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Phaser v3.85.2

17 Sep 19:24
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Updates

  • WebGLRenderer.setExtensions is a new method that queries the GL context to get the list of supported extensions. Which it then sets into the class properties. This method is called internally as part of the init and restore process.

Bug Fixes

  • When the WebGL context was restored it would incorrectly try to call init.setupExtensions() which didn't exist. It now calls the correct method, WebGLRenderer.setExtensions. Fix #6905 (thanks @RedRoosterMobile)
  • TransformMatrix.setQuad has been fixed so it no longer rounds the quad dimensions, only the x/y coordinates. This fixes a bug where it could give slightly different (+- 1px) sized textures based on how the dimensions were rounded when using roundPixels on the camera. Fix #6874 (thanks @saintflow47)

Examples, Documentation, Beta Testing and TypeScript

Thanks to the following for helping with the Phaser Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:

@AlvaroNeuronup

Phaser v3.85.1

05 Sep 17:48
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Version 3.85.1 - Itsuki - 5th September 2024

MatterJS

  • MatterJS has been updated to version 0.20.0 - Here are all the details about this update.
  • A new wrap method has been natively integrated into the Body class to replace the existing MatterWrap plugin. Here's how it works.
  • The Matter attractors plugin has been natively integrated into the Body class and Matter engine. More details here.
  • Integrated MatterCollisionEvents plugin functionality directly into the Matter.World class to handle collisions more effectively. More details here.
  • Updated Matter.World to improve the performance, accuracy, and reliability of the update method in handling physics simulations or animations. More details here.
  • Fixed Matter.World bug where group.length returns undefined. Changed to group.getLength() to correctly return number of children in a group.
  • Calling Matter.World.pause would stop the world updating, but the Runner timeLastTick wasn't reset when resume was called, causing all the bodies to advance. The time is now reset correctly. Fix #6892 (thanks @philipgriffin)

Round Pixels

Includes a Potentially Breaking Change

The way roundPixels has been handled in this release has been changed significantly. In previous versions we passed a uniform to the shaders and handled the pixel rounding on the GPU. However, this caused issues with our batching flow - for example, a Sprite would need to be rounded, but a Text or Shape object would not. This lead to complications in some parts of the render code.

In this release we have removed the shader uniform and branching and also made roundPixels default to false in the Game Config. Previously, it was true, so you may need to switch this flag if you were relying on it. Here are the results of this change:

  • The Game Config roundPixels property now defaults to false.
  • The uRoundPixels uniform has been removed from the Single, Multi and Mobile vertex shaders.
  • Setting the uRoundPixels uniform has been removed from the Single, Rope, PreFX, PostFX, Multi and Mobile WebGL Pipelines.
  • The Multi Pipeline and Blitter WebGL Renderer will now pass the camera.roundPixels value to the Transform Matrix setQuad method.
  • The Multi Pipeline batchSprite and batchTexture methods will now apply Math.floor to the sprite matrix calculations if camera round pixels is enabled.
  • BaseCamera.preRender has been removed. This method was completely overridden by Camera.preRender which is the method that contained the correct rendering logic. As the Base Camera variant was not used internally outside of Dynamic Textures, we have removed it to save space.
  • Camera.preRender has been updated to use both zoomX and zoomY for the matrix transform.
  • Camera.preRender has been updated to apply Math.floor to the scroll factor when rounding is enabled on the Camera. This fixes an issue where following sprites with Camera lerp, or heavy zoom factors, would cause 'stuttering' at sub-pixel values.

New Features - Loader

The Loader now has a new feature called maxRetries. This specifies the number of times a single File will retry loading itself should it error for whatever reason, such as poor network connectivity. The default value is 2. You can change this in the Game Config, on the LoaderPlugin instance, on the FileConfig or on the File level itself. Thanks to @pavle-goloskokovic for the suggestion.

