phaser/CHANGELOG.md
2021-11-01 17:09:21 +00:00

44 KiB

Version 3.60.0 - Miku - in development

New Features - Sprite FX

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

New Features - Compressed Texture Support

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

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

Development of this feature was kindly sponsored by Club Penguin Rewritten (https://cprewritten.net).

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

New Features - Multi Tint Pipeline

  • If you have a customised Multi Tint Pipeline fragment shader that uses the %forloop% declaration, you should update it to follow the new format defined in Multi.frag. This new shader uses a function called getSampler instead of the often massive if/else glsl blocks from before. Please see the shader code and update your own shaders accordingly.
  • The Multi.frag shader now uses a highp precision instead of mediump.
  • The WebGL.Utils.checkShaderMax function will no longer use a massive if/else glsl shader check and will instead rely on the value given in gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS).
  • The WebGL.Utils.parseFragmentShaderMaxTextures function no longer supports the %forloop% declaration.
  • The internal WebGL Utils function GenerateSrc has been removed as it's no longer required internally.

New Features

  • ScaleManager.getViewPort is a new method that will return a Rectangle geometry object that matches the visible area of the screen (thanks @rexrainbow)
  • When starting a Scene and using an invalid key, Phaser will now raise a console warning informing you of this, instead of silently failing. Fix #5811 (thanks @ubershmekel)
  • GameObjects.Layer.addToDisplayList and removeFromDisplayList are new methods that allows for you to now add a Layer as a child of another Layer. Fix #5799 (thanks @samme)
  • GameObjects.Video.loadURL has a new optional 4th parameter crossOrigin. This allows you to specify a cross origin request type when loading the video cross-domain (thanks @rmartell)
  • You can now set loader.imageLoadType: "HTMLImageElement" in your Game Configuration and the Phaser Loader will use an Image Tag to load all images, rather than XHR and a Blob object which is the default. This is a global setting, so all file types that use images, such as Atlas or Spritesheet, will be changed via this flag (thanks @hanzooo)
  • You can now control the drawing offset of tiles in a Tileset using the new optional property Tileset.tileOffset (which is a Vector2). This property is set automatically when Tiled data is parsed and found to contain it. Fix #5633 (thanks @moJiXiang @kainage)
  • You can now set the alpha value of the Camera Flash effect before running it, where-as previously it was always 1 (thanks @kainage)
  • The Tilemap.createFromObjects method has been overhauled to support typed tiles from the Tiled Map Editor (https://doc.mapeditor.org/en/stable/manual/custom-properties/#typed-tiles). It will now also examine the Tileset to inherit properties based on the tile gid. It will also now attempt to use the same texture and frame as Tiled when creating the object (thanks @lackhand)
  • TweenManager.reset is a new method that will take a tween, remove it from all internal arrays, then seek it back to its start and set it as being active.

Geom Updates

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

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

Updates

  • When you try to use a frame that is missing on the Texture, it will now give the key of the Texture in the console warning (thanks @samme)
  • The Display.Masks.BitmapMask destroy method will now remove the context-lost event handler.
  • The hitArea parameter of the GameObjects.Zone.setDropZone method is now optional and if not given it will try to create a hit area based on the size of the Zone Game Object (thanks @rexrainbow)
  • BitmapMask.scene is a new property that allows the Bitmap Mask to reference the Scene it was created in.
  • The DOMElement.preUpdate method has been removed. If you overrode this method, please now see preRender instead.
  • DOMElement.preRender is a new method that will check parent visibility and improve its behavior, responding to the parent even if the Scene is paused or the element is inactive. Dom Elements are also no longer added to the Scene Update List. Fix #5816 (thanks @prakol16 @samme)
  • Phaser 3 is now built with webpack 5 and all related packages have been updated.
  • Previously, an Array Matrix would enforce it had more than 2 rows. This restriction has been removed, allowing you to define and rotate single-row array matrices (thanks @andriibarvynko)
  • The Gamepad objects now have full TypeScript definitions thanks to @sylvainpolletvillard
  • Lots of configuration objects now have full TypeScript definitions thanks to @16patsle
  • Particle.fire will now throw an error if the particle has no texture frame. This prevents an uncaught error later when the particle fails to render. Fix #5838 (thanks @samme @monteiz)
  • ParticleEmitterManager.setEmitterFrames will now print out console warnings if an invalid texture frame is given, or if no texture frames were set. Fix #5838 (thanks @samme @monteiz)
  • SceneManager.stop will now ignore the call if the Scene has already been shut down, avoiding potential problems with duplicate event handles. Fix #5826 (thanks @samme)
  • Removed the Tint and Flip components from the Camera class. Neither were ever used internally, or during rendering, so it was just confusing having them in the API.
  • A new console.error will be printed if the File, MultiFile, JSONFile or XMLFile fail to process or parse correctly, even if they manage to load. Fix #5862 #5851 (thanks @samme @ubershmekel)
  • The ScriptFile Loader File Type has a new optional parameter: type. This is a string that controls the type attribute of the <script> tag that is generated by the Loader. By default it is 'script', but you can change it to 'module' or any other valid type.

