • The canvasBufferCtx property has been renamed to fillContext.

Tilemap New Features and Updates

The Tilemap and Dynamic and Static Tilemap Layer classes now all support 4 different modes of render order for drawing the tiles. This allows you to control the z-order of the tiles during render. This feature was requested by @etienne (who provided the test maps too) - see the new examples in the Labs for better understand the impact this has.

The default is 'right-down', meaning it will order the tiles starting from the top-left, drawing to the right and then moving down to the next row.

The four draw orders are:

0 = right-down 1 = left-down 2 = right-up 3 = left-up

  • Tilemap has a new property renderOrder which is a string based version of the render order, as used when new layers are created via the map. If the map is created from Tiled JSON data, it will use whatever render order has been specified in the map data.
  • Tilemap has a new method setRenderOrder. This takes either an integer or a string-based version of the render order and stores it locally. It's then used during the creation of any layers from that point on.
  • The DynamicTilemapLayer has a new method setRenderOrder. This takes either an integer or a string-based version of the render order and stores it locally. It's then used during rendering of the layer. You can change the value on the fly.
  • The StaticTilemapLayer has a new method setRenderOrder. This takes either an integer or a string-based version of the render order and stores it locally. Under WebGL it will re-create the whole vertex buffer, using the new draw order. Under Canvas it uses it at run-time during rendering. You can change it on the fly.
  • ParseJSONTiled now extracts the renderorder property from the Tiled JSON.
  • MapData has a new renderOrder property, which is populated by the Tiled Parser.

Matter.js Updates

The version of Matter.js used by Phaser has been updated from 0.13.1 to 0.14.2. To clarify why we don't include Matter via npm, it's because we use a customized version of Matter that includes extra features and optimizations not yet found in the official library.

Most of the updates were about documentation and module namespacing, however those relevant to Phaser are listed below. You can also view the full Matter Change Log.

  • fix Composite.bounds global issue, closes #627, closes #544 (f7f77b4), closes #627 #544
  • updated pathseg library, closes #548, closes #602, closes #424 (1e5758f), closes #548 #602 #424
  • fix Common.isElement on node, closes #535 (ec38eeb), closes #535
  • added Query.collides, closes #478 (6593a72), closes #478
  • fix point argument of Body.scale, closes #428 (894c1ef), closes #428
  • fix Body.scale for compound bodies (50a89d0)
  • fix centroid for static compound bodies, closes #483 (ece66e6), closes #483
  • fix Common.isElement, closes #501, closes #507, closes #459, closes #468, closes #517 (18a0845), closes #501 #507 #459 #468 #517
  • fix inertia change in Body.setMass, closes #378 (f7d1877), closes #378
  • fix Vertices.chamfer radius argument, closes #467 (3bceef4), closes #467

Camera 3D Plugin

Support for Camera 3D and Sprite 3D Game Objects have been removed from the core Phaser bundle and moved to an optional plugin.

You can find the source for Camera 3D in the new plugins/camera3d folder, along with a README file explaining how to now use the plugin in your games.

  • When a Sprite3D object is added to a Camera via Camera.add it is now added to the Display and Update Lists. Fix #3945 (thanks @vvega)

New Features

  • Camera.resolution is a new read-only property that holds the current game config resolution that the camera is using. This is used internally for viewport calculations.
  • Text.resolution and the method Text.setResolution allows you to control the resolution of a Static Text Game Object. By default it will be set to match the resolution set in the Game Config, but you can override it yourself via the TextStyle. It allows for much clearer text on High DPI devices, at the cost of larger internal Canvas textures for the Text - so please use with caution, as the more high res Text you have, the more memory it uses up. Fix #3528 (thanks @kirillbunin)
  • TransformMatrix.getCSSMatrix will return a CSS transform matrix formatted string from the current matrix values.
  • CacheManager now creates a new cache called html which is used to store all loaded HTML snippets.
  • FileType.HTML is a new file type loader that will load an HTML snippet and store it in the new html cache. Access it via load.html (this method was previously used to load html to textures, please see load.htmlTexture for this feature now)
  • TransformMatrix.getX is a new method that return the x component from the given x and y values based on the current matrix. This is used heavily in the pipelines.
  • TransformMatrix.getY is a new method that return the y component from the given x and y values based on the current matrix. This is used heavily in the pipelines.
  • TransformMatrix.copyToArray is a new method that will copy the matrix values to the given array. It's the counter-part of copyFromArray.
  • Graphics.setTexture is a new WebGL only method that allows you to set a texture to be used when drawing the shapes on the Graphics object. You can also specify how the texture should be blended with the current fill or gradient colors. Note that the texture is not tiled, it is stretched to fit the shape being drawn.
  • Graphics.fillGradientStyle is a new WebGL only method that allows you to set a gradient for the shapes being filled. You can control the colors at the 4 corners of a rectangle. The colors are then blended automatically in the shader. Use of this feature is limited. For example, you cannot gradient fill a whole path or an arc, as it's made up of lots of triangles. But for quick gradient backgrounds or buttons it's perfect.
  • Graphics.lineGradientStyle is a new WebGL only method that allows you to set a gradient for the shapes being stroked. You can control the colors at the 4 corners of a rectangle. The colors are then blended automatically in the shader. Use of this feature is limited. For example, you cannot gradient stroke a whole path or an arc, as it's made up of lots of triangles. But for quick gradient lines it's perfect.
  • TextureManager.getBase64 is a new method that will take a texture frame key and return a base64 encoded version of the frame. You can also provide the image type and encoder options.
  • Global Plugins now have a new optional data object, the contents of which are passed to the plugins init method. This allows users to pass data directly into a plugin when added in the config: { key: 'BankPlugin', plugin: BankPluginV3, start: true, data: { gold: 5000 } } or when adding a plugin via the install method (thanks @samme)
  • You can now play animations in reverse! Use the new Sprite.anims.playReverse method to play a pre-defined animation in reverse from its starting frame. Or call Sprite.anims.reverse to immediately reverse the flow of an already running animation. Animations running in reverse still count towards the repeat total and respect the yoyo flag (thanks @khaleb85 @Ben-Millions)
  • The ParticleEmitterManager now has the Transform component. This means you can now set the position, rotation or scale of the Emitter Manager, and it will influence every Emitter it is rendering. The Managers transform is mixed with that of the Camera. This works in both Canvas and WebGL.
  • TextureManager.addRenderTexture is a new method that will add a Render Texture into the Texture Manager, allowing you to use it as the texture for Game Objects just by using the texture key. Modifying the source Render Texture will immediately modify any Game Objects using it.
  • TextureSource has a new boolean property isRenderTexture which is set automatically when it's created.
  • The Canvas Renderer has a new method setContext which allows it to swap the context being drawn to by all draw operations. Call the method with no arguments to reset it to the default game canvas.
  • If you set window.FORCE_WEBGL or window.FORCE_CANVAS in the window in which the Phaser game is loaded it will over-ride the renderer type setting in your game config, and force either WebGL or Canvas. This is handy for quickly testing the differences between renderers without having to do a new build each time.
  • TextureSource.source is a new property that contains the original source of the Texture image. It is cleared when the source is destroyed.
  • TransformMatrix.copyToContext is a new method that will copy the values from the Matrix to the given Canvas Rendering Context.
  • Phaser.Utils.String.UUID will return an RFC4122 complaint UUID as a string. This is used internally to avoid cache key conflicts, but is exposed for your own use as well.
  • There is a new Crop Component which is used by non-texture based Game Objects, such as Text and TileSprite. You either use TextureCrop or Crop, not both together on the same object.
  • TransformMatrix.setToContext is a new method that will set the values from the Matrix to the given Canvas Rendering Context using setTransform rather than transform.
  • SetTransform is a new Canvas Renderer function that consolidates the process of preparing a Game Object for rendering, without actually rendering it. This is used internally by the Graphics and Bitmap Text classes.
  • The Texture Manager has a new method called renameTexture which will let you rename a texture, changing the key to the new one given. All existing Game Objects will still maintain their reference, even after a rename.
  • When loading an SVG file you can now change the size of the SVG during the load process, before it is rendered to a texture. This is really helpful if you wish to increase SVGs that have small viewBoxes set, or want to try and reduce memory consumption from SVGs with extra large dimensions. You can either pass in a fixed width and height: this.load.svg('morty', 'file.svg', { width: 300, height: 600 }) or you can provide a scale factor instead: this.load.svg('morty', 'file.svg', { scale: 4 }) (thanks @ysraelJMM)
  • Polygon.Perimeter will return the perimeter for the given Polygon (thanks @iamchristopher)
  • Polygon.GetPoints will return an array of Point objects containing the coordinates of the points around the perimeter of the Polygon, based on the given quantity or stepRate values. This is available as a static function and as the getPoints method on a Polygon (thanks @iamchristopher)

Updates

  • The Camera class has been split into two: BaseCamera which contains all of the core Camera functions and properties, and would serve as a great base for you to extend for your own custom Cameras, and Camera which is the same class name as previously. Camera extends the Base Camera and adds in follower support and the Special Effects. You don't need to update your code, even if currently extending a Camera, as they work the same as before.
  • Camera.x and Camera.y have been turned into getters / setters, mapped to the internal private values _x and _y respectively. This is so that setting the Camera viewport position directly will now update the new internal resolution calculation vars too.
  • Camera.setScene will now set the Cameras resolution property at the same time and update the internal viewport vars.
  • The Cull Tiles method used by the Dynamic Tilemap Layer has had a nice and significant optimization. It will now use the cull area dimensions to restrict the amount of tile iteration that takes place per layer, resulting in dramatic reductions in processing time on large layers, or multiple layers (thanks @tarsupin)
  • GameObject.willRender now takes a Camera as its only argument and uses it within the check. This has allowed me to remove 23 duplicate checks spread across the various Game Objects, all of which did the same thing, saving both KB and CPU time as the flags were being checked twice in most cases.
  • The file type loader HTML has been renamed to HTMLTexture. If you were using this then please change your calls from load.html to load.htmlTexture. The arguments remain the same.
  • The setBlendMode method in the WebGL Renderer now returns a boolean. True if a new blend mode was set, otherwise false. Previously it returned a reference to the renderer instance.
  • The method batchVertices in the TextureTintPipeline has been renamed to batchQuad which more accurately describes what it does.
  • In ArcadePhysics Body.setSize you can now choose to not pass width and height values to the method. If you do this it will check to see if the parent Game Object has a texture frame, and if so, it will use the frame sizes for the Body dimensions (thanks @tarsupin)
  • PluginCache.destroyCorePlugins will remove all core plugins from the cache. Be very careful calling this as Phaser cannot restart or create any new Scenes once this has been called.
  • PluginCache.destroyCustomPlugins will remove all custom plugins from the cache.
  • PluginManager.destroy will now clear all custom plugins from the Plugin Cache. This fixes an issue with not being able to destroy a Phaser game instance and restart it if it used a custom plugin (thanks jd.joshuadavison)
  • Game.destroy has a new boolean argument noReturn. If set it will remove all Core plugins when the game instance is destroyed. You cannot restart Phaser on the same web page after doing this, so only set it if you know you're done and don't need to run Phaser again.
  • The MouseManager will no longer process its native events if the manager reference has been removed (i.e. you move the pointer as the game is destroying itself)
  • The TouchManager will no longer process its native events if the manager reference has been removed (i.e. you move the pointer as the game is destroying itself)
  • Particle.color has been removed as it's now calculated during rendering to allow for Camera alpha support.
  • The Game boot event flow has changed slightly. The Game will now listen for a texturesready event, which is dispatched by the Texture Manager when the default textures have finished processing. Upon receiving this, the Game will emit the ready event, which all the other systems listen for and respond to. The difference is that the Renderer uses the texturesready event to ensure that it is the first thing to be activated, before any other system.
  • The WebGLRenderer has a new property blankTexture which is a reference to an empty 32x32 transparent WebGL Texture. This is used internally for things like rendering Graphics with no texture fills and where no other texture has been set.
  • The WebGLRenderer has a new method setBlankTexture which forces it to set the blank texture as the current texture. This is used after drawing a Render Texture to ensure no other object tries to draw to itself.
  • The StaticTilemapLayer has had the following properties and methods added to it: skipCull, tilesDrawn, tilesTotal, cullPaddingX, cullPaddingY, cullCallback, setSkipCull and setCullPadding as these are all used by the Canvas Static Layer renderer. Static Layers in 3.11 didn't render in Canvas because the cull values were missing, but now render correctly and can also be rendered to other targets, like a Render Texture.
  • The Math.Snap methods Snap.Floor, Snap.Ceil and Snap.To have all gained a new optional boolean argument divide. If set the resulting snapped value will be divided by the gap amount before returning. This is handy if you're trying to quickly snap a value into a grid or array location.
  • The currentBlendMode property has been removed from the Canvas Renderer and is no longer checked by any class. Blend modes are now set directly on the context to avoid state saving invalidation.
  • The currentAlpha property has been removed from the Canvas Renderer and is no longer checked by any class. Alpha values are now set directly on the context to avoid state saving invalidation.
  • TextureCrop and Crop have a new method resetCropObject which generates the crop data object required by Game Objects that support cropping. This allows us to remove duplicate code from a number of Game Objects and replace it with a single function call.
  • The Canvas Renderer has a new batchSprite method that consolidates the process of drawing a texture-based Game Object to the canvas. It processes the alpha, blend mode and matrix calculations in a single function and now is used by nearly all Game Object canvas renderers.
  • The batchTexture method in the Texture Tint Pipeline now supports cropped Game Objects and will adjust the drawn texture frame accordingly.
  • The Matrix Stack Component has been removed. It's no longer used internally and was just wasting space.
  • You can now specify the lineHeight of a Retro Font in the Retro Font Config object (thanks @FelixNemis)
  • When a Static Tilemap Layer is generated in WebGL it will use the Cameras roundPixels value to clamp the tile coordinates.
  • The CanvasRenderer.DrawImage function has been removed, as has the associated drawImage property from the Canvas Renderer as they're no longer used.
  • The CanvasRenderer.BlitImage function has been removed, as has the associated blitImage property from the Canvas Renderer as they're no longer used.
  • You can now access the Game instance directly from a Scene using this.game as long as it exists in the Scene's Injection Map, which it does by default. Be very careful what you do here: there's next to nothing you should actually use this for.
  • Camera.ignore can now take nested-arrays of Game Objects and also supports both Groups and Containers.
  • The changedata event dispatched by the Data Manager now includes the previous value as the 4th argument to the callback, so the event signature is now: parent, key, value, previousValue (thanks @iamchristopher)
  • The call to gl.clearColor is now skipped when clearBeforeRender is set to false (thanks @goldfire)
  • The calls to DistanceBetween have been replaced with DistanceSquared in the closest and furthest functions within Arcade Physics (thanks @Mursaat)
  • The RandomDataGenerator will now create a default random seed if you instantiate your own version of the class (instead of using Phaser.Math.RND) and don't provide a seed for it (thanks michaeld)
  • The Tilemap createFromObjects method will now add custom properties to the Game Objects. It works by checking if the property exists or not, and if not, it sets it in the Game Objects Data Manager (thanks @scalemailted @samme)
  • In Matter.js if you scaled a Body it would only scale correctly once, due to the way Matter handles scaling internally. We now automatically reset the Matter scale before applying the new value, which allows you to keep the Phaser and Matter object scales in sync. Fix #3785 #3951 (thanks @bergben)
  • The default Container Blend Mode is now SKIP_TEST. This allows you to either set a blend mode for a Container, in which case all children use that blend mode. Or, you can set a blend mode on the children and the children will render using their own blend modes, as the Container doesn't have one set. The WebGL and Canvas Renderer functions have also been updated to support this change. Fix #3684 (thanks @TadejZupancic)
  • Previously the Input Manager would create a Touch handler unless the Game Config had input.touch set to false (the default was true). If no such property is set, it no longer defaults to true and instead is set to whatever Device.input.touch returns. On non-touchscreen desktops this means it will now only create one single Pointer, rather than two.
  • The Arcade Physics Body _tempMatrix property has been removed. It was only used if the Body's Game Object had a parent. The matrix has been moved to the World instance instead, shared by all bodies.
  • Arcade Physics World has gained two new private properties _tempMatrix and _tempMatrix2. These are used by all bodies in the simulation that need a temporal matrix for calculations, rather than having their own instances.
  • The Input Manager has gained a new private property _tempMatrix2. This is used internally in the hitTest checks to avoid constant matrix creation.
  • The Transform Matrix has a new method applyInverse which will take an x/y position and inverse translate it through the current matrix.
  • Using keyboard.addKeys("W, A, S, D") would fail because of the spacing between the characters. addKeys will now trim the input allowing you to space characters out if you prefer (thanks @dhruvyad)
  • Calling setTimeScale on the Sprite's Animation component will now set the time scale value and keep it set until you change it again. Previously it would be reset to 1 when a new animation was loaded into the component, but this no longer happens - once the time scale is set it remains in effect, regardless of which animations are played on the Sprite.