  • loader.maxRetries is a new Game Config option to set the number of retries a file will attempt to load. The default is 2.
  • LoaderPlugin.maxRetries is a new property that holds the number of times to retry loading a single file before it fails. This property is set via the Game Config, but can also be adjusted manually. Changing it doesn't not impact files already in the load queue, only those added later.
  • FileConfig.maxRetries is a new File Config option to set the number of retries a file will attempt to load. If not specified in the config, the value is read from the LoaderPlugin.maxRetries property.
  • Loader.File.retryAttempts is the internal property holding the counter for the number of times to retry loading this file before it fails. This value is decreased after each attempt. When it reaches zero, the file is considered as failed.

New Features

  • BaseSoundManager.isPlaying is a new method that will return a boolean if the given sound key is playing. If you don't provide a key, it will return a boolean if any sound is playing (thanks @samme)
  • WebGLRenderer.dispatchContextLost is a new internal method that is called when the WebGL context is lost. By default this is bound to the property WebGLRenderer.contextLostHandler. If you override the context loss handler, be sure to invoke this method in due course.
  • WebGLRenderer.dispatchContextRestore is a new internal method that is called when the WebGL context is restored. By default this is bound to the property WebGLRenderer.contextRestoreHandler. If you override the context restore handler, be sure to invoke this method in due course.
  • WebGLRenderer.setContextHandlers is a new internal method with 2 optional parameters: contextLost and contextRestored. These allow you to overwrite the default contextLostHandler and contextRestoreHandler handlers. (thanks @yaustar)
  • Phaser.Textures.Frame#setCutPosition is a new internal method with 2 optional parameters: x and y. These sets the x and y position within the source image to cut from.
  • Phaser.Textures.Frame#setCutSize is a new internal method with 2 parameters: width and height. These sets the width, and height of the area in the source image to cut. (thanks @FelipeIzolan)
  • Introduced new constants in ORIENTATION_CONST. The constants LANDSCAPE_SECONDARY and PORTRAIT_SECONDARY have been added to the Phaser.Scale.Orientation object. These constants represent the secondary landscape and portrait orientations respectively. This addition provides more granular control over device orientation handling in Phaser. Fix #6837 (thanks @rexrainbow)
  • Introduced updateConfig method in ParticleEmitter to allow dynamic updating of Particle Emitter configurations. This method enables existing properties to be overridden and new properties to be added to the emitter's configuration. It ensures that the emitter is reset with the updated configuration for more flexible particle effects management.
  • Added functionality to the Phaser.Textures.DynamicTexture#clear method. Clear a specific area within a Dynamic Texture by specifying x, y, width, and height parameters to clear only a portion of the texture. Fix #6853 (thanks @SelfDevTV)
  • Added functionality to the Phaser.Renderer.WebGL.RenderTarget#clear method. Clear a specific area within the RenderTarget by specifying x, y, width, and height parameters.
  • Added Default Image Handling in TextureManager. In the game config, set defaultImage to null to ignore loading the defaultImage.
  • Added Missing Image Handling in TextureManager. In the game config, set missingImage to null to ignore loading the missingImage.
  • Added White Image Support in TextureManager. In the game config, set whiteImage to null to ignore loading the whiteImage.
  • Phaser.Core.TimeStep#pauseDuration is a new property that holds the duration of the most recent game pause, if any, in ms (thanks @samme)
  • The Game Events#RESUME event now contains a new parameter pauseDuration which is the duration, in ms, that the game was paused for (thanks @samme)
  • Added Phaser.Loader.LoaderPlugin#removePack method to LoaderPlugin that removes resources listed in an Asset Pack.(thanks @samme)
  • When using Scene.switch you can now optionally specify a data argument, just like with Scene start, which will be passed along to the Scene that was switched to (thanks @wooseok123)
  • PRE_RENDER_CLEAR is a new event dispatched by the WebGL and Canvas Renderer. It's dispatched at the start of the render step, immediately before the canvas is cleared. This allows you to toggle the clearBeforeRender property as required, to have fine-grained control over when the canvas is cleared during render.
  • Video.getFirstFrame is a new method that can be used to load the first frame of the Video into its texture without starting playback. This is useful if you want to display the first frame of a video behind a 'Play' button, without calling the 'play' method.
  • GameObject.getDisplayList is a new method that will return the underlying list object that the Game Object belongs to, either the display list or its parent container.
  • GameObject.setToTop is a new method that will move the Game Object to the top of the display list, or its parent container (thanks @rexrainbow)
  • GameObject.setToBack is a new method that will move the Game Object to the bottom of the display list, or its parent container (thanks @rexrainbow)
  • GameObject.setAbove is a new method that will move the Game Object to appear above a given Game Object (thanks @rexrainbow)
  • GameObject.setBelow is a new method that will move the Game Object to appear below a given Game Object (thanks @rexrainbow)

