Phaser 3.61.0 Beta 1 #6554
photonstorm
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New Features
Text.setRTL
is a new method that allows you to set a Text Game Object as being rendered from right-to-left, instead of the default left to right (thanks @rexrainbow)FX.Circle.backgroundAlpha
is a new property that allows you to set the amount of the alpha of the background color in the Circle FX (thanks @rexrainbow)Physics.Arcade.World.singleStep
is a new method that will advance the Arcade Physics World simulation by exactly 1 step (thanks @monteiz)Tilemaps.ObjectLayer.id
is a new property that returns the ID of the Object Layer, if specified within Tiled, or zero otherwise. You can now access the unique layer ID of Tiled layers if the event a map doesn't have unique layer names (thanks @rui-han-crh)Tilemaps.LayerData.id
is a new property that returns the ID of the Data Layer, if specified within Tiled, or zero otherwise (thanks @rui-han-crh)Text.setLetterSpacing
is a new method andText.lineSpacing
is the related property that allows you to set the spacing between each character of a Text Game Object. The value can be either negative or positive, causing the characters to get closer or further apart. Please understand that enabling this feature will cause Phaser to render each character in this Text object one by one, rather than use a draw for the whole string. This makes it extremely expensive when used with either long strings, or lots of strings in total. You will be better off creating bitmap font text if you need to display large quantities of characters with fine control over the letter spacing (thanks @Ariorh1337)ParticleEmitter.clearDeathZones
is a new method that will clear all previously created Death Zones from a Particle Emitter (thanks @rexrainbow)ParticleEmitter.clearEmitZones
is a new method that will clear all previously created Emission Zones from a Particle Emitter (thanks @rexrainbow)Updates
WebAudioSoundManager
will now bind thebody
to theremoveEventListener
method, if it exists, to prevent memory leaks (thanks @wjaykim)AnimationManager.globalTimeScale
property is now applied to all Game Objects using the Animation component, allowing you to globally speed-up or slow down all animating objects (thanks @TJ09)Rope
Game Object now callsinitPostPipeline
allowing you to use Post FX directly on it, such as glow, blur, etc. Fix PostFX of Rope game object #6550 (thanks @rexrainbow)Tween.stop
method will now check to see ifTween.parent
is set. If not, it won't try to set a pending removal state or dispatch an event, which should help guard against errors whereTween.stop
is called by mistake on already destroyed tweens (thanks @orcomarcio)Tween.remove
method will now check to see ifTween.parent
exists before trying to remove it from the parent. This should help guard against errors whereTween.remove
is called by mistake on already removed or destroyed tweens. Fix Tween.remove() causes error "Cannot read properties of null (reading 'remove')" #6539 (thanks @orcomarcio)Particle.alpha
is now clamped to the range 0 to 1 within theupdate
method, preventing it from going out of range. Fix Particles' alpha value "wraps" if greater than 1 (ex. 1.7 behaves like 0.7) #6551 (thanks @orcomarcio)Math.Wrap
has been reverted to the previous version. Fix Phaser.Math.Wrap inconsitent behaviour #6479 (thanks @EmilSV)Bug Fixes
Particle.scaleY
would always be set to thescaleX
value, even if given a different one within the config. It will now use its own value correctly.Array.Matrix.RotateLeft
was missing thetotal
parameter, which controls how many times to rotate the matrix.Array.Matrix.RotateRight
was missing thetotal
parameter, which controls how many times to rotate the matrix.Array.Matrix.TranslateMatrix
didn't work with any translation values above 1 due to missing parameters inRotateLeft
andRotateRight
FX.Blur
didn't set thequality
parameter to its property, meaning it wasn't applied in the shader, causing it to always use a Low Blur quality (unless modified post-creation).BlurFXPipeline
didn't bind the quality of shader specified in the controller, meaning it always used the Low Blur shader, regardless of what the FX controller asked for.FXBlurLow
fragment shader didn't have theoffset
uniform. This is now passed in and applued to the resulting blur, preventing it from creating 45 degree artifacts (thanks Wayfinder)Tilemap.createFromObjects
method wouldn't always copy custom properties to the target objects or Data Manager. FixcreateFromObjects()
doesn't copy custom properties #6391 (thanks @samme @paxperscientiam)scale.min
andscale.max
width
andheight
properties in Game Config were ignored by the Game constructor, which was expectingminWidth
andminHeight
. This now matches the documnentation. Fix Min/max width and height in game config are ignored by Phaser.Game constructor #6501 (thanks @NikitaShpanko @wpederzoli)Actions.GetLast
function had the same code as theGetFirst
function. It now does what you'd expect it to do. Fix Error: GetLast function not implemented correctly #6513 (thanks @dmokel)TilemapLayer.PutTileAt
method would use an incorrect local GID if the Tilemap Layer wasn't using all available tilesets. Fix PutTileAt sid wrong if layer does not use all tilesets #5931 (thanks @christianvoigt @wjaykim)TextureManager.addSpriteSheet
method would fail if aTexture
instance was given as the second parameter, throwing aCannot read property 'key' of null
(thanks @charlieschwabacher)HexagonalCullBounds
function incorrectly referencedthis
within it, instead oflayer
(thanks @DaliborTrampota)HexagonalGetTileCorners
function incorrectly referencedthis
within it, instead oflayer
(thanks @DaliborTrampota)HexagonalTileToWorldXY
function incorrectly referencedthis
within it, instead oflayer
(thanks @DaliborTrampota)BitmapText
Game Object will now reset the WebGL Texture unit on flush, which fixes an issue of a flush happened part-way during the rendering a BitmapText (thanks @EmilSV)x: { values: [ 50, 500, 200, 800 ] }
it would fail to set the final value unless you specified theinterpolation
property as well. It now defaults tolinear
if not given. Fix Particles' alpha value "wraps" if greater than 1 (ex. 1.7 behaves like 0.7) #6551 (thanks @orcomarcio)ignoreGravity
boolean is now checked during the Matter Engine internal functions, allowing this property to now work again. Fix Ignore gravity is not working for matter physics #6473 (thanks @peer2p)Group.createFromConfig
will now check to see if the config contains eitherinternalCreateCallback
orinternalRemoveCallback
and set them accordingly. This fixes an issue where the callbacks would never be set if specified in an array of single configuration objects. Fix Arcade Physics group create from array config result is incorrect #6519 (thanks @samme)PhysicsGroup
will now set theclassType
and null theconfig
when an array of single configuration objects is given in the constructor. Fix Arcade Physics group create from array config result is incorrect #6519 (thanks @samme)PathFollower.pathUpdate
method will now check if thetween
property has a validdata
component before running the update. This prevents a call toPathFollower.stopFollow
from throwing aCannot read properties of null (reading '0')
error as it tried to do a single update post stop. Fix stopFollow() throws Cannot read properties of null Error #6508 (thanks @francois-dibulo)Examples, Documentation, Beta Testing and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@samme
This discussion was created from the release Phaser 3.61.0 Beta 1.
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