Game Config Resolution Specific Bug Fixes

Setting the resolution property in the Game Config to a value other than 1 would cause various errors in the API. The following have been fixed:

  • The game canvas would be sized incorrectly, unless you had enabled auto resizing. It now scales the canvas to the size given, maintaining the resolution. Fix #3468 (thanks @Legomite)
  • Cameras with background colors set would display the filled color area at the wrong size. Camera fills now respect the resolution.
  • The Camera Fade Effect would display the fade fill rectangle at the wrong size. Camera fades now respect the resolution.
  • The Camera Flash Effect would display the fade fill rectangle at the wrong size. Camera flashes now respect the resolution.
  • The Camera Shake Effect would shake the Camera using the wrong width values. Camera Shakes now respect the resolution.
  • Input calculations would not factor in the Game Resolution correctly. If a Camera viewport was not at 0x0 or not the full size, or the Camera was rotated or zoomed, the input areas would be wrong if resolution was > 1. These are now factored in correctly and changing the resolution no longer breaks input. Fix #3606 (thanks @Secretmapper @thanh-taro)

Bug Fixes

  • The setCrop method stored its crop object on the prototype chain by mistake, causing all Images or Sprites that were cropped to display the same frame. The crop data has been moved to the Game Object instance, where it should be, fixing this issue (thanks NoxBrutalis)
  • If an AudioFile failed to load and throw an incomplete error, it would cause the console.log to crash JavaScript when trying to log the error. It now only logs the message if it exists. Fix #3830 (thanks @kelostrada)
  • Particles using a blend mode wouldn't render correctly after the updates in 3.11. If the blend mode changes during the processing of an emitter manager it'll now correctly rebind the texture, stopping the particles from vanishing. Fix #3851 (thanks @maxailloud)
  • Adding an array of children to a Group would cause it to mistakenly think you were passing a config object. Fix #3854 (thanks @pedro-w)
  • Graphics paths in WebGL would not render the line join between the final and the first path if the path was closed, leaving a noticeable gap if you used particularly thick strokes. If the path is closed it will now render the final line join properly.
  • If a Mesh caused a batch flush it would fail to render as its texture was lost. It's now rebound correctly after the flush.
  • ArcadePhysics.closest and ArcadePhysics.furthest used the wrong tree reference, causing them to throw errors (thanks @samme)
  • BlitterCanvasRenderer would fail to render a Bob in Canvas mode if it was flipped (thanks @SBCGames)
  • RenderTexture.draw would fail to draw the frame in Canvas mode (thanks @SBCGames)
  • ParticleEmitter would fail to draw a textured particle in Canvas mode (thanks @SBCGames)
  • RenderTexture.preDestroy will now release the canvas back to the CanvasPool if running in canvas mode (thanks @SBCGames)
  • The alpha value is now always set for Render Textures in canvas mode, regardless of the previous alpha value in the renderer (thanks @SBCGames)
  • Zone now calls updateDisplayOrigin in its constructor, causing the displayOriginX and displayOriginY values to now be correct if you create a Zone and then don't resize it. Fix #3865 (thanks @rexrainbow)
  • The CameraManager was accidentally adding extra destroy event calls when a Scene was restarted, causing an Uncaught TypeError: Cannot read property 'events' of null when trying to destroy a game instance having swapped from a Scene to another, and back again. Fix #3878 (thanks @mbunby)
  • RenderTextures in WebGL will now set the viewport size, stopping the console warning in Firefox. Fix #3823 (thanks @SBCGames)
  • Particles now take the Cameras alpha value into consideration when calculating their final alpha values in WebGL. They previously ignored it. If you now alpha a Camera out all particles will change accordingly.
  • The CullTiles updates from 3.11 didn't factor in the position of the Tilemap Layer to its bounds calculations, causing Static layers displayed out of the Camera viewport to never render in Canvas mode. The method has also been optimized further, with less divisions and less checks if culling is disabled.
  • The Particle Emitter when running in Canvas wouldn't allow more than 1 emitter to use a blend mode (as seen in the Electric examples). The blend mode is properly set for each emitter now.
  • The Blend Mode is now set directly in all Canvas Renderers without comparing it to what's stored in the Canvas Renderer. This fixes problems where the blend mode would be lost between two different Game Objects because they restored the context, but didn't update the renderer flag. Game Objects in Canvas can now mix and match blend modes across the display list.
  • Matter.js has received a tiny update that prevents collisionEnd from triggering many times when it should only trigger once (thanks @mikewesthad)
  • Graphics objects couldn't be set to be ignored by Cameras. Now every renderable Game Object can be ignored by a Camera, either directly or via a Container. The exception are Groups because they don't render and are non-exclusive parents.
  • The Tilemap Culling function now uses the Tilemap tile dimensions for its bounds calculations, instead of the layer tile sizes, as they two don't have to match and it's the underlying grid size that takes precedence when calculating visible tiles. Fix #3893 (thanks @Zax37)
  • The Arcade Physics Body.speed property is now set whenever you set the velocity via setVelocity or setVelocityX or setVelocityY which stops the body velocity being reset to zero if useDamping is enabled. Fix #3888 (thanks @samme)
  • The getPixelAlpha method in the Texture Manager wasn't using the correct frame name. This is now passed in correctly. Fix #3937 (thanks @goldfire)
  • The getPixelAlpha and getPixel methods in the Texture Manager would allow x/y coordinates from outside the cut area of a frame. It now tests to ensure they're within the frame. Fix #3937 (thanks @goldfire)
  • A Game Object couldn't have a blend mode of SKIP_TEST set by using the getter or the setBlendMode method.
  • In Arcade Physics the World.disable call was passing the wrong argument, so never disabling the actual body (thanks @samme)
  • There was a visual bug with Rounded Rectangles in Canvas mode, due to the addition of the overshoot argument in the Graphics arc call. This has been fixed, so arcs will now render correctly and consistently in WebGL and Canvas and Rounded Rectangles are back to normal again too. Fix #3912 (thanks @valse)
  • The InputManager.inputCandidate method, which determines if a Game Object can be interacted with by a given Pointer and Camera combination, now takes the full camera status into consideration. This means if a Camera is set to ignore a Game Object you can now no longer interact with it, or if the Camera is ignoring a Container with an interactive Game Object inside it, you cannot interact with the Container children anymore. Previously they would interact regardless of the Camera state. Fix #3984 (thanks @NemoStein @samid737)
  • Transform.getWorldTransformMatrix has been recoded to iterate the transform parents correctly, applying the matrix multiplications as it goes. This (along with some changes in the Input Manager) fix the issue with Game Objects inside of Containers failing hit tests between certain angles. Fix #3920 (thanks @chaping @hackhat)
  • Calling Arcade Physics collide during an update method wouldn't inject the results back into the Body parent, causing the bodies to carry on moving. Using Colliders worked, but manually checking did not. Now, both methods work. Fix #3777 (thanks @samme)
  • The setTintFill method would ignore the alpha value of the Game Object in the shader. The alpha value is now blended with the tint fill, allowing you to properly alpha out tint-filled Game Objects. Fix #3992 (thanks @trl-bsd)
  • Arcade Physics World collideSpriteVsTilemapLayer now syncs the collision results back to the body, allowing you to call collide from within an update loop once again. Fix #3999 (thanks @nkholski @mikewesthad)
  • Arcade Physics Body deltaX and deltaY methods will now return the previous steps delta values, rather than zero. Fix #3987 (thanks @HaoboZ)

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:

@SBCGames @rgk @rook2pawn @robbintt @bguyl @halilcakarr @PhaserEditor2D @Edwin222 @tfelix @Yudikubota @hexus @guzmonne @ampled @thanh-taro @dcbriccetti @Dreaded-Gnu @padme-amidala @rootasjey @ampled @thejonanshow @polarstoat @jdjoshuadavison @alexeymolchan @samme @PBird @spontoreau @hypertrifle @kid-wumeng

Thanks to @khaleb85 for fixing the super-annoying lag on the API Docs pages when it hung the browser while indexing the search field.

Version 3.11.0 - Leafa - 13th July 2018

Camera - New Features, Updates and Fixes

  • All of the 2D Camera classes are now 100% covered by JSDocs!
  • All of the 3D Camera classes are now deprecated and will be removed in the next version. They will be moved to a stand-alone plugin.
  • Camera.alpha (and its related method Camera.setAlpha) allows you to set an alpha level for the entire camera. This impacts everything it is rendering, even if those objects also have their own alpha values too. You can tween the property to make the camera contents fade in / out, or otherwise set it as needed in your game.
  • Camera.deadzone (and its related method Camera.setDeadzone) allows you to specify the deadzone for a camera. The deadzone is a rectangular region used when a camera is following a target. If the target is within the deadzone then the camera will not scroll. As soon as the target leaves the deadzone, the camera will begin tracking it (applying lerp if needed.) It allows you to set a region of the camera in which a player can move freely before tracking begins. The deadzone is re-centered on the camera mid point every frame, meaning you can also use the rectangle for other in-game checks as needed.
  • Camera.pan is a new Camera Effect that allows you to control automatic camera pans between points in your game world. You can specify a duration and ease type for the pan, and it'll emit events just like all other camera effects, so you can hook into the start, update and completion of the pan. See the examples and docs for more details.
  • Camera.zoom is a new Camera Effect that allows you to control automatic camera zooming. You can specify a duration and ease type for the zoom, as well as the zoom factor of course, and it'll emit events just like all other camera effects, so you can hook into the start, update and completion of the zoom. Used in combination with the new Pan effect you can zoom and pan around with ease. See the examples and docs for more details.
  • Camera.midPoint is a new Vec2 property that is updated every frame. Use it to obtain exactly where in the world the center of the camera is currently looking.
  • Camera.displayWidth is a new property that returns the display width of the camera, factoring in the current zoom level.
  • Camera.displayHeight is a new property that returns the display height of the camera, factoring in the current zoom level.
  • Camera.worldView is a new property, an instance of a Rectangle, that contains the dimensions of the area of the world currently visible by the camera. You can use it for intersection or culling tests that don't need to factor in camera rotation.
  • Camera.dirty is a new boolean property. A dirty Camera has had either its viewport size, bounds, scroll, rotation or zoom levels changed since the last frame. The flag is reset in the postCameraRender method, but until that point can be checked and used.
  • Camera.centerOn is a new method that will move the camera so its viewport is centered on the given coordinates. A handy way of jumping to different points around a map without needing to calculate the scroll offsets.
  • The Camera bounds didn't factor in the camera zoom properly, meaning you would often not be able to reach the corners of a camera bound world at a zoom level other than 1. The bounds are now calculated each frame to ensure they match the zoom level and it will no longer allow you to scroll off the edge of the bounds. Fix #3547 (thanks @nkholski)
  • Camera.centerToBounds didn't take the bounds offset into account, so bounds at non-zero positions wouldn't center properly. All bounds now center correctly. Fix #3706 (thanks @cyantree)
  • Camera.setBounds has a new optional argument centerOn. If specified it will automatically center the camera on the new bounds given.
  • The Camera will no longer stutter when following Game Objects at high zoom levels.
  • Camera._id has been renamed to Camera.id, a read-only bitmask used for camera exclusion from Game Objects.
  • The Camera Manager cameraPool has been removed entirely. It was mostly pointless in practice as Cameras are not regenerated frequently enough to need pooling. It also didn't maintain the bitmask list correctly before.
  • CameraManager.resetAll now destroys all current Cameras, resets the camera ID marker to 1 and adds a single new Camera.
  • CameraManager.currentCameraId has been removed. IDs are assigned more intelligently now, via the getNextID internal method.
  • CameraManager.addExisting no longer needs to be passed a Camera that already exists in the pool (as the pool has been removed), meaning you can now create your own Cameras and pass them to addExisting and have them treated as normal cameras and not be ignored by the manager. They are also assigned a proper ID when added.
  • CameraManager.addExisting has a new boolean argument makeMain which will make the new camera the main one.
  • CameraManager.getTotal is a new method that will return the total number of Cameras being managed, with an optional isVisible argument, that only counts visible cameras if set.
  • CameraManager.remove can now take an array of cameras to be removed from the manager, as well as a single camera.
  • CameraManager.remove would previously not allow you to remove a camera if it meant there would be no cameras left in the Camera Manager. This restriction has been removed. A Camera Manager can now run even with zero cameras. Your game obviously won't display anything, but it's still now possible.
  • CameraManager.remove will now return the total number of Cameras removed.

Round Pixels Changes

Before explaining the changes it's worth covering what the three different game config properties do:

roundPixels - this will cause the renderer to draw most Game Objects at whole integer positions. Their actual positions can be anything, but the renderer will floor the values to ensure they are integers immediately before drawing. It only works on texture based Game Objects. Graphics objects, for instance, ignore this property.

antialias - when set to true WebGL textures are created using gl.LINEAR, which allows WebGL to try its best to interpolate the texture when rendered at non-texture frame sizes. This can happen if you scale a Game Object, or zoom a Camera. In both cases it will need to interpolate the pixel values to accommodate the new size. If this property is set to false then it will use gl.NEAREST instead. This uses a nearest neighbor method of interpolation, and is nearly always the better option if you need to keep the textures crisp, such as when using scaled pixel art. Disabling antialias invokes nearest-neighbor interpolation on the game canvas itself as well. If you need a mixture of aliased and anti-aliased textures in your game, then you can change them on a per-texture basis by using Texture.setFilter.

There is a third game config property called pixelArt. If set to true it's the same thing as enabling roundPixels and disabling antialias. This is the optimum setting for pixel art games.

  • Both renderers will now check for pixelArt OR antialias before setting the canvas scale mode. Both values are checked during texture creation as well.
  • If in your game config you have enabled either pixel art mode or roundPixels, then all Cameras will have their roundPixels values set to true by default. You can toggle this by changing the CameraManager.roundPixels property, or change it on a camera-by-camera basis, as needed.
  • Camera.roundPixels is now used across all rendering code for both Canvas and WebGL. Previously, it would check the renderer config value, but now all renderer code uses the camera value to decide if it should floor the drawing position or not.

Texture Tint Pipeline - New Features, Updates and Fixes

The Texture Tint Pipeline has been rewritten to tidy up hundreds of lines of duplicate code and to move the responsibility of drawing to the Game Objects themselves. Previously, had you excluded say Tilemaps from your build of Phaser, the renderer would still include masses of code dealing with the drawing of them. This task has been moved to the Game Objects and the pipeline just provides a set of clean utility functions for batching, flushing and drawing.

The decision to make this change was not taken lightly. However, I felt that none of the pipelines actually lived up to their name. You could never actually pass objects through one pipeline to another as they didn't have entry and exit points and were instead just glorified singular batches. Although you could change the pipeline being used on a Game Object this action meant that every pipeline had to be responsible for every single type of Game Object, both now and in the future, and they were full of redundant stub functions as a result. The payload size was also considerable. It has now gone from 1,961 lines of code at 76 KB down to 729 lines of code and 27 KB. It's not the only file to benefit either. The ForwardDiffuseLightPipeline also reduced from 402 lines (15.7 KB) down to 159 lines and 6 KB. Sizes include comments and are un-minified. In a production bundle the difference will be even greater. This is work we will continue in the next release as we do the same updates to the FlatTintPipeline, responsible for rendering Graphics objects, and look at consolidating the shaders allowing you to use Graphics and Sprites mixed in the display list with no shader swapping cost.

  • You can now set the WebGL batch size in the Game Config via the property batchSize. The default is 2000 before the batch will flush, which is a happy average between desktop and mobile. If targeting desktop specifically, you may wish to increase this value to reduce draw calls.
  • There is a new method batchVertices which will add a vertices block to the current batch. This is now used internally by nearly all render functions.
  • The shader has a new attribute: tintEffect. This is a single FLOAT.
  • The vertex size has increased by 1 FLOAT to account for the extra shader attribute.
  • All of the rendering functions now use the TransformMatrix class far more than before. This allows the matrix operations to be run-time compiled and cut down on masses of code.
  • The drawTexture method has been removed. It has been replaced by drawTextureFrame which has a new and more concise signature. See the API docs for details.
  • The batchTileSprite method has been removed. It is now handled in the TileSprite WebGL Render function.
  • The drawStaticTilemapLayer method has been removed. It is now handled in the Static Tilemap Layer WebGL Render function.
  • The drawEmitterManager method has been removed. It is now handled in the Particle Manager WebGL Render function.
  • The batchText method has been removed. It is now handled in the Static Text WebGL Render function.
  • The batchDynamicTilemapLayer method has been removed. It is now handled in the Dynamic Tilemap Layer WebGL Render function.
  • The batchMesh method has been removed. It is now handled in the Mesh WebGL Render function.
  • The batchBitmapText method has been removed. It is now handled in the BitmapText WebGL Render function.
  • The batchDynamicBitmapText method has been removed. It is now handled in the DynamicBitmapText WebGL Render function.
  • The batchBlitter method has been removed. It is now handled in the Blitter WebGL Render function.

Due to the changes in the Texture Tint Pipeline the Textures.Frame class has also been updated. The following changes concern the Frame UV data:

  • Previously, the UV data spanned 8 properties: x0, y0, x1, y1, x2, y2, x3 and y3 and was stored in the data.uvs object. These have been replaced with directly accessible properties: u0, v0, u1 and v1. These 4 properties are used directly in all renderer code now. Although it was clearer having 8 properties, 4 of them were just duplicates, so we've traded a little clarity for a smaller overall object and less dictionary look-ups.
  • Frame.uvs (and the corresponding Frame.data.uvs) object has been removed.

New Tint Effects

As well as tidying the Texture Tint Pipeline, I also updated the shader. It now has a new attribute 'tintEffect' which allows you to control how a tint is applied to a Game Object. The default way tinting worked was for the tint color values to be multiplied with the texture pixel values. This meant you were unable to do things like tint a Game Object white, because multiplying a color by white doesn't change it. The new tint mode allows you to literally replace the pixel color values.

  • setTintFill is a new method available to all Game Objects that have the Tint component. It differs from setTint in that the colors literally replace the pixel values from the texture (while still respecting the alpha). This means you can now create effects such as flashing a sprite white if it gets hit, or red for damage, etc. You can still use different colors per corner of the Game Object, allowing you to create nice seamless gradient effects.
  • tintFill is a new boolean property that allows you to toggle between the two different tint types: multiply or replace.
  • isTinted is a new read-only boolean indicating if a Game Object is tinted or not. Handy for knowing if you need to clear a tint after an effect.
  • Mesh.tintFill allows you to control the tint effect applied to the Mesh vertices when color blending.

The Tint component documentation has been overhauled to explain these differences in more detail, and you can find lots of new examples as well.

New Texture Crop Component

There is a new Game Object Component called TextureCrop. It replaces the Texture Component (which still exists) and adds in the ability to crop the texture being used. This component is now being used by the Sprite and Image Game Objects.

  • You can crop the frame being used via the new setCrop method. The crop is a rectangle that limits the area of the texture frame that is visible during rendering. Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just changes what is shown when rendered. This is ideal for hiding part of a Sprite without using a mask, or for effects like displaying a progress or loading bar. Cropping works even when the Game Object is flipped, or is a trimmed frame from an atlas.
  • You can toggle the crop on a Game Object by changing the isCropped boolean at any point.
  • The crop is automatically re-applied when the texture or frame of a Game Object is changed. If you wish to disable this, turn off the crop before changing the frame.