WebGL Rendering Updates

  • WebGLTextureWrapper.update expanded:
    • source parameter is now type ?object, so it can be used for anything that is valid in the constructor.
    • New format parameter can update the texture format.

Updates - Input System

  • The GameObject.disableInteractive method has a new optional parameter resetCursor. If set, this will reset the current custom input cursor - regardless if the Game Object was the one that set it, or not.
  • The GameObject.removeInteractive method has a new optional parameter resetCursor. If set, this w...
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Phaser v3.85.0

05 Sep 13:59
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Version 3.85.0 - Itsuki - 5th September 2024

MatterJS

  • MatterJS has been updated to version 0.20.0 - Here are all the details about this update.
  • A new wrap method has been natively integrated into the Body class to replace the existing MatterWrap plugin. Here's how it works.
  • The Matter attractors plugin has been natively integrated into the Body class and Matter engine. More details here.
  • Integrated MatterCollisionEvents plugin functionality directly into the Matter.World class to handle collisions more effectively. More details here.
  • Updated Matter.World to improve the performance, accuracy, and reliability of the update method in handling physics simulations or animations. More details here.
  • Fixed Matter.World bug where group.length returns undefined. Changed to group.getLength() to correctly return number of children in a group.
  • Calling Matter.World.pause would stop the world updating, but the Runner timeLastTick wasn't reset when resume was called, causing all the bodies to advance. The time is now reset correctly. Fix #6892 (thanks @philipgriffin)

Round Pixels

Includes a Potentially Breaking Change

The way roundPixels has been handled in this release has been changed significantly. In previous versions we passed a uniform to the shaders and handled the pixel rounding on the GPU. However, this caused issues with our batching flow - for example, a Sprite would need to be rounded, but a Text or Shape object would not. This lead to complications in some parts of the render code.

In this release we have removed the shader uniform and branching and also made roundPixels default to false in the Game Config. Previously, it was true, so you may need to switch this flag if you were relying on it. Here are the results of this change:

  • The Game Config roundPixels property now defaults to false.
  • The uRoundPixels uniform has been removed from the Single, Multi and Mobile vertex shaders.
  • Setting the uRoundPixels uniform has been removed from the Single, Rope, PreFX, PostFX, Multi and Mobile WebGL Pipelines.
  • The Multi Pipeline and Blitter WebGL Renderer will now pass the camera.roundPixels value to the Transform Matrix setQuad method.
  • The Multi Pipeline batchSprite and batchTexture methods will now apply Math.floor to the sprite matrix calculations if camera round pixels is enabled.
  • BaseCamera.preRender has been removed. This method was completely overridden by Camera.preRender which is the method that contained the correct rendering logic. As the Base Camera variant was not used internally outside of Dynamic Textures, we have removed it to save space.
  • Camera.preRender has been updated to use both zoomX and zoomY for the matrix transform.
  • Camera.preRender has been updated to apply Math.floor to the scroll factor when rounding is enabled on the Camera. This fixes an issue where following sprites with Camera lerp, or heavy zoom factors, would cause 'stuttering' at sub-pixel values.