Bug Fixes

  • Animation.createFromAseprite would calculate an incorrect frame duration if the frames didn't all have the same speed.
  • The URL scheme capacitor:// has been added to the protocol check to prevent malformed double-urls in some environments (thanks @consolenaut)
  • Removed Config.domBehindCanvas property as it's never used internally. Fix #5749 (thanks @iamallenchang)
  • dispatchTweenEvent would overwrite one of the callback's parameters. This fix ensures that Tween.setCallback now works consistently. Fix #5753 (thanks @andrei-pmbcn @samme)
  • The context restore event handler is now turned off when a Game Object is destroyed. This helps avoid memory leakage from Text and TileSprite Game Objects, especially if you consistently destroy and recreate your Game instance in a single-page app (thanks @rollinsafary-inomma @rexrainbow @samme)
  • When the device does not support WebGL, creating a game with the renderer type set to Phaser.WEBGL will now fail with an error. Previously, it would fall back to Canvas. Now it will not fall back to Canvas. If you require that feature, use the AUTO render type. Fix #5583 (thanks @samme)
  • The Tilemap.createFromObjects method will now correctly place both tiles and other objects. Previously, it made the assumption that the origin was 0x1 for all objects, but Tiled only uses this for tiles and uses 0x0 for its other objects. It now handles both. Fix #5789 (thanks @samme)
  • The CanvasRenderer.snapshotCanvas method used an incorrect reference to the canvas, causing the operation to fail. It will now snapshot a canvas correctly. Fix #5792 #5448 (thanks @rollinsafary-inomma @samme @akeboshi1)
  • The Tilemap.tileToWorldY method incorrectly had the parameter tileX. It will worked, but didn't make sense. It is now tileY (thanks @mayacoda)
  • The Tilemap.convertTilemapLayer method would fail for isometric tilemaps by not setting the physic body alignment properly. It will now call getBounds correctly, allowing for use on non-orthagonal maps. Fix #5764 (thanks @mayacoda)
  • The PluginManager.installScenePlugin method will now check if the plugin is missing from the local keys array and add it back in, if it is (thanks @xiamidaxia)
  • The Spine Plugin would not work with multiple instances of the same game on a single page. It now stores its renderer reference outside of the plugin, enabling this. Fix #5765 (thanks @xiamidaxia)
  • In Arcade Physics, Group vs. self collisions would cause double collision callbacks due to the use of the quad tree. For this specific conditions, the quad tree is now skipped. Fix #5758 (thanks @samme)
  • During a call to GameObject.Shapes.Rectangle.setSize it will now correctly update the Rectangle object's display origin and default hitArea (thanks @rexrainbow)
  • The Arcade Physics Body will now recalculate its center after separation with a Tile in time for the values to be correct in the collision callbacks (thanks @samme)
  • The ParseTileLayers function has been updated so that it no longer breaks when using a Tiled infinite map with empty chunks (thanks @jonnytest1)
  • The PutTileAt function will now set the Tile dimensions from the source Tileset, fixing size related issues when placing tiles manually. Fix #5644 (thanks @moJiXiang @stuffisthings)
  • The new Tileset.tileOffset property fixes an issue with drawing isometric tiles when an offset had been defined in the map data (thanks @moJiXiang)
  • Fixed issue in Geom.Intersects.GetLineToLine function that would fail with colinear lines (thanks @Skel0t)
  • The CameraManager.destroy function will now remove the Scale Manager RESIZE event listener created as part of boot, where-as before it didn't clean it up, leading to gc issues. Fix #5791 (thanks @liuhongxuan23)
  • With roundPixels set to true in the game or camera config, Sprites will no longer render at sub-pixel positions under CANVAS. Fix #5774 (thanks @samme)
  • The Camera will now emit PRE_RENDER and POST_RENDER events under the Canvas Renderer. Fix #5729 (thanks @ddanushkin)
  • The Multi Pipeline now uses highp float precision by default, instead of mediump. This fixes issues with strange blue 'spots' appearing under WebGL on some Android devices. Fix #5751 #5659 #5655 (thanks @actionmoon @DuncanPriebe @ddanushkin)
  • The Tilemaps.Tile.getBounds method would take a camera parameter but then not pass it to the methods called internally, thus ignoring it. It now factors the camera into the returned Rectangle.
  • Tilemap.createFromObjects has had the rendering of Tiled object layers on isometric maps fixed. Objects contained in object layers generated by Tiled use orthogonal positioning even when the map is isometric and this update accounts for that (thanks @lfarroco)
  • Timers with very short delays (i.e. 1ms) would only run the callback at the speed of the frame update. It will now try and match the timer rate by iterating the calls per frame. Fix #5863 (thanks @rexrainbow)
  • The Text, TileSprite and RenderTexture Game Objects would call the pre and post batch functions twice by mistake, potentially applying a post fx twice to them.
  • ScaleManager.getParentBounds will now also check to see if the canvas bounds have changed x or y position, and if so return true, causing the Scale Manager to refresh all of its internal cached values. This fixes an issue where the canvas may have changed position on the page, but not its width or height, so a refresh wasn't triggered. Fix #5884 (thanks @jameswilddev)
  • The SceneManager.bootScene method will now always call LoaderPlugin.start, even if there are no files in the queue. This means that the Loader will always dispatch its START and COMPLETE events, even if the queue is empty because the files are already cached. You can now rely on the START and COMPLETE events to be fired, regardless, using them safely in your preload scene. Fix #5877 (thanks @sipals)
  • Calling TimerEvent.reset in the Timer callback would cause the timer to be added to the Clock's pending removal and insertion lists together, throwing an error. It will now not add to pending removal if the timer was reset. Fix #5887 (thanks @rexrainbow)
  • Calling ParticleEmitter.setScale would set the scaleY property to null, causing calls to setScaleY to throw a runtime error. scaleY is now a required property across both the Particle and Emitter classes and all of the conditional checks for it have been removed (thanks ojg15)
  • Calling Tween.reset when a tween was in a state of PENDING_REMOVE would cause it to fail to restart. It now restarts fully. Fix #4793 (thanks @spayton)
  • The default Tween._pausedState has changed from INIT to PENDING_ADD. This fixes a bug where if you called Tween.play immediately after creating it, it would force the tween to freeze. Fix #5454 (thanks @michal-bures)
  • If you start a PathFollower with a to value it will now tween and complete at that value, rather than the end of the path as before (thanks @samme)