BitmapText New Features, Updates and Bug Fixes

  • Multi-line BitmapText objects can now be aligned. The constructor has a new argument align which can accept either left-aligned (the default), center aligned, or right-aligned. Alignment works by calculating the longest line of text in the object and then offsetting the other lines to match it.
  • BitmapText.setCenterAlign is a new chainable method to center-align the text.
  • BitmapText.setLeftAlign is a new chainable method to left-align the text.
  • BitmapText.setRightAlign is a new chainable method to right-align the text.
  • BitmapText.align is a new property that holds the alignment of the text.
  • BitmapText.setFont is a new method that allows you to change the font it is rendering with.
  • Internally all of the BitmapText properties have been renamed with an underscore (i.e. letterSpacing is now _letterSpacing), so as to not change the API, getters and setters for them all have been added.
  • Internally there is a new dirty flag that tracks if any part of the BitmapText has changed. This is used when getting the BitmapText's bounds object, as used in the renderer for line alignment, and in properties like width and height. The dirty flag ensures the bounds are only recalculated if something has changed, cutting down on un-necessary calculations.
  • GetBitmapTextSize, which is used internally in the BitmapText Game Objects, will now produce different bounds from the previous version. Previously, the bounds were tight against the letters in the text. However, this meant the bounds were not properly aligned with the origin of the BitmapText, and consequently you'd get different bounds if the text consisted of different characters. The bounds are now calculated purely based on the glyph data and letter spacing values. This will give a far more consistent overall experience, but it does mean if you were using the bounds to position text previously, you'll need to revisit that code again. See issue #3799 for more details (and to discuss this further if you wish) (thanks @SBCGames)
  • GetBitmapTextSize and its exposed method BitmapText.getTextBounds now factor in the display origin of the BitmapText into the global position returned.
  • The BitmapText WebGL Renderer incorrectly calculated the font scale at very small sizes, causing characters to overlap when they shouldn't. Scale is now applied to the correct component parts in the render code.
  • Under WebGL BitmapText would be cut off if you specified a resolution value > 1. Fix #3642 (thanks @kanthi0802)
  • Under WebGL, DynamicBitmapText that had a crop set on it would fail to render if anything was above it on the display list. It now crops properly, no matter what is above or below it on the display list.
  • The DynamicBitmapText class now extends the BitmapText class. This saves on lots of space in the bundle and consolidates functionality between the two. Please be aware of it if you have classes that extend either of them.
  • If you were using the displayCallback in the DynamicBitmapText class it would generate a brand new object containing all the glyph data, every frame, for every glyph, and send it to the callback. This has been changed so it now uses a new cached local object: callbackData. This object is recycled for every glyph, stopping un-needed gc from building up.

Dynamic Tilemap Layer New Features, Updates and Bug Fixes

  • DynamicTilemapLayer.tilesDrawn is a read-only property that contains the number of tiles sent to the renderer in the previous frame.
  • DynamicTilemapLayer.tilesTotal is a read-only property that contains the total number of tiles in the layer, updated every frame.
  • DynamicTilemapLayer.skipCull and its associated chainable method setSkipCull allows you to control if the cameras should cull the layer tiles before rendering them or not. By default they will cull, to avoid over-rendering, but in some circumstances you may wish to disable this and can now do so by toggling this property.
  • The CullTiles component, as used by the Dynamic Tilemap, has been recoded from scratch to take advantage of updates in the Camera system. It will now properly cull tiles, irrespective of the layer scale, or camera zoom. It also now supports the layers skipCull property, allowing you to override the culling. The Dungeon Generator labs demo now works again as a result of this fix, and has been updated with a debug mode and camera control UI. You can edit the example source to swap between 4 different dungeon layouts, from 2500 tiles up to 1 million tiles. There are limitations to the way the culling works though. If you rotate the camera you may find you see the cull edge. You can disable this using the new skipCull property. Fixing this also fixed #3818 (thanks @Mursaat)
  • DynamicTilemapLayer.cullPaddingX, cullPaddingY and the associated chainable method setCullPadding allows you to control how many additional tiles are added into the cull rectangle when it is calculated. If you find that your camera size and zoom settings are causing tiles to get prematurely culled, resulting in clipping during scrolling, then set the cullPadding values to add extra layers of tiles to the calculations in both directions without needing to disable culling entirely.
  • DynamicTilemapLayer.cullCallback allows you to change the function that is used to perform the tile culling. By default it will call TilemapComponents.CullTiles but you can override this to call any function you like. It is sent 3 arguments: the layer data, the camera and the array to store the tiles in. Using this feature you can now create whatever culling system you require, should the default one prove to not be suitable for your game. Fix #3811 (thanks @georgzoeller)
  • Dynamic Tilemap Layers now properly support the Lights2D Pipeline. This means you can provide a normal map for the layer tileset and it'll illuminate with the Lights shader properly. See the new light map example in the labs for a demonstration. Note that there are limits on the number of tiles that can be rendered with lighting enabled. Fix #3544 (thanks @FrancescoNegri)

New Features

  • Graphics.fillRoundedRect will draw a stroked rounded rectangle to a Graphics object. The radius of the corners can be either a number, or an object, allowing you to specify different radius per corner (thanks @TadejZupancic)
  • Graphics.strokeRoundedRect will draw a filled rounded rectangle to a Graphics object. The radius of the corners can be either a number, or an object, allowing you to specify different radius per corner (thanks @TadejZupancic)
  • ParticleEmitter.stop is a new chainable method to stop a particle emitter. It's the same as setting on to false but means you don't have to break the method flow to do so (thanks @samme)
  • ScenePlugin.pause (and the corresponding methods in Scene Systems and the Scene Manager) now has a new optional data argument, which is passed to the target Scene and emitted in its 'pause' event.
  • ScenePlugin.resume (and the corresponding methods in Scene Systems and the Scene Manager) now has a new optional data argument, which is passed to the target Scene and emitted in its 'resume' event.
  • ScenePlugin.sleep (and the corresponding methods in Scene Systems and the Scene Manager) now has a new optional data argument, which is passed to the target Scene and emitted in its 'sleep' event.
  • ScenePlugin.wake (and the corresponding methods in Scene Systems and the Scene Manager) now has a new optional data argument, which is passed to the target Scene and emitted in its 'wake' event.
  • ScenePlugin.setActive now has a new optional data argument, which is passed to the target Scene and emitted in its 'pause' or 'resume' events.
  • TileSprite.tileScaleX and tileScaleY are two new properties that allow you to control the scale of the texture within the Tile Sprite. This impacts the way the repeating texture is scaled, and is independent to scaling the Tile Sprite itself. It works in both Canvas and WebGL mode.
  • TransformMatrix.copyFrom is a new method that will copy the given matrix into the values of the current one.
  • TransformMatrix.multiplyWithOffset is a new method that will multiply the given matrix with the current one, factoring in an additional offset to the results. This is used internally by the renderer code in various places.
  • Rectangle.Intersection will take two Rectangle objects and return the area of intersection between them. If there is no intersection, an empty Rectangle is returned.
  • Pointer.prevPosition is a new Vector2 that stores the previous position of the Pointer, prior to the most recent DOM event. You can use this when performing calculations between the old and current positions, such as for tracking the pointer speed.
  • Pointer.getInterpolatedPosition is a new method that will return an array of smoothly interpolated values between the old and previous position of the Pointer. You can configure how many interpolation steps should take place (the default is 10) and provide an output array to store them in. This method is handy if you've got an object tracking a pointer and you want to ensure it has smooth movement (as the DOM will often process pointer events at a faster rate than the game loop can update).
  • TransformMatrix.copyFromArray will populate a matrix from the given array of values. Where 0, 1, 2, 3, 4 and 5 map to a, b, c, d, e and f.
  • WebGLPipeline has a new over-rideable method called boot which is called when the renderer and all core game systems have finished being set-up.
  • KeyboardPlugin.checkDown is a new method that allows you to check if a Key is being pressed down or not in an update loop. The difference between this method and checking the Key.isDown property directly is that you can provide a duration to this method. For example, if you wanted a key press to fire a bullet, but you only wanted it to be able to fire every 100ms, then you can call this method with a duration of 100 and it will only return true every 100ms.

Updates

  • DataManager.removeValue (and by extension the remove method too) will not emit the parent of the DataManager as the 2nd argument in the removedata event, to keep it consistent with the set events (thanks @rexrainbow)
  • The docs for the Loader filecomplete event said that you could listen for a specific file using its type and key, i.e.: filecomplete-image-monster, however, the code used an underscore instead of a hyphen. We feel the hyphen looks cleaner, so the Loader code has been updated, meaning you can now use the hyphen version of the event properly (thanks @NokFrt)
  • If a Game Object is already being dragged, it cannot be dragged by another pointer (in multi-touch mode) until the original pointer has released it (thanks @rexrainbow)
  • Calling Tween.play on a tween created via TweenManager.create wouldn't actually start playback until the tween was first added to the Tween Manager. Now, calling play will have it automatically add itself to the Tween Manager if it's not already in there. Fix #3763 (thanks @pantoninho)
  • If the Blitter object has no Bobs to render it will now abort immediately, avoiding several context calls in Canvas mode.
  • Scene.run will now pass the optional data object in all cases, no matter if it's waking, resuming or starting a Scene (thanks @rook2pawn)
  • ScenePlugin.start and ScenePlugin.restart will now always queue the op with the Scene Manager, regardless of the state of the Scene, in order to avoid issues where plugins carry on running for a frame before closing down. Fix #3776 (thanks @jjalonso)
  • Tileset.glTexture is a new property that maps to the WebGL Texture for the Tileset image. It's used internally by the renderer to avoid expensive object look-ups and is set automatically in the Tileset.setImage method.
  • Frame.glTexture is a new property that maps to the WebGL Texture for the Frames Texture Source image. It's used internally by the renderer to avoid expensive object look-ups and is set automatically in the Frame constructor.
  • TransformMatrix.e and TransformMatrix.f are two new properties that are an alias for the tx and ty values.
  • Graphics.arc has a new optional argument overshoot. This is a small value that is added onto the end of the endAngle and allows you to extend the arc further than the default 360 degrees. You may wish to do this if you're trying to draw an arc with an especially thick line stroke, to ensure there are no gaps. Fix #3798 (thanks @jjalonso)
  • The TextureManager Sprite Sheet Parser will now throw a concise console warning if you specify invalid frame sizes that would result in no frames being generated (thanks @andygroff)
  • The Quad Game Object now has a new setFrame method that allows you to change the frame being rendered by the Quad, including using frames that are part of a texture atlas. Fix #3161 (thanks @halgorithm)
  • The ScenePlugin will now queue all of the following ops with the Scene Manager: start, run, pause, resume, sleep, wake, switch and stop. This means for all of these calls the Scene Manager will add the call into its queue and process it at the start of the next frame. This fixes #3812 and keeps things more predictable (thanks @Waclaw-I)
  • TransformMatrix.multiply has a new optional argument out which is a matrix to store the multiplication results in. If not given it will act as before, multiplying the current matrix.
  • Zones now have a NOOP setAlpha method, which allows them to be added into Containers (thanks @TadejZupancic)
  • The setPipeline method now returns the instance of the Game Object on which it was called. It used to return the pipeline that was set, but this made it non-chainable which broke with the conventions set in all the other set methods. If you use setPipeline in your code anywhere to retrieve the pipeline reference, please use the pipeline property of the Game Object instead.

Bug Fixes

  • The DataManager changedata event was emitting the original value of the data instead of new value (thanks @iamchristopher)
  • The LoaderPlugin didn't emit the filecomplete event if any of files failed to load, causing it to fail to run the Scene create function as well. Fix #3750 (thanks @NokFrt)
  • Fix setter calls in BuildGameObjectAnimation so it will now properly set the delay, repeat, repeat delay and yoyo of a config based animation (thanks @DannyT)
  • The Arcade Body blocked.none property is now set to false after separation with static bodies or tiles. Previously, the blocked direction was set correctly, but the none remained true (thanks @samme)
  • Bob.setFrame didn't actually set the frame on the Bob, now it does. Fix #3774 (thanks @NokFrt)
  • Bob.alpha was ignored by the canvas renderer, only working in WebGL. This has now been fixed.
  • Although the Blitter object had the Alpha component, setting it made no difference. Setting Blitter alpha now impacts the rendering of all children, in both Canvas and WebGL, and you can also specify an alpha per Bob as well.
  • SceneManager.run would ignore scenes that are currently in the queue of scenes pending to be added. This has now been fixed so that the scene is queued to be started once it's ready (thanks @rook2pawn)
  • GameObject.disableInteractive was toggling input. Every second call would turn the input back on (thanks @TadejZupancic)
  • The position of the TilemapLayer wasn't taken into account when culling tiles for the Camera. It's now calculated as part of the cull flow (thanks @Upperfoot)
  • Fix extra argument passing in Array.Each (thanks @samme)
  • TileSprite was using the Size component instead of ComputedSize, meaning its getBounds and displayWidth and displayHeight results were incorrect. Fix #3789 (thanks @jjalonso)
  • ArrayUtils.AddAt didn't calculate the array offset correctly if you passed an array in to be merged with an existing array. This also caused Container.addAt to fail if an array was passed to it. Fix #3788 (thanks @jjalonso)
  • The Pointer.camera property would only be set if there was a viable Game Object in the camera view. Now it is set regardless, to always be the Camera the Pointer interacted with.
  • Added the Mask component to Container. It worked without it, but this brings it in-line with the documentation and other Game Objects. Fix #3797 (thanks @zilbuz)
  • The DataManager couldn't redefine previously removed properties. Fix #3803 (thanks @AleBles @oo7ph)
  • The Canvas DrawImage function has been recoded entirely so it now correctly supports parent matrix and camera matrix calculations. This fixes an issue where children inside Containers would lose their rotation, and other issues, when in the Canvas Renderer. Fix #3728 (thanks @samid737)
  • clearMask(true) would throw an exception if the Game Object didn't have a mask. Now it checks first before destroying the mask. Fix #3809 (thanks @NokFrt)
  • In the WebGL GeometryMask the stencil has been changed from INVERT to KEEP in order to fix issues when masking Graphics objects and other complex objects. Fix #3807. This also fixes the issue where children in Containers would display incorrectly outside of a Geometry mask. Fix #3746 (thanks @zilbuz @oklar)
  • BitmapMask.destroy will now remove the textures and framebuffers that it created from the WebGL Renderer as part of the destroy process. Fix #3771 (thanks @nunof07)

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:

@DannyT @squilibob @dvdbrink @t1gu1 @cyantree @DrevanTonder @mikewesthad @tarsupin @shadowofsoul

Also, a special mention to @andygroff for his excellent work enhancing the search box on the examples site, and @hexus for his assistance completing the documentation for the Game Objects.

Version 3.10.1 - Hayashi - 13th June 2018

Bug Fixes

  • The InputManager would only create 1 Pointer, even if Touch input was enabled in the config, which meant you couldn't use touch events unless you first called addPointer or specified one in the config. Now, it Touch is enabled in the config, it'll always create 2 pointers by default.

Version 3.10.0 - Hayashi - 13th June 2018

Input System New Features + Updates

  • All Input classes are now covered 100% by JSDocs.
  • The Input Manager and Input Plugin have been updated to support multiple simultaneous Pointers. Before, only one active pointer (mouse or touch) was supported. Now, you can have as many active pointers as you need, allowing for complex multi-touch games. These are stored in the Input Manager pointers array.
  • addPointer allows you to add one, or more, new pointers to the Input Manager. There is no hard-coded limit to the amount you can have, although realistically you should never need more than 10. This method is available on both the Input Manager and Plugin, allowing you to use this.input.addPointer from within your game code.
  • InputManager pointersTotal contains the total number of active pointers, which can be set in the Game Config using the input.activePointers property. Phaser will create 2 pointers on start unless a different value is given in the config, or you can add them at run-time.
  • mousePointer is a new property that is specifically allocated for mouse use only. This is perfect for desktop only games but should be ignored if you're creating a mouse + touch game (use activePointer instead).
  • activePointer will now reflect the most recently active pointer on the game, which is considered as being the pointer to have interacted with the game canvas most recently.
  • The InputManager and InputPlugin have three new methods: addUpCallback, addDownCallback and addMoveCallback. These methods allow you to add callbacks to be invoked whenever native DOM mouse or touch events are received. Callbacks passed to this method are invoked immediately when the DOM event happens, within the scope of the DOM event handler. Therefore, they are considered as 'native' from the perspective of the browser. This means they can be used for tasks such as opening new browser windows, or anything which explicitly requires user input to activate. However, as a result of this, they come with their own risks, and as such should not be used for general game input, but instead be reserved for special circumstances. The callbacks can be set as isOnce so you can control if the callback is called once then removed, or every time the DOM event occurs.
  • Pointer has two new properties worldX and worldY which contain the position of the Pointer, translated into the coordinate space of the most recent Camera it interacted with.
  • When checking to see if a Pointer has interacted with any objects it will now iterate through the Camera list. Previously, it would only check against the top-most Camera in the list, but now if the top-most camera doesn't return anything, it will move to the next camera and so on. This also addresses #3631 (thanks @samid737)
  • InputManager.dirty is a new internal property that reflects if any of the Pointers have updated this frame.
  • InputManager.update now uses constants internally for the event type checking, rather than string-based like before.
  • InputManager.startPointer is a new internal method, called automatically by the update loop, that handles touch start events.
  • InputManager.updatePointer is a new internal method, called automatically by the update loop, that handles touch move events.
  • InputManager.stopPointer is a new internal method, called automatically by the update loop, that handles touch end events.
  • InputManager.hitTest has had its arguments changed. It no longer takes x/y properties as the first two arguments, but instead takes a Pointer object (from which the x/y coordinates are extracted).
  • TouchManager.handler has been removed as it's no longer used internally.
  • TouchManager.onTouchStart, onTouchMove and onTouchEnd are the new DOM Touch Event handlers. They pass the events on to the InputManagers queueTouchStart, queueTouchMove and queueTouchEnd methods respectively.
  • MouseManager.handler has been removed as it's no longer used internally.
  • MouseManager.onMouseDown, onMouseMove and onMouseUp are the new DOM Mouse Event handlers. They pass the events on to the InputManagers queueMouseDown, queueMouseMove and queueMouseUp methods respectively.
  • Setting enabled to false on either the TouchManager, MouseManager or KeyboardManager will prevent it from handling any native DOM events until you set it back again.
  • InputPlugin has the following new read-only properties: mousePointer, pointer1, pointer2, pointer3, pointer4, pointer5, pointer6, pointer7, pointer8, pointer9 and pointer10. Most of these will be undefined unless you call addPointer first, or set the active pointers quantity in your Game Config.
  • InputManager has a new method transformPointer which will set the transformed x and y properties of a Pointer in one call, rather than the 2 calls it took before. This is now used by all Pointer event handlers.
  • InputPlugin has a new method makePixelPerfect which allows you to specify a texture-based Game Object as being pixel perfect when performing all input checks against it. You use it like this: this.add.sprite(x, y, key).setInteractive(this.input.makePixelPerfect()), or the easier: setInteractive({ pixelPerfect: true }) - you can also pass or set an optional alpha tolerance level. See the method docs for full details and the new examples to see it in action. Note that as a pointer interacts with the Game Object it will constantly poll the texture, extracting a single pixel from the given coordinates and checking its color values. This is an expensive process, so should only be enabled on Game Objects that really need it.