New Features - Loader

The Loader now has a new feature called maxRetries. This specifies the number of times a single File will retry loading itself should it error for whatever reason, such as poor network connectivity. The default value is 2. You can change this in the Game Config, on the LoaderPlugin instance, on the FileConfig or on the File level itself. Thanks to @pavle-goloskokovic for the suggestion.

  • loader.maxRetries is a new Game Config option to set the number of retries a file will attempt to load. The default is 2.
  • LoaderPlugin.maxRetries is a new property that holds the number of times to retry loading a single file before it fails. This property is set via the Game Config, but can also be adjusted manually. Changing it doesn't not impact files already in the load queue, only those added later.
  • FileConfig.maxRetries is a new File Config option to set the number of retries a file will attempt to load. If not specified in the config, the value is read from the LoaderPlugin.maxRetries property.
  • Loader.File.retryAttempts is the internal property holding the counter for the number of times to retry loading this file before it fails. This value is decreased after each attempt. When it reaches zero, the file is considered as failed.

New Features

  • BaseSoundManager.isPlaying is a new method that will return a boolean if the given sound key is playing. If you don't provide a key, it will return a boolean if any sound is playing (thanks @samme)
  • WebGLRenderer.dispatchContextLost is a new internal method that is called when the WebGL context is lost. By default this is bound to the property WebGLRenderer.contextLostHandler. If you override the context loss handler, be sure to invoke this method in due course.
  • WebGLRenderer.dispatchContextRestore is a new internal method that is called when the WebGL context is restored. By default this is bound to the property WebGLRenderer.contextRestoreHandler. If you override the context restore handler, be sure to invoke this method in due course.
  • WebGLRenderer.setContextHandlers is a new internal method with 2 optional parameters: contextLost and contextRestored. These allow you to overwrite the default contextLostHandler and contextRestoreHandler handlers. (thanks @yaustar)
  • Phaser.Textures.Frame#setCutPosition is a new internal method with 2 optional parameters: x and y. These sets the x and y position within the source image to cut from.
  • Phaser.Textures.Frame#setCutSize is a new internal method with 2 parameters: width and height. These sets the width, and height of the area in the source image to cut. (thanks @FelipeIzolan)
  • Introduced new constants in ORIENTATION_CONST. The constants LANDSCAPE_SECONDARY and PORTRAIT_SECONDARY have been added to the Phaser.Scale.Orientation object. These constants represent the secondary landscape and portrait orientations respectively. This addition provides more granular control over device orientation handling in Phaser. Fix #6837 (thanks @rexrainbow)
  • Introduced updateConfig method in ParticleEmitter to allow dynamic updating of Particle Emitter configurations. This method enables existing properties to be overridden and new properties to be added to the emitter's configuration. It ensures that the emitter is reset with the updated configuration for more flexible particle effects management.
  • Added functionality to the Phaser.Textures.DynamicTexture#clear method. Clear a specific area within a Dynamic Texture by specifying x, y, width, and height parameters to clear only a portion of the texture. Fix #6853 (thanks @SelfDevTV)
  • Added functionality to the Phaser.Renderer.WebGL.RenderTarget#clear method. Clear a specific area within the RenderTarget by specifying x, y, width, and height parameters.
  • Added Default Image Handling in TextureManager. In the game config, set defaultImage to null to ignore loading the defaultImage.
  • Added Missing Image Handling in TextureManager. In the game config, set missingImage to null to ignore loading the missingImage.
  • Added White Image Support in TextureManager. In the game config, set whiteImage to null to ignore loading the whiteImage.
  • Phaser.Core.TimeStep#pauseDuration is a new property that holds the duration of the most recent game pause, if any, in ms (thanks @samme)
  • The Game Events#RESUME event now contains a new parameter pauseDuration which is the duration, in ms, that the game was paused for (thanks @samme)
  • Added Phaser.Loader.LoaderPlugin#removePack method to LoaderPlugin that removes resources listed in an Asset Pack.(thanks @samme)
  • When using Scene.switch you can now optionally specify a data argument, just like with Scene start, which will be passed along to the Scene that was switched to (thanks @wooseok123)
  • PRE_RENDER_CLEAR is a new event dispatched by the WebGL and Canvas Renderer. It's dispatched at the start of the render step, immediately before the canvas is cleared. This allows you to toggle the clearBeforeRender property as required, to have fine-grained control over when the canvas is cleared during render.
  • Video.getFirstFrame is a new method that can be used to load the first frame of the Video into its texture without starting playback. This is useful if you want to display the first frame of a video behind a 'Play' button, without calling the 'play' method.
  • GameObject.getDisplayList is a new method that will return the underlying list object that the Game Object belongs to, either the display list or its parent container.
  • GameObject.setToTop is a new method that will move the Game Object to the top of the display list, or its parent container (thanks @rexrainbow)
  • GameObject.setToBack is a new method that will move the Game Object to the bottom of the display list, or its parent container (thanks @rexrainbow)
  • GameObject.setAbove is a new method that will move the Game Object to appear above a given Game Object (thanks @rexrainbow)
  • GameObject.setBelow is a new method that will move the Game Object to appear below a given Game Object (thanks @rexrainbow)