Examples, Documentation and TypeScript

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

@necrokot Golen @Pythux @samme @danfoster @eltociear @sylvainpolletvillard @hanzooo @etherealmachine @DeweyHur @twoco @austinlyon @Arcanorum

Version 3.55.2 - Ichika - 27th May 2021

Bug Fixes

  • Fixed an issue in FillPathWebGL, IsoBoxWebGLRenderer and IsoTriangleWebGLRenderer functions which caused the filled versions of most Shape Game Objects to pick-up the texture of the previous object on the display list. Fix #5720 (thanks @samme)

Version 3.55.1 - Ichika - 26th May 2021

New Features

  • The GameObject.destroy method has a new fromScene parameter, set automatically by Phaser. Fix #5716 (thanks @rexrainbow)
  • The Game Object DESTROY event is now set the new fromScene boolean as the 2nd parameter, allowing you to determine what invoked the event (either user code or a Scene change). Fix #5716 (thanks @rexrainbow)

Bug Fixes

  • Fixed an issue with the TypeScript defs not recognising the Game Object Config properly. Fix #5713 (thanks @vforsh)
  • Fixed an issue in the FillPathWebGL function which caused the filled versions of the Arc, Circle, Ellipse, Polygon and Star Shapes to not render. Fix #5712 (thanks @rexrainbow)
  • Fixed rendering parameters in IsoBox and IsoTriangle Game Objects that stopped them from rendering correctly.
  • Added the missing WebGLPipelineUniformsConfig type def. Fix #5718 (thanks @PhaserEditor2D)