Input - Custom Cursors

  • You can now set a custom cursor for your game via this.input.setDefaultCursor(). This will take any valid CSS cursor string, including URLs to cursor image files.
  • You can now set a custom cursor for specific Game Objects. This will take any valid CSS cursor string, including URLs to cursor image files, and is used when-ever a pointer is over that Game Object. For example, to have a hand cursor appear when over a button Sprite, you can do: button.input.cursor = 'pointer', or to have a help cursor appear: button.input.cursor = 'help', or to have a custom image: button.input.cursor = 'url(assets/cursors/sword.cur), pointer'.
  • You can also set a custom cursor in the new Input Configuration Object. To use the pointer (hand cursor) there is a new short-cut: setInteractive({ useHandCursor: true }). To use anything else: setInteractive({ cursor: CSSString }) where CSSString is any valid CSS for setting a cursor.
  • Please be aware of limitations when it comes to image based cursors between browsers. It's up to you to find a suitable format and size that fits the browsers you wish to support (note: virtually all modern browsers no longer support animated CSS cursors.)

Input - Configuration Objects

  • The setInteractive method can now take an Input Configuration object as its only argument. This allows you to set multiple input related properties in a single call, i.e.: setInteractive({ draggable: true, pixelPerfect: true }). The available properties are:
  • hitArea - The object / shape to use as the Hit Area. If not given it will try to create a Rectangle based on the texture frame.
  • hitAreaCallback - The callback that determines if the pointer is within the Hit Area shape or not.
  • draggable - If true the Interactive Object will be set to be draggable and emit drag events.
  • dropZone - If true the Interactive Object will be set to be a drop zone for draggable objects.
  • useHandCursor - If true the Interactive Object will set the pointer hand cursor when a pointer is over it. This is a short-cut for setting cursor: 'pointer'.
  • cursor - The CSS string to be used when the cursor is over this Interactive Object.
  • pixelPerfect - If true the a pixel perfect function will be set for the hit area callback. Only works with texture based Game Objects.
  • alphaTolerance - If pixelPerfect is set, this is the alpha tolerance threshold value used in the callback.

Input - Keyboard Manager Updates

  • The KeyboardManager class has been removed. It has been replaced with KeyboardPlugin which is now an Input level plugin, that registers itself with the new InputPluginCache. The Input Plugin class (which belongs to a Scene) will now automatically inject registered plugins into itself on boot. Every Scene has its own instance of the Input Plugin (if enabled in the scene plugins), which in turn has its own instance of the KeyboardPlugin. The InputManager no longer has any reference to the Keyboard class at all. The benefits of this are two-fold: First, it allows you to now entirely exclude all of the keyboard classes from a custom build, saving a lot of space if not required. Secondly, it means that the Scenes themselves are now responsible for keyboard events, where-as before they were entirely global. This means a Scene can be paused and stop processing keyboard events, and stop having its Key objects updated, while another Scene can still carry on doing this. It also prevents key related callbacks in sleeping Scenes from being fired (which resolves issue #3733, thanks @JoeMoov2)
  • KeyboardManager.handler has been renamed to onKeyHandler.
  • The KeyboardManager.captures property has been removed as it can be more effectively handled by polling the keys object instead.
  • The Keyboard Manager will no longer process key down or up events if its enabled property is set to false, or if the Scene to which it belongs is not active.
  • The Keyboard Manager will now call event.preventDefault on the native DOM event as long as the Key exists in the keys array and has its preventDefault property set to true (which is the default). This means you can now control specifically which key prevents default on the browser, where-as before every key added did so.
  • KeyboardManager addKeyCapture and removeKeyCapture have been removed as you now control which keys prevent capture by using the addKey or addKeys methods (see entry above). The act of creating a Key is now enough to enable capture of it and can be toggled (at run-time) on a per-Key basis.
  • KeyboardManager.addKeys can now take either an object, or key codes, or a comma-separated string as its input. This means you can now do: keyboard.addKeys('W,S,A,D') and get an object back with the properties WSAD mapped to the relevant Key objects.
  • KeyboardManager.addKey can now take either a Key object, a string, such as A or SPACE, or a key code value.
  • KeyboardManager.removeKey can now take either a Key object, a string, such as A or SPACE, or a key code value.

Input - Gamepad Manager Updates

  • The GamepadManager class has been removed. It has been replaced with GamepadPlugin which is now an Input level plugin, that registers itself with the new InputPluginCache. The Input Plugin class (which belongs to a Scene) will now automatically inject the registered plugins into itself on boot. Every Scene has its own instance of the Input Plugin (if enabled in the scene plugins), which in turn has its own instance of the GamepadPlugin. The InputManager no longer has any reference to the Gamepad class at all. The benefits of this are two-fold: First, it allows you to now entirely exclude all of the gamepad classes from a custom build, saving a lot of space if not required. Secondly, it means that the Scenes themselves are now responsible for gamepad events, where-as before they were entirely global. This means a Scene can be paused and stop processing gamepad events, and stop having its Gamepad objects updated, while another Scene can still carry on doing this. It also prevents gamepad related callbacks in sleeping Scenes from being fired.
  • The Gamepad Plugin has been rewritten from scratch. It now offers a lot more features and far easier access to the Gamepads and their properties. You can now access the first 4 gamepads connected to the browser via the pad1 to pad4 properties, meaning you can do: this.input.gamepad.pad1 for direct access to a pad once it's connected.
  • The Gamepad class has also been rewritten from scratch. It will no longer create Buttons or Axes dynamically, instead doing so on instantiation.
  • The Gamepad class now has a bunch of new properties for easy access to the various standard mapping buttons. These include left, right, up, down for directions, A, Y, X and B for buttons, L1, L2, R1 and R2 for shoulder buttons, and leftStick and rightStick for the axis sticks. You can still use Gamepad.getButtonValue() to get the value from a button and Gamepad.getButtonTotal() to get the total number of buttons available on the pad.
  • Gamepad.getAxisTotal and Gamepad.getAxisValue will return the total number of axis, and an axis value, accordingly.
  • Gamepad.setAxisThreshold will now let you set the threshold across all axis of a Gamepad in one call.
  • The Gamepad Button objects will now emit 2 events, one from the button itself and another from the Gamepad. This means you can listen for button events in 3 ways: 1) By directly polling the button value in an update loop, 2) Listening for events on the Gamepad Plugin: this.input.gamepad.on('down'), or 3) By listening for events on the Gamepad itself: gamepadReference.on('down').

Arcade Physics New Features + Updates

  • Arcade Physics now uses a fixed time-step for all internal calculations. There is a new fps config value and property (defaults to 60fps), which you can change at run-time using the setFPS method. The core update loop has been recoded so that it steps based entirely on the given frame rate, and not the wall-clock or game step delta. This fixed time step allows for a straightforward implementation of a deterministic game state. Meaning you can now set the fps rate to a high value such as 240, regardless of the browser update speed (it will simply perform more physics steps per game step). This is handy if you want to increase the accuracy of the simulation in certain cases.
  • You can also optionally call the step function directly, to manually advance the simulation.
  • There is a new property timeScale which will scale all time-step calculations at run-time, allowing you to speed-up or slow-down your simulation at will, without adjusting the frame rate.
  • You can now disable the use of the RTree for dynamic bodies via the config property useTree. In certain situations, i.e. densely packed worlds, this may give better performance. Static bodies will always use an RTree.
  • collideSpriteVsGroup has been rewritten. If you are using an RTree it now uses the results directly from the tree search, instead of iterating all children in the Group, which dramatically reduces the work it does. If you have disabled the RTree it performs a brute-force O(N2) Sprite vs. Group iteration sweep. We tested multiple axis sorting variants but the cost of the array allocation and/or sorting, with large amounts of bodies (10,000+), far outweighed the simple math involved in the separation logic.
  • Body.useDamping is a new boolean property that allows you to use a damping effect for drag, rather than the default linear deceleration. This gives much better results if you need smooth deceleration across both axis, such as the way the ship slows down in the game Asteroids, without the tell-tale axis drift associated with linear drag.
  • GetOverlapX and GetOverlapY now use the calculated delta values, not the deltaX/Y methods.
  • collideSpriteVsGroup aborts early if the Sprite body has been disabled.
  • updateMotion has a new argument delta which should typically be a fixed-time delta value.
  • intersects has been restructured to prioritize rect vs. rect checks.
  • Body update and postUpdate have been recoded to handle the new fixed time-step system in place. update now takes a new argument, delta, which is used internally for calculations.
  • Body.dirty has been removed as a property as it's no longer used internally.
  • Body.deltaAbsX and deltaAbsY now return the cached absolute delta value from the previous update, and no longer calculate it during the actual call.
  • World.enable has been recoded to remove all the hasOwnProperty checks and streamline the internal flow.
  • World.disable has been recoded to remove all the hasOwnProperty checks and streamline the internal flow.
  • World.add is a new method that adds an existing body to the simulation and enableBody now passes its newly created bodies to this method.
  • World.disableGameObjectBody has been removed as it duplicated what the disable method did.
  • There is a new internal flow with regard to the creation and disabling of bodies. Calling World.enable will pass the objects to enableBody, which will create a new Body object, if required, and finally pass it to add. World.disable does the same, but removes the bodies from the simulation. It passes the bodies to disableBody, which in turn passes it to remove. Both of these work for single objects, an array of objects, Groups or even arrays of Groups.
  • World.computeAngularVelocity is a new method that specifically calculates the angular velocity of a Body.
  • World.computeVelocity has had its signature changed. Rather than taking a bunch of arguments all it now takes is a Body and a delta value. Internally it now calculates both the x and y velocity components together in the same single call, where-as before it was split into two calls and multiple assignments.
  • World.computeVelocity no longer returns the new velocities, they are now set directly on the body within the method.
  • World.computeVelocity has been recoded to use Fuzzy Greater Than and Less Than calls when applying drag to a previously accelerated body. Using a fuzzy epsilon allows us to mitigate the ping-pong issue, where a decelerating body would constantly flip between a small negative and positive velocity value and never come to an actual rest.
  • World.computeVelocity now checks the Body.useDamping property to perform either linear deceleration or damping on the Body.
  • World.updateMotion has changed to call the new computeAngularVelocity and computeVelocity methods.
  • Bodies set to bounce would eventually run out of velocity and stop. This has been fixed as part of the refactoring of the time step and compute velocity updates. Fix #3593 (thanks @helmi77)
  • If a Body collides with a Static Body it will now set the blocked properties accordingly (before it only set the touching properties.) This means you can now use checks like Body.onFloor() when traversing static bodies (thanks @fariazz)

Data Manager New Features and Updates

  • You can now access anything set in the DataManager using the new values property. For example, if you set a new value such as this: data.set('gold', 50) you can now access it via: data.values.gold, where it is treated as a normal property, allowing you to use it in conditional evaluations if (data.values.level === 2), or modify it: data.values.gold += 50.
  • Each time a value is updated it emits a changedata event, regardless if it is changed via the set method, or the new values approach.
  • Each time a value is updated it emits a new event named after the value. For example, if the value was called PlayerLives, it will emit the event changedata_PlayerLives. This happens regardless if it is changed via the set method, or the new values approach.
  • The set method can now take an object containing key value pairs as the first argument. This means you can now set a bunch of values all at once, i.e: data.set({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 }).
  • The get method can now take an array of keys, and will return an array of matching values. This is handy for array destructuring in ES6.
  • The remove method can now take an array of keys, and will remove all matching values, emitting the removedata event for each.
  • The order of events has been updated. When a value is first set, and doesn't already exist in the Data Manager, it will emit a setdata event. If a value is set that already exists, it instead emits a changedata and related changedata_key event. Setting a new value no longer emits both events.
  • The resetFunction function has been removed from the changedata event arguments. Previously this was used to allow you to stop a value being updated by calling the reset function instead. However, it created brand new anonymous functions every single time a value was updated. As you can now access stored data via the values property you can use this for much easier conditional checks and sets.
  • The blockSet property has been removed as it's no longer used internally.

Loader and Scene Updates

  • Internally, the Loader has changed slightly. Rather than have each file cause the new batch to load, an update method is polled every frame, which does the same job instead. This avoids load-time race conditions where pre-populated files would trigger loads part way during an existing load, fixing #3705 in the process (thanks @the-simian)
  • The Scene Manager has been updated so that it will call Scene.Systems.step during the init, preload and create phase of your Scene. This means that any plugins, or custom code, written to use the Scene Systems preupdate, update or postupdate events will need to be aware that these are now fired from init onwards, not just once create has finished.
  • As a result of these two changes, there is a new Systems property called sceneUpdate, which is a reference that maps to your Scene.update function. During init, preload and create this is always mapped to NOOP. Once create has finished it gets re-mapped to your Scene's update function. If your Scene doesn't have one, it remains mapped to NOOP. In practise, this means nothing has changed from before. Scene.update never ran until create was completed, and it still doesn't. However, because the internal Scene systems are now updating right from init, it means that things like the update list and physics systems are fully operational during your Preloader. This allows you to create far more elaborate preloaders than ever before. Although, with great power comes great responsibility, as the onus is now on you to be careful which events you consume (especially input events) during your preloader.
  • Another side-effect of these changes is that Scenes no longer need an 'update' function at all. Previously, if they were missing one, the Scene Manager would inject one into them automatically. It no longer does this.

New Features

  • RenderTexture.resize will allow you to resize the underlying Render Texture to the new dimensions given. Doing this also clears the Render Texture at the same time (thanks @saqsun).
  • Rectangle.RandomOutside is a new function that takes two Rectangles, outer and inner, and returns a random point that falls within the outer rectangle but is always outside of the inner rectangle.
  • The Update List has a new read-only property length, making it consistent with the Display List (thanks @samme)
  • The 2D Camera class has two new read-only properties centerX and centerY which return the coordinates of the center of the viewport, relative to the canvas (thanks @samme)
  • Camera has a new property visible. An invisible Camera will skip rendering and input tests of everything it can see. This allows you to create say a mini-cam and then toggle it on and off without needing to re-create it each time.
  • Camera has a new method setVisible which toggles its visible property.
  • CameraManager.fromJSON will now set the visible property is defined in the config.
  • ScenePlugin.run is a new method that will run the given Scene and not change the state of the current Scene at all. If the scene is asleep, it will be woken. If it's paused, it will be resumed. If not running at all, it will be started.
  • TextureManager.getPixelAlpha is a new method that will return the alpha value of a pixel from the given texture and frame. It will return null if the coordinates were out of bounds, otherwise a value between 0 and 255.
  • Game.isOver is a new read-only boolean property that indicates if the mouse pointer is currently over the game canvas or not. It is set by the VisibilityHandler and is only reliable on desktop systems.
  • A new event Game.mouseout is dispatched if the mouse leaves the game canvas. You can listen to it from this.sys.game.events.on('mouseout') from within a Scene.
  • A new event Game.mouseover is dispatched if the mouse enters the game canvas, having previously been outside of it. You can listen to it from this.sys.game.events.on('mouseover') from within a Scene.
  • You can now use PhysicsEditor (https://www.codeandweb.com/physicseditor) to create complex Matter.js bodies. Load them as normal JSON and then just pass it to the Matter Sprite as a shape property: this.matter.add.sprite(x, y, texture, frame, { shape: shapes.banana }) (where shapes.banana is one of the exported PhysicsEditor shapes in the JSON you loaded). See the 'physics/matterjs/advanced shape creation.js' example for more details.

Updates

  • The ForwardDiffuseLightPipeline, used by the Lights system, now sets a flag if the Scene doesn't contain any lights. All of the Game Objects now check this flag and don't even bother adding themselves to the batch if there are no lights in the Scene, as they'd never render anyway. This also avoids the ghost-image problem if you swap Scenes to a new Scene with the Light Manager enabled, but no actual lights defined. Fix #3707 (thanks @samvieten).
  • CameraManager.getCameraBelowPointer has been renamed to getCamerasBelowPointer and it now returns an array of all the cameras below the given pointer, not just the top-most one. The array is sorted so that the top-most camera is at the start of the array.
  • In TimeStep.step the rawDelta and delta values are checked to make sure they are non-negative, which can happen in Chrome when the delta is reset and out of sync with the value passed to Request Animation Frame. Fix #3088 (thanks @Antriel)
  • Cameras.Controls.Fixed has been removed. It's was deprecated a few versions ago. Please use FixedKeyControl instead.
  • Cameras.Controls.Smoothed has been removed. It's was deprecated a few versions ago. Please use SmoothedKeyControl instead.

Bug Fixes

  • The Canvas RenderTexture.drawImage method incorrectly set the values of the frame, causing them to appear wrongly scaled in the canvas renderer. Fix #3710 (thanks @saqsun).
  • Fixed Math.Matrix4.makeRotationAxis() (thanks @hexus)
  • Fixed an incorrect usage of Math.abs() in Math.Quaternion.calculateW() (thanks @qxzkjp).
  • Particle Emitter Managers can now be added to Containers (thanks @TadejZupancic)
  • Fixed a method signature issue with the Animation component's remove() handler when Animations are removed from the AnimationManager. This prevented removed animations from stopping correctly.
  • If you set Phaser to use a pre-existing Canvas element it is no longer re-added to the DOM (thanks @NQNStudios)
  • The TweenManager.getTweensOf method has been fixed to remove a potential endless loop should multiple targets be passed in to it (thanks @cyantree)
  • Interactive Objects inside of Containers would still fire their input events even if the Container (or any ancestor) was set to be invisible. Objects now check their ancestor tree during the input cull and now properly skip input events if not visible. Fix #3620 (thanks @NemoStein)
  • Fixed Device.os incorrectly reporting Linux as OS on Android devices (thanks @AleBles)

Examples, Documentation and TypeScript

Thanks to the work of @hexus we have now documented all of the Math namespace and made good progress on the Game Objects.

I personally have also documented the entire Input system, which was 328 classes, properties and methods to describe, as well as lots of other areas.