WebGL Rendering Updates

  • WebGLTextureWrapper.update expanded:
    • source parameter is now type ?object, so it can be used for anything that is valid in the constructor.
    • New format parameter can update the texture format.

Updates - Input System

  • The GameObject.disableInteractive method has a new optional parameter resetCursor. If set, this will reset the current custom input cursor - regardless if the Game Object was the one that set it, or not.
  • The GameObject.removeInteractive method has a new optional parameter resetCursor. If set, this w...
Read more

Phaser v3.85.0 Beta 2

23 Jul 16:04
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Phaser v3.85.0 Beta 2 Pre-release
Pre-release

Version 3.85.0 - Itsuki - in development

Round Pixels

Includes a Potentially Breaking Change

The way roundPixels has been handled in this release has been changed significantly. In previous versions we passed a uniform to the shaders and handled the pixel rounding on the GPU. However, this caused issues with our batching flow - for example, a Sprite would need to be rounded, but a Text or Shape object would not. This lead to complications in some parts of the render code.

In this release we have removed the shader uniform and branching and also made roundPixels default to false in the Game Config. Previously, it was true, so you may need to switch this flag if you were relying on it. Here are the results of this change:

  • The Game Config roundPixels property now defaults to false.
  • The uRoundPixels uniform has been removed from the Single, Multi and Mobile vertex shaders.
  • Setting the uRoundPixels uniform has been removed from the Single, Rope, PreFX, PostFX, Multi and Mobile WebGL Pipelines.
  • The Multi Pipeline and Blitter WebGL Renderer will now pass the camera.roundPixels value to the Transform Matrix setQuad method.
  • The Multi Pipeline batchSprite and batchTexture methods will now apply Math.floor to the sprite matrix calculations if camera round pixels is enabled.
  • BaseCamera.preRender has been removed. This method was completely overridden by Camera.preRender which is the method that contained the correct rendering logic. As the Base Camera variant was not used internally outside of Dynamic Textures, we have removed it to save space.
  • Camera.preRender has been updated to use both zoomX and zoomY for the matrix transform.
  • Camera.preRender has been updated to apply Math.floor to the scroll factor when rounding is enabled on the Camera. This fixes an issue where following sprites with Camera lerp, or heavy zoom factors, would cause 'stuttering' at sub-pixel values.