Version 3.55.0 - Ichika - 24th May 2021

New Features

  • GameObjects.DOMElement.pointerEvents is a new property that allows you to set the pointerEvents attribute on the DOM Element CSS. This is auto by default and should not be changed unless you know what you're doing.
  • Core.Config.domPointerEvents is a new config property set via dom: { pointerEvents } within the Game Config that allows you to set the pointerEvents css attribute on the DOM Element container.
  • The RenderTexture.endDraw method has a new optional boolean erase which allows you to draw all objects in the batch using a blend mode of ERASE. This has the effect of erasing any filled pixels in the objects being drawn.
  • All of the methods from the GraphicsPipeline have now been merged with the MultiPipeline, these include batchFillRect, batchFillTriangle, batchStrokeTriangle, batchFillPath, batchStrokePath and batchLine. The Graphics Game Object and all of the Shape Game Objects have been updated to use the new Multi Pipeline. This means that drawing Sprites and Graphics / Shapes will all batch together again. Fix #5553 #5500 (thanks @venarius @roberthook823)

Updates

  • The types have been improved for WebGL Compressed Textures (thanks @vforsh)
  • Container.moveAbove is a new method that will move a Game Object above another in the same Container (thanks @rexrainbow)
  • Container.moveBelow is a new method that will move a Game Object below another in the same Container (thanks @rexrainbow)
  • List.moveAbove is a new method that will move a Game Object above another in the same List (thanks @rexrainbow)
  • List.moveBelow is a new method that will move a Game Object below another in the same List (thanks @rexrainbow)
  • The MeasureText function, as used by Text Game Objects, has had its performance enhanced by removing a duplicate image data check and also now checks for metrics properties correctly (thanks @valadaptive)
  • WebGLShader.setUniform1 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • WebGLShader.setUniform2 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • WebGLShader.setUniform3 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • WebGLShader.setUniform4 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • The WebGLShader.set1fv, set2fv, set3fv, set4fv, set1iv, set2iv, set3iv, set4iv, setMatrix2fv, setMatrix3fv and setMatrix4fv methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670 (thanks @telinc1)

Bug Fixes

  • Have reverted all of the DOM Element CSS changes back to how they were in 3.52, causing both DOM Input and Phaser Input to work together properly again. Fix #5628 (thanks @sacharobarts)
  • The Mesh Game Object would incorrectly cull faces if the Scene Camera scrolled. It now calculates the cull correctly, regardless of camera world position, zoom or rotation. Fix #5570 (thanks @hendrikras)
  • Math.ToXY will now return an empty Vector 2 if the index is out of range, where before it would return the input Vector2 (thanks @Trissolo)
  • The UpdateList.shutdown method will now remove the PRE_UPDATE handler from the ProcessQueue correctly (thanks @samme)
  • When loading a Video with a config object, it would not get the correct key value from it (thanks @mattjennings)
  • The GameObjectFactory.existing method will now accept Layer as a TypeScript type. Fix #5642 (thanks @michal-bures)
  • The Input.Pointer.event property can now be a WheelEvent as well.
  • Fixed an issue when loading audio files from a Phaser project wrapped in Capacitor native app shell on iOS (thanks @consolenaut)
  • Video would not resume playing after regaining focus swapping from another browser tab. Fix #5377 (thanks @spayton)
  • Container will now invoke addToRenderList before leaving the render method, fixing an issue with Container Input. Fix #5506 (thanks @vforsh @rexrainbow)
  • The Game.postBoot callback was never being invoked due to an incorrect internal property setter. Fix #5689 (thanks @sebastianfast)
  • The Light Game Object didn't set the shader uniforms correctly, causing it to appear to ignore image rotation with normal maps. Fix #5660 (thanks @sroboubi @telinc1)

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:

@x-wk @samme @trynx @Palats @supertorpe @Pixelguy @Fractal @halgorithm @Golden @H0rn0chse @EmilSV @Patapits @karbassi

Version 3.54.0 - Futaro - 26th March 2021

New Features

  • Phaser.Math.Median is a new function that will calculate the median of the given values. The values are sorted and the middle value is returned. In case of an even number of values, the average of the two middle values is returned (thanks @vforsh)
  • ScenePlugin.pluginKey is a new string-based property, set by the PluginManager that contains the key of the plugin with the Scene Systems.