Version 3.9.0 - Yui - 24th May 2018

New Features

  • The command npm run help will display a friendly list of all the scripts available (run npm install first)
  • Game has a new property hasFocus which is a read-only boolean that lets you know if the window the game is embedded in (including in an iframe) currently has focus or not.
  • Game.Config has a new property autoFocus, which is true by default, and will automatically call window.focus() when the game starts.
  • Clicking on the canvas will automatically call window.focus. This means in games that use keyboard controls if you tab or click away from the game, then click back on it again, the keys will carry on working (where-as before they would remain unfocused)
  • Arcade Physics Body has a new method setAllowDrag which toggles the allowDrag property (thanks @samme)
  • Arcade Physics Body has a new method setAllowGravity which toggles the allowGravity property (thanks @samme)
  • Arcade Physics Body has a new method setAllowRotation which toggles the allowRotation property (thanks @samme)
  • Arcade Physics Group Config has 3 new properties you can use: allowDrag, allowGravity and allowRotation (thanks @samme)
  • PluginManager.registerFileType has a new property addToScene which allows you to inject the new file type into the LoaderPlugin of the given Scene. You could use this to add the file type into the Scene in which it was loaded.
  • PluginManager.install has a new property mapping. This allows you to give a Global Plugin a property key, so that it is automatically injected into any Scenes as a Scene level instance. This allows you to have a single global plugin running in the PluginManager, that is injected into every Scene automatically.
  • Camera.lerp has been implemented and allows you to specify the linear interpolation value used when following a target, to provide for smoothed camera tracking.
  • Camera.setLerp is a chainable method to set the Camera.lerp property.
  • Camera.followOffset is a new property that allows you to specify an offset from the target position that the camera is following (thanks @hermbit)
  • Camera.setFollowOffset is a chainable method to set the Camera.followOffset property.
  • Camera.startFollow has 4 new arguments: lerpX and lerpY which allow you to set the interpolation value used when following the target. The default is 1 (no interpolation) and offsetX and offsetY which allow you to set the follow offset values.
  • Camera.startFollow will now immediately set the camera scrollX and scrollY values to be that of the target position to avoid a large initial lerps during the first few preUpdates.
  • Math.Interpolation.SmoothStep is a new method that will return the smooth step interpolated value based on the given percentage and left and right edges.
  • Math.Interpolation.SmootherStep is a new method that will return the smoother step interpolated value based on the given percentage and left and right edges.

Updates

  • Container.setInteractive can now be called without any arguments as long as you have called Container.setSize first (thanks rex)
  • Bob.reset will now reset the position, frame, flip, visible and alpha values of the Bob.
  • VisibilityHandler now takes a game instance as its sole argument, instead of an event emitter.
  • PluginManager.createEntry is a new private method to create a plugin entry and return it. This avoids code duplication in several other methods, which now use this instead.
  • The Plugin File Type has a new optional argument mapping, which allows a global plugin to be injected into a Scene as a reference.
  • TileSprite.destroy has been renamed to preDestroy to take advantage of the preDestroy callback system.
  • RenderTexture.destroy has been renamed to preDestroy to take advantage of the preDestroy callback system.
  • Group.destroy now respects the ignoreDestroy property.
  • Graphics.preDestroy now clears the command buffer array.
  • Container addHandler will now remove a child's Scene shutdown listener and only listens to destroy once.
  • Container removeHandler will re-instate a child's Scene shutdown listener.
  • Container preDestroy now handles the pre-destroy calls, such as clearing the container.
  • Blitter preDestroy will now clear the children List and renderList.
  • The AudioContextMonkeyPatch has been updated to use an iife. Fix #3437 (thanks @NebSehemvi)

Bug Fixes

  • PluginManager.destroy didn't reference the plugin correctly, throwing an Uncaught TypeError if you tried to destroy a game instance. Fix #3668 (thanks @Telokis)
  • If a Container and its child were both input enabled they will now be sorted correctly in the InputPlugin (thanks rex)
  • Fix TypeError when colliding a Group as the only argument in Arcade Physics. Fix #3665 (thanks @samme)
  • The Particle tint value was incorrectly calculated, causing the color channels to be inversed. Fix #3643 (thanks @rgk)
  • All Game Objects that were in Containers were being destroyed twice when a Scene was shutdown. Although not required it still worked in most cases, except with TileSprites. TileSprites specifically have been hardened against this now but all Game Objects inside Containers now have a different event flow, stopping them from being destroyed twice (thanks @laptou @PaNaVTEC)
  • Camera.cull will now accurately return only the Game Objects in the camera view, instead of them all. Fix #3646 (thanks @KingCosmic @Yora)
  • The dragend event would be broadcast even if the drag distance or drag time thresholds were not met. Fix #3686 (thanks @RollinSafary)
  • Restarting a Tween immediately after creating it, without it having first started, would cause it to get stuck permanently in the Tween Managers add queue (thanks @Antriel @zacharysarette)
  • Setting an existing Game Object as a static Arcade Physics body would sometimes incorrectly pick-up the dimensions of the object, such as with TileSprites. Fix #3690 (thanks @fariazz)
  • Interactive Objects were not fully removed from the Input Plugin when cleared, causing the internal list array to grow. Fix #3645 (thanks @tjb295 for the fix and @rexrainbow for the issue)
  • Camera.shake would not effect dynamic tilemap layers. Fix #3669 (thanks @kainage)

Examples, Documentation and TypeScript

Thanks to the work of @hexus we have now documented nearly all of the Math namespace. This is hundreds of functions now covered by full docs and is work we'll continue in the coming weeks.

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:

@mikez @wtravO @thomastanck

Version 3.8.0 - Klein - 16th May 2018

New Plugin Manager

New in this release is a revamped Plugin Manager. Phaser has always used plugins extensively internally but this release opens them up and builds in a lot of new features making them easy for you to both create and digest.

There is a new Phaser.Plugins namespace in which the classes live. The functions of the old PluginManager have moved to the new PluginCache and the PluginManager, which is available under this.plugins from all Scenes by default, now allows you to install and access any plugin.

Plugins are split into two different types: A Global Plugin and a Scene Plugin.

A Global Plugin is a plugin that lives within the Plugin Manager rather than a Scene. You can get access to it by calling PluginManager.get and providing a key. Any Scenes that request a plugin in this way all get access to the same plugin instance, allowing you to use a single plugin across multiple Scenes.

A Scene Plugin is a plugin dedicated to running within a Scene. These are different to Global Plugins in that their instances do not live within the Plugin Manager, but within the Scene Systems class instead. And that every Scene created is given its own unique instance of a Scene Plugin. Examples of core Scene Plugins include the Input Plugin, the Tween Plugin and the physics Plugins.

Plugins can now be installed in 3 different ways: 1) You can preload them, using the load.plugin and the new load.scenePlugin methods. This will allow you to load externally hosted plugins into your game, or pull down a plugin dynamically at run-time. 2) You can install global and scene plugins in your Game Configuration. The plugin code can be bundled with your game code into a single bundle. By specifying plugins in the game config they're instantly available as soon as your game boots. Finally, you can install plugins at run-time directly from within a Scene.

Plugins can also create brand new Game Objects and File Types, which install themselves into the respective factories. This means you can now write a plugin that adds a new file type and Game Object in a single package.

The new Plugin Manager and associated classes are 100% covered by JSDocs and there are stacks of new examples in the plugins folder in the Phaser 3 Labs too, so please dig in and have a play with these powerful new things!

New Features

  • You can pass in your own canvas and context elements in your Game Config and Phaser will use those to render with instead of creating its own. This also allows you to pass in a WebGL 2 context. Fix #3653 (thanks @tgrajewski)
  • WebGLRenderer.config has a new property maxTextures which is derived from gl.MAX_TEXTURE_IMAGE_UNITS, you can get it via the new method getMaxTextures().
  • WebGLRenderer.config has a new property maxTextureSize which is derived from gl.MAX_TEXTURE_SIZE, you can get it via the new method getMaxTextureSize()
  • WebGLRenderer has a new property compression which holds the browser / devices compressed texture support gl extensions, which is populated during init.
  • When calling generateFrameNames to define an animation from a texture atlas you can now leave out all of the config properties and it will create an animation using every frame found in the atlas. Please understand you've no control over the sequence of these frames if you do this and it's entirely dictated by the json data (thanks @Aram19)
  • The keycodes for 0 to 9 on the numeric keypad have been added. You can now use them in events, i.e. this.input.keyboard.on('keydown_NUMPAD_ZERO') (thanks @Gaushao)
  • All Game Objects have a new method setRandomPosition which will randomly position them anywhere within the defined area, or if no area is given, anywhere within the game size.

Updates

  • Game.step now emits a prestep event, which some of the global systems hook in to, like Sound and Input. You can use it to perform pre-step tasks, ideally from plugins.
  • Game.step now emits a step event. This is emitted once per frame. You can hook into it from plugins or code that exists outside of a Scene.
  • Game.step now emits a poststep event. This is the last chance you get to do things before the render process begins.
  • Optimized TextureTintPipeline.drawBlitter so it skips bobs that have alpha of zero and only calls setTexture2D if the bob sourceIndex has changed, previously it called it for every single bob.
  • Game.context used to be undefined if running in WebGL. It is now set to be the WebGLRenderingContext during WebGLRenderer.init. If you provided your own custom context, it is set to this instead.
  • The Game onStepCallback has been removed. You can now listen for the new step events instead.
  • Phaser.EventEmitter was incorrectly namespaced, it's now only available under Phaser.Events.EventEmitter (thanks Tigran)

Bug Fixes

  • The Script File type in the Loader didn't create itself correctly as it was missing an argument (thanks @TadejZupancic)
  • The Plugin File type in the Loader didn't create itself correctly as it was missing an argument.
  • WebAudioSoundManager.unlock will now check if document.body is available before setting the listeners on it. Fixes old versions of Firefox, apparently. #3649 (thanks @squilibob)
  • Utils.Array.BringToTop failed to move the penultimate item in an array due to an index error. Fix #3658 (thanks @agar3s)
  • The Headless renderer was broken due to an invalid access during TextureSource.init.
  • Animation.yoyo was ignored when calculating the next frame to advance to, breaking the yoyo effect. It now yoyos properly (thanks Tomas)
  • Corrected an error in Container.getBoundsTransformMatrix that called a missing method, causing a getBounds on a nested container to fail. Fix #3624 (thanks @poasher)
  • Calling a creator, such as GraphicsCreator, without passing in a config object, would cause an error to be thrown. All Game Object creators now catch against this.

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 @mzguimaraes @NaNdreas @Matthew-Herman @melissaelopez @TheColorRed

Version 3.7.1 - Sinon - 8th May 2018

New Features

  • The Phaser 3 Labs has gained a nifty 'search' feature box thanks to @NemoStein - it allows you to filter out the example categories.
  • We've added a Mask component, which is available on nearly all Game Objects. It includes the methods setMask, clearMask, createBitmapMask and createGeometryMask.
  • CanvasTexture is a new extension of the Texture object specifically created for when you've got a Canvas element as the backing source of the texture that you wish to draw to programmatically using the Canvas API. This was possible in previous versions, as a Texture object supported having a Canvas as its source, but we've streamlined the process and made it a lot easier for you to refresh the resulting WebGLTexture on the GPU. To create a CanvasTexture just call the TextureManager.createCanvas method as before, only this time you'll get a CanvasTexture back which has helper properties and methods. See the complete JSDocs for more details.
  • RandomDataGenerator has a new method: shuffle which allows you to shuffle an array using the current RNG seed (thanks @wtravO)
  • The Texture Manager now supports normal maps for Atlas JSON (in both hash and array formats), Atlas XML and Atlas Unity.
  • All Game Objects have a new method disableInteractive which will disable the Interactive Object bound to them. You can toggle it back again by calling setInteractive with no arguments.
  • All Game Objects have a new method removeInteractive which will destroy the Interactive Object bound to them entirely. Use this if a Game Object no longer needs any input at all but you don't want to destroy the Game Object itself.

Loader New Features and Important Updates

The Loader has been given an overhaul to improve its performance and extensibility and gains the following new features:

  • A popular feature from Phaser 2 is back: Loader Packs. These are JSON files that contain a bunch of files to load. You can now load a pack into the Loader, and it will parse it and then add the contents into the current load queue automatically. Those contents can be anything the Loader can handle, including other packs! Please see the documentation and examples for more details.
  • The Loader is no longer locked during load. New files can be added into the load queue, even while a load is in process. Indeed, this is how the new Pack files feature works. A side effect is that if you do it a lot, your progress bar may jump around, as it's based on the number of files in the loader at that point in time. So if you add a bunch more it may look like it has reduced. It's up to you to handle this in your code, or create a type of loader graphic that doesn't highlight this (such as a spinning circle instead of a progress bar).
  • The Loader now handles the flow slightly differently. Before, it would load every file, and once they were all complete it would then process them in turn. Which would add them into the various caches, create textures, and so on. This now happens as soon as the file has loaded because the browser is likely mostly idle during this time anyway, so it allows us to distribute the file processing throughout the load time, rather than in one lump at the end.
  • Loading an Audio Sprite has changed. You now specify the JSON file first, and if you wish you can leave out the audio file URLs and let the Loader figure it out from the JSON meta data.
  • The Loader has a new file type: atlasXML which will load a Shoebox / Starling / Flash CC format XML Texture Atlas.
  • The Loader multiatlas file type has changed. You no longer have to specify the URLs of the images, instead it reads them from the JSON data and adds them into the loader automatically.
  • Every file type the Loader supports can now be loaded either via the method arguments, or a configuration object, or an array of configuration objects. Before only some of them could, but they all use the same code now. See the new examples demonstrating this.
  • If you used a Scene files payload then the format of the object has changed. It used to be a property in the Scene Config called files which was an array of files to load. It has been renamed to pack and it's an object that exactly matches the new Pack File format. Please see the loader example scene files payload.js for an example. In short, where you had: files: [] before, just change it to pack: { files: [] } and it'll work.
  • The Loader now supports Texture Atlases with normal maps. Before it would only support single images loaded with normal maps, but now you can provide them for all the atlas formats (json, xml and Unity)
  • The Loader multiatlas feature will now automatically load texture normal maps, if specified in the json.
  • Binary Files have a new optional dataType argument and property which will cast the binary data to that format after load, before inserting it into the cache, i.e.: load.binary('mod', 'music.mod', Uint8Array)
  • The method LoaderPlugin.tilemapWeltmeister has been renamed to the far more friendly LoaderPlugin.tilemapImpact. Everything else about it remains the same, but please update to use the new method name.

Loader Updates

  • The Loader and all associated file types are now covered 100% by JSDocs.
  • LinkFile is a new type of file used by the Loader that handles multiple files that need to be joined together. For example, loading a JSON and an Image for a Texture Atlas. This is now handled by a LinkFile.
  • File has a new argument in its constructor which is an instance of the LoaderPlugin. It stores this in the loader property. It also has a new property cache which is a reference to the cache that the file type will be stored in.
  • File has a new method hasCacheConflict which checks if a key matching the one used by this file exists in the target Cache or not.
  • File has a new method addToCache which will add the file to its target cache and then emit a filecomplete event, passing its key and a reference to itself to the listener (thanks to @kalebwalton for a related PR)
  • The Loader has a new property cacheManager which is a reference to the global game cache and is used by the File Types.
  • The Loader has a new property textureManager which is a reference to the global Texture Manager and is used by the File Types.
  • The Loader will now check to see if loading a file would cache a cache conflict or not, and prevent it if it will.
  • The Loader now hands off processing of the file data to the file itself, which will now self-add itself to its target cache.
  • The Loader will now call 'destroy' on all Files when it finishes processing them. They now tidy-up references and extra data, freeing them for gc.
  • The File Types are now responsible for adding themselves to their respective caches and any extra processing that needs to happen. This has removed all of the code from the Loader that was doing this, meaning the file types are now properly abstracted away and the Loader is no longer bound to them. This allows you to exclude file types if you don't need them, creating smaller bundles as a result. It also means we can drop in new file types easily without touching the Loader itself and Plugins can register new file types.
  • The XMLFile type will no longer throw an error if it can't parse the XML, instead it'll log a console warning and not add the XML to the cache.
  • Loading a BitmapFont will add the image used as the font texture into the Texture Manager and the XML into the XML cache, using the key you specified for the font, so you can extract it more easily if needed.
  • The default number of max parallel file loads has increased from 4 to 32. You can still change it in the game config.
  • Normal Maps can now be loaded using a config object: load.image({ key: 'shinyRobot', url: 'rob.png', normalMap: 'rob_n.png' }); - you can still use the previous array method too.
  • Loader.enableParallel has been removed. If you don't want parallel file loads then set the maximum parallel limit to 1. Related to this, the Game Config loaderEnableParallel property has been removed.
  • You can now set the X-Requested-With header in the XHR requests by specifying it in your XHRSettings config, either in the game, scene or file configs.
  • Files will consider themselves as errored if the xhr status is >= 400 and <= 599, even if they didn't throw an onerror event.