New Features

  • BaseSoundManager.isPlaying is a new method that will return a boolean if the given sound key is playing. If you don't provide a key, it will return a boolean if any sound is playing (thanks @samme)
  • WebGLRenderer.dispatchContextLost is a new internal method that is called when the WebGL context is lost. By default this is bound to the property WebGLRenderer.contextLostHandler. If you override the context loss handler, be sure to invoke this method in due course.
  • WebGLRenderer.dispatchContextRestore is a new internal method that is called when the WebGL context is restored. By default this is bound to the property WebGLRenderer.contextRestoreHandler. If you override the context restore handler, be sure to invoke this method in due course.
  • WebGLRenderer.setContextHandlers is a new internal method with 2 optional parameters: contextLost and contextRestored. These allow you to overwrite the default contextLostHandler and contextRestoreHandler handlers. (thanks @yaustar)
  • Phaser.Textures.Frame#setCutPosition is a new internal method with 2 optional parameters: x and y. These sets the x and y position within the source image to cut from.
  • Phaser.Textures.Frame#setCutSize is a new internal method with 2 parameters: width and height. These sets the width, and height of the area in the source image to cut. (thanks @FelipeIzolan)
  • Introduced new constants in ORIENTATION_CONST. The constants LANDSCAPE_SECONDARY and PORTRAIT_SECONDARY have been added to the Phaser.Scale.Orientation object. These constants represent the secondary landscape and portrait orientations respectively. This addition provides more granular control over device orientation handling in Phaser. Fix #6837 (thanks @rexrainbow)
  • Introduced updateConfig method in ParticleEmitter to allow dynamic updating of Particle Emitter configurations. This method enables existing properties to be overridden and new properties to be added to the emitter's configuration. It ensures that the emitter is reset with the updated configuration for more flexible particle effects management.
  • A new wrap method has been natively integrated into the Body class to replace the existing MatterWrap plugin. Here's how it works.
  • The Matter attractors plugin has been natively integrated into the Body class and Matter engine. More details here.
  • Added functionality to the Phaser.Textures.DynamicTexture#clear method. Clear a specific area within a Dynamic Texture by specifying x, y, width, and height parameters to clear only a portion of the texture. Fix #6853 (thanks @SelfDevTV)
  • Added functionality to the Phaser.Renderer.WebGL.RenderTarget#clear method. Clear a specific area within the RenderTarget by specifying x, y, width, and height parameters.
  • Added Default Image Handling in TextureManager. In the game config, set defaultImage to null to ignore loading the defaultImage.
  • Added Missing Image Handling in TextureManager. In the game config, set missingImage to null to ignore loading the missingImage.
  • Added White Image Support in TextureManager. In the game config, set whiteImage to null to ignore loading the whiteImage.
  • Phaser.Core.TimeStep#pauseDuration is a new property that holds the duration of the most recent game pause, if any, in ms (thanks @samme)
  • The Game Events#RESUME event now contains a new parameter pauseDuration which is the duration, in ms, that the game was paused for (thanks @samme)
  • Added Phaser.Loader.LoaderPlugin#removePack method to LoaderPlugin that removes resources listed in an Asset Pack.(thanks @samme)

WebGL Rendering Updates

  • WebGLTextureWrapper.update expanded:
    • source parameter is now type ?object, so it can be used for anything that is valid in the constructor.
    • New format parameter can update the texture format.