Updates

  • When the Scene-owned Input Plugin is shutdown (i.e. via a call to Scene.stop) it will now remove any Key objects that the plugin created, not just reset them. This is a quality-of-life breaking change from how it worked previously (thanks @veleek)
  • Thanks to a TS Parser update by @krotovic the JSDocs can now define @this tags. Fix #4669.
  • The Scenes.Systems.install method has been removed. It's no longer required and would throw an error if called. Fix #5580 (thanks @Trissolo)
  • The WebAudioSoundManager.onFocus method will now test to see if the state of the AudioContext is interrupted, as happens on iOS when leaving the page, and then resumes the context. Fix #5390 #5156 #4790 (thanks @SBCGames @micsun-al @AdamXA)

Bug Fixes

  • Adding a Game Object to a Container that already existed in another Container would leave a copy of it on the Display List. Fix #5618 (thanks Kromah @mariogarranz)
  • Fixed missing backgroundColor property in GameConfig. Fix #5597 (thanks @eli-s-r)
  • BitmapText wouldn't render correctly with the Canvas Renderer when the texture came from a Texture Atlas. Fix #5545 (thanks @vforsh)
  • #5504 had broken DOM Elements being able to be clicked due to an oversight of the DOM Container. DOM Elements now correctly pick-up the default pointer events handler. Fix #5594 (thanks @pizkaz)
  • The RGBToString function will no longer return CSS strings with decimal places if the input contained them (thanks @neil-h)
  • Objects added to a SpineContainer were also added to the base Display List, causing them to appear twice. Fix #5599 (thanks @spayton)
  • When an Animation has skipMissedFrames set it will now bail out of the skip catch-up loop if any of the frames cause the animation to complete. Fix #5620 (thanks @fenrir1990 @Aveyder)
  • The Spine Plugin factory functions now use the local Scene Spine Plugin reference in order to create the objects, rather than the Scene belonging to the first instance of the plugin. This prevents errors when you have globally installed the Spine plugin, but then remove or destroy the first Scene using it (thanks stever1388 @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:

@samme @masterT @krotovic @Kvisaz

Version 3.53.1 - Anastasia - 8th March 2021

  • Fixed an issue where Container children were not removed from the display list properly.

Version 3.53.0 - Anastasia - 8th March 2021

New Features

  • You can now run Phaser from within a Web Worker. You must use the type: 'classic' method and then use importScripts('phaser.js') within your workers, but it will no longer throw window errors and allows you access to lots of the core Phaser functions from Workers.
  • Scenes.Events.PRE_RENDER is a new event fired after the display list is sorted and before the Scene is rendered (thanks @samme)
  • You can now set the boolean preserveDrawingBuffer in the Game Config (either directly, or in the Render Config). This is passed to the WebGL context during creation and controls if the buffers are automatically cleared each frame or not. The default is to clear them. Set to true to retain them.
  • GameObjects.Shape.setDisplaySize is a new method that helps setting the display width and height of a Shape object in a chainable way. Fix #5526 (thanks @samme)
  • Tilemaps.Parsers.Tiled.ParseTilesets has been updated so it now retains the type field information that can be optionally specified within Tiled. This is useful when creating objects from tiles and tile variants (thanks @lackhand)
  • Tilemaps.Parsers.Tiled.ParseWangsets is a new function that will parse the Wangset information from Tiled map data, if present, and retain it so you can access the data (thanks @lackhand)
  • WebGLPipeline.glReset is a new boolean property that keeps track of when the GL Context was last reset by the Pipeline Manager. It then redirects calls to bind to rebind instead to restore the pipeline state.