Updates

  • If you're using Webpack with Phaser you'll need to update your config to match our new one. The two changes are: We've removed the need for raw-loader and we've changed the syntax of the DefinePlugin calls:
  • We've swapped use of the Webpack DefinePlugin so instead of setting a global flag for the compilation of the Canvas and WebGL renderers, we use a typeof check instead. This means you should now be able to ingest the Phaser source more easily outside of Webpack without having to define any global vars (thanks @tgrajewski)
  • Under Webpack we still no longer use raw-loader to import our shader source. Instead it's compiled to plain JS files during our in-house workflow. This should allow you to bundle Phaser with packages other than Webpack more easily.
  • The Texture Manager will now emit an addtexture event whenever you add a new texture to it, which includes when you load image files from the Loader (as it automatically populates the Texture Manager). Once you receive an addtexture event you know the image is loaded and the texture is safe to be applied to a Game Object.
  • BitmapMask and GeometryMask both have new destroy methods which clear their references, freeing them for gc.
  • CanvasPool has a new argument selfParent which allows the canvas itself to be the parent key, used for later removal.
  • Frame has a new method setSize which allows you to set the frame x, y, width and height and have it update all of the internal properties automatically. This is now called directly in the constructor.
  • When a TextureSource is destroyed if it's got a canvas texture it's removed from the CanvasPool.
  • TextureManager.checkKey will check if a texture key is in-use and log a console error if it is and then return a boolean. This is now used extensively internally to prevent you from adding textures that already exist into the manager. If you wish to just check if a key is in use without the error, use the TextureManager.exists method as before.
  • TextureManager.remove will allow you to remove a texture from the manager. The texture is destroyed and it emits a removetexture event.
  • TextureSource has a new property renderer as it's used a lot internally and is useful if you extend the class.
  • TextureSource will now remove its respective WebGLTexture from the renderer when destroyed.
  • TextureSource will now automatically create a glTexture from its canvas if using one.
  • WebGLRenderer will now remove a GL texture from its local nativeTextures array when you call the deleteTexture method.
  • The BaseCache has a new method exists that will return a boolean if an entry for the given key exists in the cache or not.
  • ScenePlugin.getIndex will return the index of the given Scene in the Scene List.
  • The Scene Systems will emit a ready event when it has fully finished starting up and all plugins are available. Re: #3636 (thanks @Yazir)
  • All Game Object Creators now have an extra boolean argument addToScene. If you set this to true it will add the Game Object being created to the Scene automatically, while false will do the opposite, i.e.: this.make.image(config, false). You can still specify the add property in the Config object too, but if the argument is provided it will override the property.
  • We have removed the TextureManager.addAtlasPyxel method and related parser. It didn't work anyway and no-one seems to use Pyxel any more. If we get enough demand we can consider adding it back.
  • When adding an Audio Sprite to the Sound Manager it will now respect the loop property, if set in the source JSON.
  • The Texture class has a new method getDataSourceImage which will return the raw image data of the data source.
  • The WebAudioSoundManager will now listen for 'click' events on the document body, as well as touch events, before resuming the AudioContext, in order to deal with the changes made in Chrome v66 not playing audio until a user gesture is received, even on desktop.

Bug Fixes

  • DataManagerPlugin would throw an error on Game.destroy if you had any Scenes in the Scene Manager had not been run. Fix #3596 (thanks @kuoruan)
  • If you created a Game with no Scenes defined, and then added one via Game.scene.add and passed in a data object, the data would be ignored when starting the Scene.
  • Adding a Group with an array of children in the constructor was broken since 3.5. Fix #3612 (thanks @fariazz @samme)
  • Fix ParticleEmitter toJSON output, it was missing the angle property and the Emitter Ops were being cast wrong (thanks @samme)
  • Fixed loading normals with multi image load (thanks @iamchristopher)
  • Array.AddAt would fail if it branched to the fast-path within a Container due to an invalid property. Fix #3617 (thanks @poasher)
  • Polygon.setTo would fail if given an array of arrays as a list of points. Fix #3619 (thanks @PaulTodd)
  • Text objects with word wrapping enabled would gain an extra space at the end of the line. These are now only added when the word index is greater than the previous one. Fix #3626 (thanks @rexrainbow)
  • Container.getBounds now checks if it can call getBounds on its children before doing so, as some do not have this method (such as Graphics objects) so they no longer cause the call to crash. Fix #3623 (thanks @poasher)
  • The Animation Component setProgress method was setting the frame on the wrong object. Fix #3633 (thanks @benhhopkins)
  • SceneManager.moveAbove wouldn't move the Scene if it was already above the target Scene. Now it moves to be directly above the target Scene no matter where in the Scene List it is.
  • SceneManager.moveBelow wouldn't move the Scene if it was already below the target Scene. Now it moves to be directly below the target Scene no matter where in the Scene List it is.
  • Emitter.setEmitZone was rejecting custom objects passed as the source argument because it was checking for the wrong methods (thanks @samme)
  • ScenePlugin.setActive would only toggle the current Scene, not any given Scene.
  • ScenePlugin.setVisible would only toggle the current Scene, not any given Scene.
  • The Graphics Creator would automatically add the Graphics to the display list by mistake. The default should be to remain hidden. Fix #3637 (thanks @mikuso)
  • BitmapText, both static and dynamic, can now take any data-type, including numbers, for the text argument in the constructor. Before they only worked via setText (thanks @Jelaw21)
  • The Forward Diffuse Light Pipeline was hard coded to assume the normal map would be stored in the source index zero. It now correctly obtains the normal map from the frame source index, which means all Game Objects that used frames from multi-atlas textures will now work with lights properly.
  • The Tiled Base64Decode function worked off the wrong array length, causing extra undefined values at the end (thanks @tamagokun)

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:

@wtravO @Fabadiculous @zilbuz @samme @iamchristopher @erd0s @PaNaVTEC @ksmai @snowbillr

Version 3.7.0 - Sinon - 4th May 2018

A beta release of the 3.7.0 version. See 3.7.1 for details.

Version 3.6.0 - Asuna - 19th April 2018

New Features

  • Containers are now fully available! We have removed the beta warning and fixed the way in which they work with Cameras, input and scroll factors. They are also fully documented, so please see their docs and examples for use.
  • Group.getLast will return the last member in the Group matching the search criteria.
  • Group.getFirstNth will return the nth member in the Group, scanning from top to bottom, that matches the search criteria.
  • Group.getLastNth will return the nth member in the Group, scanning in reverse, that matches the search criteria.
  • Group.remove has a new optional argument destroyChild that will call destroy on the child after removing it.
  • Group.clear has a new optional argument destroyChild that will call destroy on all children in the Group after removing them.

Updates

  • Impact Physics Game Objects have changed setLite to setLiteCollision.
  • Impact Physics Game Objects have changed setPassive to setPassiveCollision.
  • Impact Physics Game Objects have changed setFixed to setFixedCollision.
  • Impact Physics Game Objects have changed setActive to setActiveCollision, previously the setActive collision method was overwriting the Game Objects setActive method, hence the renaming.
  • The modifications made to the RTree class in Phaser 3.4.0 to avoid CSP policy violations caused a significant performance hit once a substantial number of bodies were involved. We have recoded how the class deals with its accessor formats and returned to 3.3 level performance while still maintaining CSP policy adherence. Fix #3594 (thanks @16patsle)
  • The Retro Font namespace has changed to Phaser.GameObjects.RetroFont. Previously, you would access the parser and constants via BitmapText, i.e.: Phaser.GameObjects.BitmapText.ParseRetroFont.TEXT_SET6. This has now changed to its own namespace, so the same line would be: Phaser.GameObjects.RetroFont.TEXT_SET6. The Parser is available via Phaser.GameObjects.RetroFont.Parse. This keeps things cleaner and also unbinds RetroFont from BitmapText, allowing you to cleanly exclude it from your build should you wish. All examples have been updated to reflect this.
  • If using the removeFromScene option in Group.remove or Group.clear it will remove the child/ren from the Scene to which they belong, not the Scene the Group belongs to.

Bug Fixes

  • Fixed a bug that caused data to not be passed to another Scene if you used a transition to start it. Fix #3586 (thanks @willywu)
  • Group.getHandler would return any member of the Group, regardless of the state, causing pools to remain fixed at once member. Fix #3592 (thanks @samme)

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:

@Fabadiculous @Antriel

Version 3.5.1 - Kirito - 17th April 2018

Updates

  • The change made in 3.5.0 with how the Scene systems lifecycle is handled has been tweaked. When a Scene is instantiated it will now emit a boot event, as before, and Systems that need it will listen for this event and set-up their internal properties as required. They'll also do the same under the 'start' event, allowing them to restart properly once shutdown. In 3.5 if a Scene was previously not launched or started you wouldn't be able to access all of its internal systems fully, but in 3.5.1 you can.

Bug Fixes

  • LoaderPlugin.destroy would try and remove an incorrect event listener.
  • TileSprites would try to call deleteTexture on both renderers, but it's only available in WebGL (thanks @jmcriat)
  • Using a geometry mask stopped working in WebGL. Fix #3582 (thanks @rafelsanso)
  • The particle emitter incorrectly adjusted the vertex count, causing WebGL rendering issues. Fix #3583 (thanks @murteira)

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:

@NemoStein @gabegordon @gazpachu @samme @cristlee @melissaelopez @dazigemm @tgrajewski

Version 3.5.0 - Kirito - 16th April 2018

Changes to Cameras

  • The Camera class and all Camera effects are now fully covered by 100% complete JS Docs.
  • All Camera effects have been recoded from scratch. They now follow a unified effects structure and each effect is encapsulated in its own class found in the 'effects' folder. Currently there are Fade, Flash and Shake effects.
  • The new effects classes are accessed via the Camera properties fadeEffect, flashEffect and shakeEffect. You can still use the friendly Camera level methods: shake, fade and flash.
  • The new structure means you can replace the default effects with your own by simply overwriting the properties with your own class.
  • The effects now work properly under any combination. For example, you can fade out then in, or in then out, and still flash or shake while a fade is happening. The renderers now properly stack the effects in order to allow this.
  • All of the effect related Camera properties (like _fadeAlpha) have been removed. If you need access to these values you can get it much more cleanly via the camera effects classes themselves. They were always private anyway, but we know some of you needed to modify them, so have been doing so from your code. This code will now need updating.
  • Removed Camera.clearBeforeRender property as it was never used internally. This setting can be enabled on a Game-wide basis.
  • Camera now extends the Event Emitter, allowing it to emit events.
  • Camera.cullHitTest has been removed. It was never used internally and duplicates the code in Camera.cull.
  • The callback property of the Camera effects methods has changed purpose. It is no longer an onComplete callback, but is now an onUpdate callback. It is invoked every frame for the duration of the effect. See the docs for argument details.
  • Camera effects now dispatch events. They dispatch 'start' and 'complete' events, which can be used to handle any actions you may previously have been doing in the callback. See the effects docs and examples for the event names and arguments.
  • The Camera Shake effect now lets you specify a different intensities for the x and y dimensions.
  • You can track the progress of all events via the progress property on the effect instance, allowing you to sync effect duration with other in-game events.

New Feature: Scene Transitions

There is a new method available in the ScenePlugin, available via: this.scene.transition which allows you to transition from one Scene to another over the duration specified. The method takes a configuration object which lets you control various aspects of the transition, from moving the Scenes around the display list, to specifying an onUpdate callback.

The calling Scene can be sent to sleep, stopped or removed entirely from the Scene Manager at the end of the transition, and you can even lock down input events in both Scenes while the transition is happening, if required. There are various events dispatched from both the calling and target Scene, which combined with the onUpdate callback give you the flexibility to create some truly impressive transition effects both into and out of Scenes.

Please see the complete JSDocs for the ScenePlugin for more details, as well as the new examples in the Phaser 3 Labs.

More New Features

  • GameObject.ignoreDestroy allows you to control if a Game Object is destroyed or not. Setting the flag will tell it to ignore destroy requests from Groups, Containers and even the Scene itself. See the docs for more details.
  • The Scene Input Plugin has a new property enabled which allows you to enable or disable input processing on per Scene basis.

Bug Fixes

  • MatterEvents.off() would cause a TypeError if you destroyed the Matter world. Fix #3562 (thanks @pixelscripter)
  • DynamicBitmapText was missing the letterSpacing property, causing it to only render the first character in WebGL (thanks @Antriel)
  • The Animation component didn't properly check for the animation state in its update, causing pause / resume to fail. Fix #3556 (thanks @Antriel @siolfyr)
  • The Scene Manager would never reach an isBooted state if you didn't add any Scenes into the Game Config. Fix #3553 (thanks @rgk)
  • Fixed issue in HTMLAudioSound where mute would get into a recursive loop.
  • Every RenderTexture would draw the same content due to a mis-use of the CanvasPool (this also impacted TileSprites). Fix #3555 (thanks @kuoruan)
  • Group.add and Group.addMultiple now respect the Group.maxSize property, stopping you from over-populating a Group (thanks @samme)
  • When using HTML5 Audio, sound manager now tries to unlock audio after every scene loads, instead of only after first one. Fix #3309 (thanks @pavle-goloskokovic)
  • Group.createMultiple would insert null entries if the Group became full during the operation, causing errors later. Now it stops creating objects if the Group becomes full (thanks @samme)
  • Group.remove didn't check if the passed Game Object was already a member of the group and would call removeCallback and (if specified) destroy in any case. Now it does nothing if the Game Object isn't a member of the group (thanks @samme)
  • If a Group size exceeded maxSize (which can happen if you reduce maxSize beneath the current size), isFull would return false and the group could continue to grow. Now isFull returns true in that case (thanks @samme)
  • Camera.fadeIn following a fadeOut wouldn't work, but is now fixed as a result of the Camera effects rewrite. Fix #3527 (thanks @Jerenaux)
  • Particle Emitters with large volumes of particles would throw the error GL_INVALID_OPERATION: Vertex buffer is not big enough for the draw call in WebGL.
  • Fixed issue with Game.destroy not working correctly under WebGL since 3.4. Fix #3569 (thanks @Huararanga)

Updates

  • Removed the following properties from BaseSound as they are no longer required. Each class that extends BaseSound implements them directly as getters: mute, loop, seek and volume.
  • The Device.OS test to see if Phaser is running under node.js has been strengthened to support node-like environments like Vue (thanks @Chumper)
  • Every Plugin has been updated to correctly follow the same flow through the Scene lifecycle. Instead of listening for the Scene 'boot' event, which is only dispatched once (when the Scene is first created), they will now listen for the Scene 'start' event, which occurs every time the Scene is started. All plugins now consistently follow the same Shutdown and Destroy patterns too, meaning they tidy-up after themselves on a shutdown, not just a destroy. Overall, this change means that there should be less issues when returning to previously closed Scenes, as the plugins will restart themselves properly.
  • When shutting down a Scene all Game Objects that belong to the scene will now automatically destroy themselves. They would previously be removed from the display and update lists, but the objects themselves didn't self-destruct. You can control this on a per-object basis with the ignoreDestroy property.
  • A Matter Mouse Spring will disable debug draw of its constraint by default (you can override it by passing in your own config)
  • The RandomDataGenerator class is now exposed under Phaser.Math should you wish to instantiate it yourself. Fix #3576 (thanks @wtravO)
  • Refined the Game.destroy sequence, so it will now only destroy the game at the start of the next frame, not during processing.

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 @Antriel

Version 3.4.0 - Miyako - 12th April 2018

New Features

A beta release of the new Container Game Object arrives in this version. We've flagged it as beta because there are known issues in using Containers in Scenes that have multiple cameras or irregular camera viewports. However, in all other instances we've tested they are operating normally, so we felt it would be best to release them into this build to give developers a chance to get used to them. Using a Container will issue a single console warning as a reminder. We will remove this once they leave beta in a future release. In the meantime they are fully documented and you can find numerous examples in the Phaser 3 Examples repo too.

  • A new property was added to Matter.World, correction which is used in the Engine.update call and allows you to adjust the time being passed to the simulation. The default value is 1 to remain consistent with previous releases.
  • Matter Physics now has a new config property getDelta which allows you to specify your own function to calculate the delta value given to the Matter Engine when it updates.
  • Matter Physics has two new methods: set60Hz and set30Hz which will set an Engine update rate of 60Hz and 30Hz respectively. 60Hz being the default.
  • Matter Physics has a new config and run-time property autoUpdate, which defaults to true. When enabled the Matter Engine will update in sync with the game step (set by Request Animation Frame). The delta value given to Matter is now controlled by the getDelta function.
  • Matter Physics has a new method step which manually advances the physics simulation by one iteration, using whatever delta and correction values you pass in to it. When used in combination with autoUpdate=false you can now explicitly control the update frequency of the physics simulation and unbind it from the game step.
  • Matter Physics has two new debug properties: debugShowJoint and debugJointColor. If defined they will display joints in Matter bodies during the postUpdate debug phase (only if debug is enabled) (thanks @OmarShehata)
  • Group.destroy has a new optional argument destroyChildren which will automatically call destroy on all children of a Group if set to true (the default is false, hence it doesn't change the public API). Fix #3246 (thanks @DouglasLapsley)
  • WebAudioSound.setMute is a chainable way to mute a single Sound instance.
  • WebAudioSound.setVolume is a chainable way to set the volume of a single Sound instance.
  • WebAudioSound.setSeek is a chainable way to set seek to a point of a single Sound instance.
  • WebAudioSound.setLoop is a chainable way to set the loop state of a single Sound instance.
  • HTML5AudioSound.setMute is a chainable way to mute a single Sound instance.
  • HTML5AudioSound.setVolume is a chainable way to set the volume of a single Sound instance.
  • HTML5AudioSound.setSeek is a chainable way to set seek to a point of a single Sound instance.
  • HTML5AudioSound.setLoop is a chainable way to set the loop state of a single Sound instance.
  • BitmapText has a new property letterSpacing which accepts a positive or negative number to add / reduce spacing between characters (thanks @wtravO)
  • You can now pass a Sprite Sheet or Canvas as the Texture key to Tilemap.addTileset and it will work in WebGL, where-as before it would display a corrupted tilemap. Fix #3407 (thanks @Zykino)
  • Graphics.slice allows you to easily draw a Pacman, or slice of pie shape to a Graphics object.
  • List.addCallback is a new optional callback that is invoked every time a new child is added to the List. You can use this to have a callback fire when children are added to the Display List.
  • List.removeCallback is a new optional callback that is invoked every time a new child is removed from the List. You can use this to have a callback fire when children are removed from the Display List.
  • ScenePlugin.restart allows you to restart the current Scene. It's the same result as calling ScenePlugin.start without any arguments, but is more clear.
  • Utils.Array.Add allows you to add one or more items safely to an array, with optional limits and callbacks.
  • Utils.Array.AddAt allows you to add one or more items safely to an array at a specified position, with optional limits and callbacks.
  • Utils.Array.BringToTop allows you to bring an array element to the top of the array.
  • Utils.Array.CountAllMatching will scan an array and count all elements with properties matching the given value.
  • Utils.Array.Each will pass each element of an array to a given callback, with optional arguments.
  • Utils.Array.EachInRange will pass each element of an array in a given range to a callback, with optional arguments.
  • Utils.Array.GetAll will return all elements from an array, with optional property and value comparisons.
  • Utils.Array.GetFirst will return the first element in an array, with optional property and value comparisons.
  • Utils.Array.GetRandomElement has been renamed to GetRandom and will return a random element from an array.
  • Utils.Array.MoveDown will move the given array element down one position in the array.
  • Utils.Array.MoveTo will move the given array element to the given position in the array.
  • Utils.Array.MoveUp will move the given array element up one position in the array.
  • Utils.Array.Remove will remove the given element or array of elements from the array, with an optional callback.
  • Utils.Array.RemoveAt will remove the element from the given position in the array, with an optional callback.
  • Utils.Array.RemoveBetween will remove the elements between the given range in the array, with an optional callback.
  • Utils.Array.Replace will replace an existing element in an array with a new one.
  • Utils.Array.SendToBack allows you to send an array element to the bottom of the array.
  • Utils.Array.SetAll will set a property on all elements of an array to the given value, with optional range limits.
  • Utils.Array.Swap will swap the position of two elements in an array.
  • TransformMatrix.destroy is a new method that will clear out the array and object used by a Matrix internally.
  • BaseSound, and by extension WebAudioSound and HTMLAudioSound, will now emit a destroy event when they are destroyed (thanks @rexrainbow)
  • A new property was added to the Scene config: mapAdd which is used to extend the default injection map of a scene instead of overwriting it (thanks @sebashwa)
  • GetBounds getTopLeft, getTopRight, getBottomLeft and getBottomRight all have a new optional argument includeParent which will factor in all ancestor transforms to the returned point.