Display List Updates

  • GameObject.addToDisplayList is a new method that allows you to add a Game Object to the given Display List. If no Display List is given, it will default to the Scene Display List. A Game Object can only exist on one Display List at any given time, but may move freely between them.
  • GameObject.addToUpdateList is a new method that adds the Game Object to the Update List belonging to the Scene. When a Game Object is added to the Update List it will have its preUpdate method called every game frame.
  • GameObject.removeFromDisplayList is a new method that removes the Game Object from the Display List it is currently on.
  • GameObject.removeFromUpdateList is a new method that removes the Game Object from the Scenes Update List.
  • GameObject.destroy will now call the new removeFromDisplayList and removeFromUpdateList methods.
  • DisplayList.addChildCallback will now use the new addToDisplayList and removeFromDisplayList Game Object methods.
  • Container.addHandler will now use the new addToDisplayList and removeFromDisplayList Game Object methods.
  • Layer.addChildCallback and removeChildCallback will now use the new addToDisplayList and removeFromDisplayList Game Object methods.
  • Group now listens for the ADDED_TO_SCENE and REMOVED_FROM_SCENE methods and adds and removes itself from the Update List accordingly.
  • Group.add and create now uses the new addToDisplayList and addToUpdateList Game Object methods.
  • Group.remove now uses the new removeFromDisplayList and removeFromUpdateList Game Object methods.
  • Group.destroy has a new optional boolean parameter removeFromScene, which will remove all Group children from the Scene if specified.

Updates

  • Phaser no longer includes the IE9 polyfills. All polyfills have been removed from the core builds and moved to their own specific version called phaser-ie9, which can be found in the dist folder.
  • All of the Device functions will now check to see if Phaser is running inside of a Web Worker, or not. If it is, they will return early, avoiding trying to make calls to window or other elements not present within Workers.
  • The Webpack loaders have been moved to dev dependencies to avoid peer issues during use of Phaser as a package (thanks @andrewstart)
  • The WebAudioSoundManager.createAudioContext method is no longer private.
  • The WebAudioSoundManager.context property is no longer private.
  • The WebAudioSoundManager.masterMuteNode property is no longer private.
  • The WebAudioSoundManager.masterVolumeNode property is no longer private.
  • The WebAudioSoundManager.destination property is no longer private.
  • The WebAudioSound.audioBuffer property is no longer private.
  • The WebAudioSound.source property is no longer private.
  • The WebAudioSound.loopSource property is no longer private.
  • The WebAudioSound.muteNode property is no longer private.
  • The WebAudioSound.volumeNode property is no longer private.
  • The WebAudioSound.pannerNode property is no longer private.
  • The WebAudioSound.hasEnded property is no longer private, but is read only.
  • The WebAudioSound.hasLooped property is no longer private, but is read only.
  • The WebAudioSoundManager.createAudioContext method will now use webkitAudioContext if defined in window (rather than using the polyfill) to handle audio on Safari.
  • If a loaded JSON File fails to parse it will now issue a console warning along with the file key (thanks @samme)
  • The Canvas Renderer will no longer run a fillRect if clearBeforeRender is false in the Game Config.
  • The LightsManager.addPointlight method now has full JSDocs and the attenuation parameter.
  • LightPipeline.lightsActive is a new boolean property that keeps track if the Lights Manager in a Scene is active, or not.
  • The LightPipeline now only calls batchSprite, batchTexture and batchTextureFrame if the Scene Lights Manager is active. Fix #5522 (thanks @inmylo)
  • The Tiled Parser has been updated so it now supports object properties defined in an array with name / type values (thanks @veleek)
  • LineCurve.getTangent can now take an output vector to receive the tangent value (thanks @samme)
  • DOMElementCSSRenderer no longer sets the pointerEvents style attribute to auto. This is the default value anyway and it now means you can override it from your code by setting the pointer-events attribute directly. Fix #5470 (thanks @hayatae @endel)
  • SceneManager.loadComplete will no longer try to unlock the Sound Manager, preventing AudioContext was not allowed to start console warnings after each Scene finishes loading.
  • WebGLRenderer.deleteTexture will now run resetTextures(true) first, incase the requested texture to be deleted is currently bound. Previously, it would delete the texture and then reset them.
  • If TextureSource.destroy has a WebGL Texture it will tell the WebGL Renderer to reset the textures first, before deleting its texture.
  • Cameras.Controls.FixedKeyControl.minZoom is a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)
  • Cameras.Controls.FixedKeyControl.maxZoom is a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)
  • Cameras.Controls.SmoothedKeyControl.minZoom is a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)
  • Cameras.Controls.SmoothedKeyControl.maxZoom is a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)
  • The WebGLPipeline.rebind method now accepts an optional parameter currentShader. If provided it will set the current shader to be this after the pipeline reset is complete.
  • The PipelineManager.rebind method will now flag all pipelines as glReset = true, so they know to fully rebind the next time they are invoked.

Bug Fixes

  • BlitterWebGLRenderer was calling an out-dated function setRenderDepth instead of addToRenderList (thanks Harm)
  • When a loaded JSON file fails to parse, it's marked FILE_ERRORED and the Loader continues. Before this change the Loader would stall (thanks @samme)
  • Math.FromPercent silently assumed the min parameter to be 0. It can now be any value, allowing you to generate percentages between min and max correctly (thanks @somechris)
  • The Container and Zone Game Objects were not handling being added to the render list, causing them to fail input detection tests. Fix #5506 #5508 (thanks @rexrainbow @vforsh @Nightspeller)
  • IsometricWorldToTileXY was returning a tile incorrectly offset from the given coordinates. It now returns from the expected location (thanks @veleek)
  • DOMElementCSSRenderer will now return early if src.node doesn't exist or is null, rather than trying to extract the style property from it. Fix #5566 (thanks @rattias)
  • The BitmapMask will now check to see if renderer exists before trying to hook to its event emitter (thanks @mattjennings)
  • TileSprite will now check to see if renderer exists before trying to restore itself during a context loss (thanks @mattjennings)
  • A Texture will now check to see if renderer exists before resetting the WebGL textures (thanks @mattjennings)
  • Destroying a Text Game Object when using the HEADLESS renderer would cause an Uncaught TypeError. Fix #5558 (thanks @mattjennings)
  • The Actions.PlayAnimation arguments have been updated to match the new animation system introduced in Phaser 3.50. It will now take either a string-key, or a play animation configuration object, and the startFrame parameter has been replaced with ignoreIfPlaying. The function will also only call play if the Game Object has an animation component, meaning you can now supply this action with a mixed-content array without errors. Fix #5555 (thanks @xuxucode)
  • RenderTarget.resize will now Math.floor the scaled width and height as well as ensure they're not <= 0 which causes Framebuffer status: Incomplete Attachment errors. Fix #5563 #5478 (thanks @orjandh @venarius)
  • Matter.Components.Sleep.setToSleep and setAwake were documented as returning this, however they didn't return anything. Both now return this correctly. Fix #5567 (thanks @micsun-al)
  • The Particle position would be wrong when set to follow a Sprite using the Canvas Renderer. Fix #5457 (thanks @samme)
  • Fixed a conditional bug in Arcade Physics ProcessX when Body2 is Immovable and Body1 is not.
  • The Spine Plugin would throw an error while unloading and restarting the game. Fix #5477 (thanks @ayamomiji @Pong420)
  • The Spine Plugin would cause all textures to render as blue if a Spine object followed any Game Object using the Graphics Pipeline on the display list, due to the gl context restoration not being properly handled. Fix #5493 #5449 (thanks @EmilSV @FloodGames)
  • Spine Game Objects and Containers will now add themselves to the Camera render list, fixing issues where input didn't work if depth was used or they were overlapped with another interactive Game Object.
  • Calling Group.destroy would cause a runtime error if Group.runChildUpdate had been set. Fix #5576 (thanks @samme)
  • Moving a Sprite from a Container or Layer to the Scene would fail without first resetting the display list. Fix #5535 (thanks @malahaas @samme @tringcooler)

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:

@edemaine @xuxucode @schontz @kaktus42 @Nero0 @samme

Version 3.52.0 - Crusch - 14th January 2021

New Features

  • The getPostPipeline method available on most Game Objects will now return an array of piplines if an instance is given and the Game Object has more than one of those pipelines set on it. If only one pipeline is set, it will be returned directly.