Bug Fixes

  • In the WebGL Render Texture the tint of the texture was always set to 0xffffff and therefore the alpha values were ignored. The tint is now calculated using the alpha value. Fix #3385 (thanks @ger1995)
  • The RenderTexture now uses the ComputedSize component instead of Size (which requires a frame), allowing calls to getBounds to work. Fix #3451 (thanks @kuoruan)
  • PathFollower.start has been renamed to startFollow, but PathFollower.setPath was still using PathFollower.start (thanks @samid737)
  • BaseSoundManager.rate and BaseSoundManager.detune would incorrectly called setRate on its sounds, instead of calculateRate.
  • The Gamepad Axis getValue method now correctly applies the threshold and zeroes out the returned value.
  • The HueToComponent module was not correctly exporting itself. Fix #3482 (thanks @jdotrjs)
  • Matter.World was using setZ instead of setDepth for the Debug Graphics Layer, causing it to appear behind objects in some display lists.
  • Game.destroy now checks to see if the renderer exists before calling destroy on it. Fix #3498 (thanks @Huararanga)
  • Keyboard.JustDown and Keyboard.JustUp were being reset too early, causing them to fail when called in update loops. Fix #3490 (thanks @belen-albeza)
  • RenderTexture.destroy no longer throws an error when called. Fix #3475 (thanks @kuoruan)
  • The WebGL TileSprite batch now modulates the tilePosition to avoid large values being passed into the UV data, fixing corruption when scrolling TileSprites over a long period of time. Fix #3402 (thanks @vinerz @FrancescoNegri)
  • LineCurve.getResolution was missing the divisions argument and always returning 1, which made it fail when used as part of a Path. It now defaults to return 1 unless specified otherwise (thanks _ok)
  • A Game Object enabled for drag would no longer fire over and out events after being dragged, now it does (thanks @jmcriat)
  • Line.getPointA and Line.getPointB incorrectly set the values into the Vector2 (thanks @Tomas2h)
  • DynamicTilemapLayer now uses the ComputedSize component, which stops it breaking if you call setDisplaySize (thanks Babsobar)
  • StaticTilemapLayer now uses the ComputedSize component, which stops it breaking if you call setDisplaySize (thanks Babsobar)
  • CanvasPool.first always returned null, and now returns the first available Canvas. Fix #3520 (thanks @mchiasson)
  • When starting a new Scene with an optional data argument it wouldn't get passed through if the Scene was not yet available (i.e. the game had not fully booted). The data is now passed to the Scene init and create methods and stored in the Scene Settings data property. Fix #3363 (thanks @pixelhijack)
  • Tween.restart handles removed tweens properly and reads them back into the active queue for the TweenManager (thanks @wtravO)
  • Tween.resume will now call Tween.play on a tween that was paused due to its config object, not as a result of having its paused method called. Fix #3452 (thanks @jazen)
  • LoaderPlugin.isReady referenced a constant that no longer exists. Fix #3503 (thanks @Twilrom)
  • Tween Timeline.destroy was trying to call destroy on Tweens instead of stop (thanks @Antriel)
  • Calling setOffset on a Static Arcade Physics Body would break because the method was missing. It has been added and now functions as expected. Fix #3465 (thanks @josephjaniga and @DouglasLapsley)
  • Calling Impact.World.remove(body) during a Body.updateCallback would cause the internal loop to crash when trying to access a now missing body. Two extra checks are in place to avoid this (thanks @iamDecode)
  • If setInteractive is called on a Game Object that fails to set a hit area, it will no longer try to assign dropZone to an undefined input property.
  • The Matter SetBody Component will no longer try to call setOrigin unless the Game Object has the origin component (which not all do, like Graphics and Container)
  • Matter Image and Matter Sprite didn't define a destroy method, causing an error when trying to destroy the parent Game Object. Fix #3516 (thanks @RollinSafary)

Updates

  • The RTree library (rbush) used by Phaser 3 suffered from violating CSP policies by dynamically creating Functions at run-time in an eval-like manner. These are now defined via generators. Fix #3441 (thanks @jamierocks @Colbydude @jdotrjs)
  • BaseSound has had its rate and detune properties removed as they are always set in the overriding class.
  • BaseSound setRate and setDetune from the 3.3.0 release have moved to the WebAudioSound and HTML5AudioSound classes respectively, as they each handle the values differently.
  • The file InteractiveObject.js has been renamed to CreateInteractiveObject.js to more accurately reflect what it does and to avoid type errors in the docs.
  • Renamed the Camera Controls module exports for Fixed to FixedKeyControl and Smoothed to SmoothedKeyControl to match the class names. Fix #3463 (thanks @seivan)
  • The ComputedSize Component now has setSize and setDisplaySize methods. This component is used for Game Objects that have a non-texture based size.
  • The GamepadManager now extends EventEmitter directly, just like the KeyboardManager does.
  • The Gamepad Axis threshold has been increased from 0.05 to 0.1.
  • Utils.Array.FindClosestInSorted has a new optional argument key which will allow you to scan a top-level property of any object in the given sorted array and get the closest match to it.
  • Vector2.setTo is a method alias for Vector2.set allowing it to be used inter-changeably with Geom.Point.
  • List.add can now take an array or a single child. If an array is given it's passed over to List.addMultiple.
  • List.add has a new optional argument skipCallback.
  • List.addAt has a new optional argument skipCallback.
  • List.addMultiple has a new optional argument skipCallback.
  • List.remove has a new optional argument skipCallback.
  • List.removeAt has a new optional argument skipCallback.
  • List.removeBetween has a new optional argument skipCallback.
  • List.removeAll has a new optional argument skipCallback.
  • When using the extend property of a Scene config object it will now block overwriting the Scene sys property.
  • When using the extend property of a Scene config object, if you define a property called data that has an object set, it will populate the Scenes Data Manager with those values.
  • SceneManager._processing has been renamed to isProcessing which is now a boolean, not an integer. It's also now public and read-only.
  • SceneManager.isBooted is a new boolean read-only property that lets you know if the Scene Manager has performed its initial boot sequence.
  • TransformMatrix has the following new getter and setters: a, b, c, d, tx and ty. It also has the following new getters: scaleX, scaleY and rotation.
  • List.getByKey has been removed. Use List.getFirst instead which offers the exact same functionality.
  • List.sortIndexHandler has been removed because it's no longer required.
  • List.sort no longer takes an array as its argument, instead it only sorts the List contents by the defined property.
  • List.addMultiple has been removed. Used List.add instead which offers the exact same functionality.
  • List is now internally using all of the new Utils.Array functions.
  • Rectangle.Union will now cache all vars internally so you can use one of the input rectangles as the output rectangle without corrupting it.
  • When shutting down a Matter World it will now call MatterEvents.off, clearing all events, and also removeAllListeners for any local events.
  • Removed InputPlugin.sortInteractiveObjects because the method isn't used anywhere internally.

Animation System Updates

We have refactored the Animation API to make it more consistent with the rest of Phaser 3 and to fix some issues. All of the following changes apply to the Animation Component:

  • Animation durations, delays and repeatDelays are all now specified in milliseconds, not seconds like before. This makes them consistent with Tweens, Sounds and other parts of v3. You can still use the frameRate property to set the speed of an animation in frames per second.
  • All of the Animation callbacks have been removed, including onStart, onRepeat, onUpdate and onComplete and the corresponding params arrays like onStartParams and the property callbackScope. The reason for this is that they were all set on a global level, meaning that if you had 100 Sprites sharing the same animation, it was impossible to set the callbacks to fire for just one of those Sprites, but instead they would fire for all 100 and it was up to you to figure out which Sprite you wanted to update. Instead of callbacks animations now dispatch events on the Game Objects in which they are running. This means you can now do sprite.on('animationstart') and it will be invoked at the same point the old onStart callback would have been. The new events are: animationstart, animtionrepeat, animationupdate and animationcomplete. They're all dispatched from the Game Object that has the animation playing, not from the animation itself. This allows you far more control over what happens in the callbacks and we believe generally makes them more useful.
  • The AnimationFrame.onUpdate callback has been removed. You can now use the animationupdate event dispatched from the Game Object itself and check the 2nd argument, which is the animation frame.
  • Animation.stopAfterDelay is a new method that will stop a Sprites animation after the given time in ms.
  • Animation.stopOnRepeat is a new method that will stop a Sprites animation when it goes to repeat.
  • Animation.stopOnFrame is a new method that will stop a Sprites animation when it sets the given frame.
  • Animation.stop no longer has the dispatchCallbacks argument, because it dispatches an event which you can choose to ignore.
  • delay method has been removed.
  • setDelay allows you to define the delay before playback begins.
  • getDelay returns the animation playback delay value.
  • delayedPlay now returns the parent Game Object instead of the component.
  • load now returns the parent Game Object instead of the component.
  • pause now returns the parent Game Object instead of the component.
  • resume now returns the parent Game Object instead of the component.
  • isPaused returns a boolean indicating the paused state of the animation.
  • paused method has been removed.
  • play now returns the parent Game Object instead of the component.
  • progress method has been removed.
  • getProgress returns the animation progress value.
  • setProgress lets you jump the animation to a specific progress point.
  • repeat method has been removed.
  • getRepeat returns the animation repeat value.
  • setRepeat sets the number of times the current animation will repeat.
  • repeatDelay method has been removed.
  • getRepeatDelay returns the animation repeat delay value.
  • setRepeatDelay sets the delay time between each repeat.
  • restart now returns the parent Game Object instead of the component.
  • stop now returns the parent Game Object instead of the component.
  • timeScale method has been removed.
  • getTimeScale returns the animation time scale value.
  • setTimeScale sets the time scale value.
  • totalFrames method has been removed.
  • getTotalFrames returns the total number of frames in the animation.
  • totalProgres method has been removed as it did nothing and was mis-spelt.
  • yoyo method has been removed.
  • getYoyo returns if the animation will yoyo or not.
  • setYoyo sets if the animation will yoyo or not.
  • updateFrame will now call setSizeToFrame on the Game Object, which will adjust the Game Objects width and height properties to match the frame size. Fix #3473 (thanks @wtravO @jp-gc)
  • updateFrame now supports animation frames with custom pivot points and injects these into the Game Object origin.
  • destroy now removes events, references to the Animation Manager and parent Game Object, clears the current animation and frame and empties internal arrays.
  • Changing the yoyo property on an Animation Component would have no effect as it only ever checked the global property, it now checks the local one properly allowing you to specify a yoyo on a per Game Object basis.
  • Animation.destroy now properly clears the global animation object.
  • Animation.getFrameByProgress will return the Animation Frame that is closest to the given progress value. For example, in a 5 frame animation calling this method with a value of 0.5 would return the middle frame.

Examples, Documentation and TypeScript

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

@gabegordon @melissaelopez @samid737 @nbs @tgrajewski @pagesrichie @hexus @mbrickn @erd0s @icbat @Matthew-Herman @ampled @mkimmet @PaNaVTEC

Version 3.3.0 - Tetsuo - 22nd March 2018

A special mention must go to @orblazer for their outstanding assistance in helping to complete the JSDoc data-types, callbacks and type defs across the API.

New Features

  • TextStyle has two new properties: baselineX and baselineY which allow you to customize the 'magic' value used in calculating the text metrics.
  • Game.Config.preserveDrawingBuffer is now passed to the WebGL Renderer (default false).
  • Game.Config.failIfMajorPerformanceCaveat is now passed to the WebGL Renderer (default false).
  • Game.Config.powerPreference is now passed to the WebGL Renderer (default default).
  • Game.Config.antialias is now passed to the WebGL Renderer as the antialias context property (default true).
  • Game.Config.pixelArt is now only used by the WebGL Renderer when creating new textures.
  • Game.Config.premultipliedAlpha is now passed to the WebGL Renderer as the premultipliedAlpha context property (default true).
  • You can now specify all of the renderer config options within a render object in the config. If no render object is found, it will scan the config object directly for the properties.
  • Group.create has a new optional argument: active which will set the active state of the child being created (thanks @samme)
  • Group.create has a new optional argument: active which will set the active state of the child being created (thanks @samme)
  • Group.createMultiple now allows you to include the active property in the config object (thanks @samme)
  • TileSprite has a new method: setTilePosition which allows you to set the tile position in a chained called (thanks @samme)
  • Added the new Action - WrapInRectangle. This will wrap each items coordinates within a rectangles area (thanks @samme)
  • Arcade Physics has the new methods wrap, wrapArray and wrapObject which allow you to wrap physics bodies around the world bounds (thanks @samme)
  • The Tweens Timeline has a new method: makeActive which delegates control to the Tween Manager (thanks @allanbreyes)
  • Actions.GetLast will return the last element in the items array matching the conditions.
  • Actions.PropertyValueInc is a new action that will increment any property of an array of objects by the given amount, using an optional step value, index and iteration direction. Most Actions have been updated to use this internally.
  • Actions.PropertyValueSet is a new action that will set any property of an array of objects to the given value, using an optional step value, index and iteration direction. Most Actions have been updated to use this internally.
  • Camera.shake now has an optional callback argument that is invoked when the effect completes (thanks @pixelscripter)
  • Camera.fade now has an optional callback argument that is invoked when the effect completes (thanks @pixelscripter)
  • Camera.flash now has an optional callback argument that is invoked when the effect completes (thanks @pixelscripter)
  • Camera.fadeIn is a new method that will fade the camera in from a given color (black by default) and then optionally invoke a callback. This is the same as using Camera.flash but with an easier to grok method name. Fix #3412 (thanks @Jerenaux)
  • Camera.fadeOut is a new method that will fade the camera out to a given color (black by default) and then optionally invoke a callback. This is the same as using Camera.fade but with an easier to grok method name. Fix #3412 (thanks @Jerenaux)
  • Groups will now listen for a destroy event from any Game Object added to them, and if received will automatically remove that GameObject from the Group. Fix #3418 (thanks @hadikcz)
  • MatterGameObject is a new function, available via the Matter Factory in this.matter.add.gameObject, that will inject a Matter JS Body into any Game Object, such as a Text or TileSprite object.
  • Matter.SetBody and SetExistingBody will now set the origin of the Game Object to be the Matter JS sprite.xOffset and yOffset values, which will auto-center the Game Object to the origin of the body, regardless of shape.
  • SoundManager.setRate is a chainable method to allow you to set the global playback rate of all sounds in the SoundManager.
  • SoundManager.setDetune is a chainable method to allow you to set the global detuning of all sounds in the SoundManager.
  • SoundManager.setMute is a chainable method to allow you to set the global mute state of the SoundManager.
  • SoundManager.setVolume is a chainable method to allow you to set the global volume of the SoundManager.
  • BaseSound.setRate is a chainable method to allow you to set the playback rate of the BaseSound.
  • BaseSound.setDetune is a chainable method to allow you to set the detuning value of the BaseSound.

Bug Fixes

  • Fixed the Debug draw of a scaled circle body in Arcade Physics (thanks @pixelpicosean)
  • Fixed bug in DataManager.merge where it would copy the object reference instead of its value (thanks @rexrainbow)
  • The SceneManager no longer copies over the shutdown and destroy callbacks in createSceneFromObject, as these are not called automatically and should be invoked via the Scene events (thanks @samme)
  • The default Gamepad Button threshold has been changed from 0 to 1. Previously the value of 0 was making all gamepad buttons appear as if they were always pressed down (thanks @jmcriat)
  • InputManager.hitTest will now factor the game resolution into account, stopping the tests from being offset if resolution didn't equal 1 (thanks @sftsk)
  • CameraManager.getCamera now returns the Camera based on its name (thanks @bigbozo)
  • Fixed Tile Culling for zoomed Cameras. When a Camera was zoomed the tiles would be aggressively culled as the dimensions didn't factor in the zoom level (thanks @bigbozo)
  • When calling ScenePlugin.start any additional data passed to the method would be lost if the scene wasn't in an active running state (thanks @stuff)
  • When calling Timeline.resetTweens, while the tweens are pending removal or completed, it would throw a TypeError about the undefined makeActive (thanks @allanbreyes)
  • The WebGL Context would set antialias to undefined as it wasn't set in the Game Config. Fix #3386 (thanks @samme)
  • The TweenManager will now check the state of a tween before playing it. If not in a pending state it will be skipped. This allows you to stop a tween immediately after creating it and not have it play through once anyway. Fix #3405 (thanks @Twilrom)
  • The InputPlugin.processOverOutEvents method wasn't correctly working out the total of the number of objects interacted with, which caused input events to be disabled in Scenes further down the scene list if something was being dragged in an upper scene. Fix #3399 (thanks @Jerenaux)
  • The InputPlugin.processDragEvents wasn't always returning an integer.
  • LoaderPlugin.progress and the corresponding event now factor in both the list size and the inflight size when calculating the percentage complete. Fix #3384 (thanks @vinerz @rblopes @samme)
  • Phaser.Utils.Array.Matrix.RotateLeft actually rotated to the right (thanks @Tomas2h)
  • Phaser.Utils.Array.Matrix.RotateRight actually rotated to the left (thanks @Tomas2h)
  • When deleting a Scene from the SceneManager it would set the key in the scenes has to undefined, preventing you from registering a new Scene with the same key. It's now properly removed from the hash(thanks @macbury)
  • Graphics.alpha was being ignored in the WebGL renderer and is now applied properly to strokes and fills. Fix #3426 (thanks @Ziao)
  • The font is now synced to the context in Text before running a word wrap, this ensures the wrapping result between updating the text and getting the wrapped text is the same. Fix #3389 (thanks @rexrainbow)
  • Added the ComputedSize component to the Text Game Object, which allows Text.getBounds, and related methods, to work again instead of returning NaN.
  • Group.remove now calls the removeCallback and passes it the child that was removed (thanks @orblazer)

Updates

  • The Text testString has changed from |MÉqgy to |MÉqgy.
  • The WebGLRenderer width and height values are now floored when multiplied by the resolution.
  • The WebGL Context now sets premultipliedAlpha to true by default, this prevents the WebGL context from rendering as plain white under certain versions of macOS Safari.
  • The Phaser.Display.Align constants are now exposed on the namespace. Fix #3387 (thanks @samme)
  • The Phaser.Loader constants are now exposed on the namespace. Fix #3387 (thanks @samme)
  • The Phaser.Physics.Arcade constants are now exposed on the namespace. Fix #3387 (thanks @samme)
  • The Phaser.Scene constants are now exposed on the namespace. Fix #3387 (thanks @samme)
  • The Phaser.Tweens constants are now exposed on the namespace. Fix #3387 (thanks @samme)
  • The Array Matrix utils are now exposed and available via Phaser.Utils.Array.Matrix.
  • Actions.Angle has 3 new arguments: step, index and direction.
  • Actions.IncAlpha has 3 new arguments: step, index and direction.
  • Actions.IncX has 3 new arguments: step, index and direction.
  • Actions.IncY has 3 new arguments: step, index and direction.
  • Actions.IncXY has 4 new arguments: stepX, stepY, index and direction.
  • Actions.Rotate has 3 new arguments: step, index and direction.
  • Actions.ScaleX has 3 new arguments: step, index and direction.
  • Actions.ScaleXY has 4 new arguments: stepX, stepY, index and direction.
  • Actions.ScaleY has 3 new arguments: step, index and direction.
  • Actions.SetAlpha has 2 new arguments: index and direction.
  • Actions.SetBlendMode has 2 new arguments: index and direction.
  • Actions.SetDepth has 2 new arguments: index and direction.
  • Actions.SetOrigin has 4 new arguments: stepX, stepY, index and direction.
  • Actions.SetRotation has 2 new arguments: index and direction.
  • Actions.SetScale has 2 new arguments: index and direction.
  • Actions.SetScaleX has 2 new arguments: index and direction.
  • Actions.SetScaleY has 2 new arguments: index and direction.
  • Actions.SetVisible has 2 new arguments: index and direction.
  • Actions.SetX has 2 new arguments: index and direction.
  • Actions.SetXY has 2 new arguments: index and direction.
  • Actions.SetY has 2 new arguments: index and direction.
  • Line.getPointA now returns a Vector2 instead of an untyped object. It also now has an optional argument that allows you to pass a vec2 in to be populated, rather than creating a new one.
  • Line.getPointB now returns a Vector2 instead of an untyped object. It also now has an optional argument that allows you to pass a vec2 in to be populated, rather than creating a new one.
  • Rectangle.getLineA now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
  • Rectangle.getLineB now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
  • Rectangle.getLineC now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
  • Rectangle.getLineD now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
  • Triangle.getLineA now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
  • Triangle.getLineB now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
  • Triangle.getLineC now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
  • The GameObject destroy event is now emitted at the start of the destroy process, before things like the body or input managers have been removed, so you're able to use the event handler to extract any information you require from the GameObject before it's actually disposed of. Previously, the event was dispatched at the very end of the process.
  • Phaser 3 is now built with Webpack v4.1.1 and all related packages have been updated (thanks @orblazer)
  • On WebGL the currentScissor is now updated when the renderer resize method is called (thanks @jmcriat)
  • PathFollower.start has been renamed to startFollow to avoid conflicting with the Animation component.
  • PathFollower.pause has been renamed to pauseFollow to avoid conflicting with the Animation component.
  • PathFollower.resume has been renamed to resumeFollow to avoid conflicting with the Animation component.
  • PathFollower.stop has been renamed to stopFollow to avoid conflicting with the Animation component.
  • BaseSound.setRate has been renamed to calculateRate to avoid confusion over the setting of the sounds rate.

Version 3.2.1 - 12th March 2018

Bug Fixes

  • Fixed issue with Render Texture tinting. Fix #3336 (thanks @rexrainbow)
  • Fixed Utils.String.Format (thanks @samme)
  • The Matter Debug Layer wouldn't clear itself in canvas mode. Fix #3345 (thanks @samid737)
  • TimerEvent.remove would dispatch the Timer event immediately based on the opposite of the method argument, making it behave the opposite of what was expected. It now only fires when requested (thanks @migiyubi)
  • The TileSprite Canvas Renderer did not support rotation, scaling or flipping. Fix #3231 (thanks @TCatshoek)
  • Fixed Group doesn't remove children from Scene when cleared with the removeFromScene argument set (thanks @iamchristopher)
  • Fixed an error in the lights pipeline when no Light Manager has been defined (thanks @samme)
  • The ForwardDiffuseLightPipeline now uses sys.lights instead of the Scene variable to avoid errors due to injection removal.
  • Phaser.Display.Color.Interpolate would return NaN values because it was loading the wrong Linear function. Fix #3372 (thanks @samid737)
  • RenderTexture.draw was only drawing the base frame of a Texture. Fix #3374 (thanks @samid737)
  • TileSprite scaling differed between WebGL and Canvas. Fix #3338 (thanks @TCatshoek)
  • Text.setFixedSize was incorrectly setting the text property instead of the parent property. Fix #3375 (thanks @rexrainbow)
  • RenderTexture.clear on canvas was using the last transform state, instead of clearing the whole texture.

Updates

  • The SceneManager.render will now render a Scene as long as it's in a LOADING state or higher. Before it would only render RUNNING scenes, but this precluded those that were loading assets.
  • A Scene can now be restarted by calling scene.start() and providing no arguments (thanks @migiyubi)
  • The class GameObject has now been exposed, available via Phaser.GameObjects.GameObject (thanks @rexrainbow)
  • A Camera following a Game Object will now take the zoom factor of the camera into consideration when scrolling. Fix #3353 (thanks @brandonvdongen)
  • Calling setText on a BitmapText object will now recalculate its display origin values. Fix #3350 (thanks @migiyubi)
  • You can now pass an object to Loader.atlas, like you you can with images. Fix #3268 (thanks @TCatshoek)
  • The onContextRestored callback won't be defined any more unless the WebGL Renderer is in use in the following objects: BitmapMask, Static Tilemap, TileSprite and Text. This should allow those objects to now work in HEADLESS mode. Fix #3368 (thanks @16patsle)
  • The SetFrame method now has two optional arguments: updateSize and updateOrigin (both true by default) which will update the size and origin of the Game Object respectively. Fix #3339 (thanks @Jerenaux)

Version 3.2.0 - Kaori - 5th March 2018

New Features

  • The new Render Texture Game Object is now available. You can clear, fill and draw texture frames to it. The Render Texture itself can be displayed in-game with its own transform, or you can use it as a Bitmap Mask for another Game Object.
  • Game.resize allows you to resize the game config, renderer and input system in one call.
  • When Game.resize is called it causes all Scene.Systems to have their resize method called. This is turn emits a resize event which your Scene can respond to. It will be sent the new width and height of the canvas as the only two parameters.
  • InputManager.resize allows you to update the bounds def and input scale in one call.
  • Game.Config.roundPixels property added to prevent sub-pixel interpolation during rendering of Game Objects in WebGL and Canvas.
  • Load.plugin now accepts a class as an argument as well as a URL string (thanks @nkholski)
  • Tween.complete will allow you to flag a tween as being complete, no matter what stage it is at. If an onComplete callback has been defined it will be invoked. You can set an optional delay before this happens (thanks @Jerenaux for the idea)
  • The Headless render mode has been implemented. You can now set HEADLESS as the renderType in the Game Config and it will run a special game step that skips rendering. It will still create a Canvas element, as lots of internal systems (like input) rely on it, but it will not draw anything to it. Fix #3256 (thanks @rgk)
  • GameObject.setInteractive has a new boolean argument dropZone which will allow you to set the object as being a drop zone right from the method.
  • Sprites can now be drop zones and have other Game Objects dragged onto them as targets.
  • The SceneManager has a new method: remove which allows you to remove and destroy a Scene, freeing up the Scene key for use by future scenes and potentially clearing the Scene from active memory for gc.
  • SceneManager.moveAbove will move a Scene to be directly above another Scene in the Scenes list. This is also exposed in the ScenePlugin.
  • SceneManager.moveBelow will move a Scene to be directly below another Scene in the Scenes list. This is also exposed in the ScenePlugin.
  • Quadratic Bezier Interpolation has been added to the Math.Interpolation functions (thanks @RiCoTeRoX)
  • A new Quadratic Bezier Curve class has been added, expanding the available Curve types (thanks @RiCoTeRoX)
  • Path.quadraticBezierTo allows you to add a Quadratic Bezier Curve into your Path.
  • Loader.multiatlas now supports Texture Packers new JSON atlas format which exports one combined atlas for all image files. This is available if you use the new Phaser 3 Export from within Texture Packer (thanks @CodeAndWeb)
  • Modified WebGLPipeline to make it easier to extend and easier to create custom rendering passes.

Bug Fixes

  • Arcade Physics Bodies didn't apply the results of allowRotation to the parent Game Object.
  • InputManager.updateBounds wouldn't correctly get the bounds of the canvas if it had horizontal or vertical translation in the page, causing the scale factor to be off (and subsequently input values to mis-fire)
  • TileSprite.setFrame now works and allows you to change the frame to any other in the texture. Fix #3232 (thanks @Jerenaux)
  • Swapped the queue loop in the SceneManager to to use _queue.length rather than a cached length (thanks @srobertson421)
  • When calling ScenePlugin.launch the data argument is now passed to the queued scenes (thanks @gaudeon)
  • Rectangle.top wouldn't reset the y position if the value given never exceed the Rectangles bottom. Fix #3290 (thanks @chancezeus)
  • The implementation of topOnly within the Input Manager had broken the way drop zones worked, as they were now filtered out of the display list before processing. Drop zones are now treated on their own in the Input Plugin meaning you can still have topOnly set and still drop an item into a drop zone. This indirectly fixed #3291 (thanks @rexrainbow)
  • InputPlugin.clear now properly removes a Game Object from all internal arrays, not just the _list.
  • InputPlugin.processOverOut no longer considers an item as being 'out' if it's in the internal _drag array.
  • When a Game Object is scaled, its Arcade Physics body was still calculating its position based on its original size instead of scaled one (thanks @pixelpicosean)
  • The RandomDataGenerator classes randomness has been improved thanks to the correct caching of a class property. Fix #3289 (thanks @migiyubi)
  • The RandomDataGenerator sign property had a method collision. Fix #3323 (thanks @vinerz and @samme)
  • In Arcade Physics World if you collided a group with itself it would call a missing method (collideGroupVsSelf), it now calls collideGroupVsGroup correctly (thanks @patrickgalbraith)
  • The HTML5 Sound Manager would unlock the Sound API on a touch event but only if the audio files were loaded in the first Scene, if they were loaded in a subsequent Scene the audio system would never unlock. It now unlocks only if there are audio files in the cache. Fix #3311 (thanks @chancezeus)
  • The Text.lineSpacing value was not taken into account when rendering the Text. Fix #3215 (thanks @sftsk)
  • InputPlugin.update now takes the totals from the drag and pointerup events into consideration when deciding to fall through to the Scene below. Fix #3333 (thanks @chancezeus)

Updates

  • AnimationComponent.play now calls setSizeToFrame() and updateDisplayOrigin() on the parent Game Object in order to catch situations where you've started playing an animation on a Game Object that uses a different size to the previously set frame.
  • Text.setText will check if the value given is falsey but not a zero and set to an empty string if so.
  • BitmapText.setText will check if the value given is falsey but not a zero and set to an empty string if so.
  • BitmapText.setText will now cast the given value to a string before setting.
  • BitmapText.setText will not change the text via setText unless the new text is different to the old one.
  • If you set transparent in the Game Config but didn't provide a backgroundColor then it would render as black. It will now be properly transparent. If you do provide a color value then it must include an alpha component.
  • You can now pass normal Groups to Arcade Physics collide / overlap, as well as Physics Groups. Fix #3277 (thanks @nkholski)
  • Texture.get has been optimized to fail first, then error, with a new falsey check. This allows you to skip out specifying animation frames in the animation config without generating a console warning.
  • The setFrame method of the Texture component has been updated so that it will now automatically reset the width and height of a Game Object to match that of the new Frame. Related, it will also adjust the display origin values, because they are size based. If the Frame has a custom pivot it will set the origin to match the custom pivot instead.
  • ScenePlugin.swapPosition now allows you to use it to swap the positions of any two Scenes. Before the change it only allowed you to swap the position of the calling Scene and another one, but a new optional keyB argument opens this up.
  • The SceneManager no longer renders a Scene unless it is visible AND either running or paused. This now skips Scenes that are in an init state.
  • The Keyboard Manager will now no longer emit keydown events if you keep holding a key down. Fix #3239 (thanks @squaresun)
  • The SceneManager now employs a new queue for all pending Scenes, creating them and booting them in strict sequence. This should prevent errors where Scenes were unable to reference other Scenes further down the boot list in their create functions. Fix #3314 (thanks @max1701 @rblopes)
  • Game.preBoot and Game.postBoot callbacks now pass an instance of the game to the callback (thanks @rblopes)
  • Graphics.arc in WebGL mode now works more like arc does in Canvas (thanks @Twilrom)
  • GameObjects now emit a 'destroy' event when they are destroyed, which you can use to perform any additional processing you require. Fix #3251 (thanks @rexrainbow)
  • If an HTML5AudioSound sound fails to play it will now issue a console.warn (thanks @samme)
  • Phaser is now running Travis CI build testing again (thanks @vpmedia)
  • Documentation updates: thanks to @melissaelopez @samme @jblang94

Version 3.1.2 - 23rd February 2018

Updates

  • Hundreds of JSDoc fixes across the whole API.
  • Tween.updateTweenData will now check to see if the Tween target still exists before trying to update its properties.
  • If you try to use a local data URI in the Loader it now console warns instead of logs (thanks @samme)

Bug Fixes

  • The KeyCode FORWAD_SLASH had a typo and has been changed to FORWARD_SLASH. Fix #3271 (thanks @josedarioxyz)
  • Fixed issue with vertex buffer creation on Static Tilemap Layer, causing tilemap layers to appear black. Fix #3266 (thanks @akleemans)
  • Implemented Static Tilemap Layer scaling and Tile alpha support.
  • Fixed issue with null texture on Particle Emitter batch generation. This would manifest if you had particles with blend modes on-top of other images not appearing.
  • Added missing data parameter to ScenePlugin. Fixes #3810 (thanks @AleBles)

Version 3.1.1 - 20th February 2018

Updates

  • The entire codebase now passes our eslint config (which helped highlight a few errors), if you're submitting a PR, please ensure your PR passes the config too.
  • The Web Audio Context is now suspended instead of closed to allow for prevention of 'Failed to construct AudioContext: maximum number of hardware contexts reached' errors from Chrome in a hot reload environment. We still strongly recommend reusing the same context in a production environment. See this example for details. Fixes #3238 (thanks @z0y1 @Ziao)
  • The Webpack shell plugin now fires on onBuildExit, meaning it'll update the examples if you use webpack watch (thanks @rblopes)
  • Added root: true flag to the eslint config to stop it scanning further-up the filesystem.

Bug Fixes

  • Math.Fuzzy.Floor had an incorrect method signature.
  • Arcade Physics World didn't import GetOverlapX or GetOverlapY, causing separateCircle to break.
  • TileSprite was missing a gl reference, causing it to fail during a context loss and restore.
  • The Mesh Game Object Factory entry had incorrect arguments passed to Mesh constructor.
  • Removed unused _queue property from ScenePlugin class (thanks @rblopes)
  • The variable static is no longer used in Arcade Physics, fixing the 'static is a reserved word' in strict mode error (thanks @samme)
  • Fixed Set.union, Set.intersect and Set.difference (thanks @yupaul)
  • The corner tints were being applied in the wrong order. Fixes #3252 (thanks @Rybar)
  • BitmapText objects would ignore calls to setOrigin. Fixes #3249 (thanks @amkazan)
  • Fixed a 1px camera jitter and bleeding issue in the renderer. Fixes #3245 (thanks @bradharms)
  • Fixed the error WebGL: INVALID_ENUM: blendEquation: invalid mode. that would arise on iOS. Fixes #3244 (thanks @Ziao)
  • The drawBlitter function would crash if roundPixels was true. Fixes #3243 (thanks @Jerenaux and @vulcanoidlogic)

Version 3.1.0 - Onishi - 16th February 2018

Updates

  • Vertex resource handling code updated, further optimizing the WebGL batching. You should now see less gl ops per frame across all batches.
  • The Blitter game object has been updated to use the List structure instead of DisplayList.
  • Arcade Physics World disableBody has been renamed disableGameObjectBody to more accurately reflect what it does.
  • Lots of un-used properties were removed from the Arcade Physics Static Body object.
  • Arcade Physics Static Body can now refresh itself from its parent via refreshBody.

Bug Fixes

  • A couple of accidental uses of let existed, which broke Image loading in Safari # (thanks Yat Hin Wong)
  • Added the static property Graphics.TargetCamera was added back in which fixed Graphics.generateTexture.
  • The SetHitArea Action now calls setInteractive, fixing Group.createMultiple when a hitArea has been set.
  • Removed rogue Tween emit calls. Fix #3222 (thanks @ZaDarkSide)
  • Fixed incorrect call to TweenManager.makeActive. Fix #3219 (thanks @ZaDarkSide)
  • The Depth component was missing from the Zone Game Object. Fix #3213 (thanks @Twilrom)
  • Fixed issue with Blitter overwriting previous objects vertex data.
  • The Tile game object tinting was fixed, so tiles now honor alpha values correctly.
  • The BitmapMask would sometimes incorrectly bind its resources.
  • Fixed the wrong Extend target in MergeXHRSettings (thanks @samme)

New Features

  • Destroying a Game Object will now call destroy on its physics body, if it has one set.
  • Arcade Physics Colliders have a new name property and corresponding setName method.
  • Matter.js bodies now have an inlined destroy method that removes them from the World.
  • Impact bodies now remove themselves from the World when destroyed.
  • Added Vector2.ZERO static property.