Updates

  • BaseCamera.renderList is a new array that is populated with all Game Objects that the camera has rendered in the current frame. It is automatically cleared during Camera.preUpdate and is an accurate representation of the Game Objects the Camera rendered. It's used internally by the Input Plugin, but exposed should you wish to read the contents or use it for profiling.
  • BaseCamera.addToRenderList is a new method that will add the given Game Object to the Cameras current render list.
  • The InputPlugin.sortGameObjects method now uses the new Camera render list to work out the display index depths.
  • The InputPlugin.sortDropZones method is a new method, based on the old sortGameObjects method that is used for sorting input enabled drop zones.
  • The background color behind the game url in the banner is now transparent, so it looks correct with dark dev tools themes (thanks @kainage)

Bug Fixes

  • WebAudioSound.destroy now checks to see if pannerNode exists before disabling it, preventing an error in Safari (thanks @jdcook)
  • Fixed the cause of Uncaught TypeError: Cannot read property 'getIndex' of null by checking the display list property securely. Fix #5489 (thanks @actionmoon)
  • Fixed an issue where adding input-enabled Game Objects to a Layer would have the input system ignore their depth settings. Fix #5483 (thanks @pr4xx)
  • The method TilemapLayer.weightedRandomize has changed so that the parameter weightedIndexes is now first in the method and is non-optional. Previously, it was the 5th parameter and incorrectly flagged as optional. This change was made to the docs but not the parameters, but now works according to the docs (thanks Fantasix)
  • The Mesh GenerateVerts function was returning an object with the property verts instead of vertices as expected by the Mesh.addVertices method. It now returns the correct name (thanks @lackhand)
  • AtlasJSONFile will now call File.pendingDestroy, clearing up the resources it used during load and emitting a missing FILE_COMPLETE event. Fix #5495 (thanks @mikuso)
  • AtlasJSONFile, AtlasXMLFile, BitmapFontFile and UnityAtlasFile will now call File.pendingDestroy, clearing up the resources it used during load and emiting a missing FILE_COMPLETE event. Fix #5495 (thanks @mikuso)
  • Some Bitmap Text fonts were not rendering under Canvas due to the way in which the texture offset was calculated. It now uses the __BASE frame to get the texture offset, rather than the first frame in the set. Fix #5462 #5501 (thanks @monteiz @DPMakerQB)

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:

@ygongdev Tucker @lackhand

Version 3.51.0 - Emilia - 5th January 2021

New Features

  • WebGLRenderer.isTextureClean is a new boolean property that tracks of all of the multi-textures are in a clean 'default' state, to avoid lots of gl texture binds and activations during a Scene restart or destruction process.
  • GameObject.removePostPipeline would previously only remove a single pipeline instance. Calling the method with a class will now clear all instances of the pipeline class from the Game Object (thanks @rexrainbow)

Updates

  • Layer.destroy will now call destroy on all of its children as well.
  • The Layer Game Object has been given all of the missing properties and methods from Game Object to make the class shapes identical. This includes the properties parentContainer, tabIndex, input and body. You cannot set any of these properties, they are ignored by the Layer itself. It also includes the methods: setInteractive, disableInteractive and removeInteractive. A Layer cannot be enabled for input or have a physics body. Fix #5459 (thanks @PhaserEditor2D)
  • Layer.getIndexList is a new method, taken from the Game Object, that will return the index of the Layer in the display list, factoring in any parents.

Bug Fixes

  • On some keyboards it was possible for the keyup event to not fire because it was filtered out by the Keyboard Plugin repeat key check. Fix #5472 (thanks @cjw6k)
  • Fixed issue causing Cannot read property 'pipelines' of null to be thrown if using 3.50 with the HEADLESS renderer. Fix #5468 (thanks @Grenagar)
  • Canvas Tilemap Rendering is now working again. Fix #5480 (thanks @marshmn)
  • Layer.destroy will now emit the DESTROY event at the start of the method. Fix #5466 (thanks @samme)
  • The error RENDER WARNING: there is no texture bound to the unit ... would be thrown when trying to restart a Scene. When a Scene is shutdown is will now reset the WebGL Texture cache. Fix #5464 (thanks @ffx0s)
  • The error RENDER WARNING: there is no texture bound to the unit ... would be thrown when destroying a Text Game Object, or any Game Object that uses its own custom texture. Destroying such an object will now reset the WebGL Texture cache. Fix #5464 (thanks @mark-rushakoff)
  • When using an asset pack with a prefix, and loading a Spine file, the prefix was being appended twice causing the texture to fail loading. It's now appended correctly (thanks @jdcook)

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:

@pol0nium @ErinLMoore @umi-tyaahan @nk9

Version 3.50.1 - Subaru - 21st December 2020

  • The new Web Audio Panning feature breaks WebAudio on Safari (OSX and iOS). The stereo panner node is now only created if supported. Fix #5460 (thanks @d4rkforce)