Updates

  • MatterJS updated to 0.20.0 and integrated into Phaser. Here are details about the update.
  • Integrated MatterCollisionEvents plugin functionality directly into the Matter.World class to handle collisions more effectively. More details here.
  • Updated Matter.World to improve the performance, accuracy, and reliability of the update method in handling physics simulations or animations. More details here.
  • Calling Timeline.pause will now pause any currently active Tweens that the Timeline had started (thanks @monteiz)
  • Calling Timeline.resume will now resume any currently paused Tweens that the Timeline had started (thanks @monteiz)
  • Calling Timeline.clear and Timeline.destroy will now destroy any currently active Tweens that the Timeline had created. Previously, active tweens would continue to play to completion (thanks @monteiz)
  • TimelineEvent has a new property called tweenInstance. If the Timeline event has a tween that has been activated, this will hold a reference to it.
  • If you create a BitmapText with an invalid key it will now throw a runtime error. Previously it just issued a console warning and then crashed (thanks @samme)
  • The console warnings when Audio files are missing/incorrect have been improved (thanks @samme)
  • The requestVideoFrame polyfill has been updated to the latest release, which should resolve some SSR framework issues. Fix #6776 (thanks @lantictac)
  • ScaleManager listeners includes checks for the screen.orientation object and adds/removes a change eventListener method to handle screen orientation changes on mobile devices. The orientationchange event is still maintained for backwards compatibility. Fix #6837 (thanks @rexrainbow)
  • When creating a new TileSprite, setting either width or height to 0 results in both values being set to the displayFrame.width and displayFrame.height. The updated logic now checks for width and height separately. If width is 0, it is set to displayFrame.width. If height is 0, it is set to displayFrame.height. Fix #6857 (thanks @GaryStanton)
  • Updated GetBitmapTextSize with improved maxWidth calculations for wrapped text.
  • Vector3.subVectors is a new method that will take 2 Vector3s, subtract them from each other and store the result in the Vector3 it was called on.
  • The TextStyle.setStyle method will no longer mutate the given style object if it includes a numeric fontSize value. Fix #6863 (thanks @stormpanda)
  • Calling the Shape.Ellipse.setSize method will internally call updateDisplayOrigin to retain position after a size change.
  • The BitmapText BatchChar function now inlines all of the matrix math, avoiding 16 function calls per character rendered.

Bug Fixes

  • The activePointers game config option is now the correct amount of touch input pointers set. Fix #6783 (thanks @samme)
  • The method TextureManager.checkKey will now return false if the key is not a string, which fixes issues where a texture could be created if a key was given that was already in use (thanks Will Macfarlane).
  • Added all of the missing Loader Config values (such as imageLoadType) to LoaderConfig, so they now appear in the TypeScript defs.
  • The EXPAND scale mode had a bug that prevented it from using the world bounds cameras, cutting rendering short. Fix #6767 (thanks @Calcue-dev @rexrainbow)
  • Calling getPipelineName() on a Game Object would cause a runtime error if running under Canvas. It now simply returns null. Fix #6799 (thanks @samme)
  • Calling the Arcade Body setPushable(false) method for circle bodies prevents the bodies from being pushed. Fix #5617 (thanks @kainage)
  • Calling addDeathZone() on a particle emitter Game Object had a bug where the DeathZone used world position coordinates. DeathZone now uses local position coordinates following the particle emitter position. Fix #6371 (thanks @vforsh)
  • Upda...
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Phaser v3.85.0 Beta 1

21 Jun 16:02
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Phaser v3.85.0 Beta 1 Pre-release
Pre-release

Version 3.85.0 - Itsuki - in development

New Features

  • BaseSoundManager.isPlaying is a new method that will return a boolean if the given sound key is playing. If you don't provide a key, it will return a boolean if any sound is playing (thanks @samme)
  • WebGLRenderer.dispatchContextLost is a new internal method that is called when the WebGL context is lost. By default this is bound to the property WebGLRenderer.contextLostHandler. If you override the context loss handler, be sure to invoke this method in due course.
  • WebGLRenderer.dispatchContextRestore is a new internal method that is called when the WebGL context is restored. By default this is bound to the property WebGLRenderer.contextRestoreHandler. If you override the context restore handler, be sure to invoke this method in due course.
  • WebGLRenderer.setContextHandlers is a new internal method with 2 optional parameters: contextLost and contextRestored. These allow you to overwrite the default contextLostHandler and contextRestoreHandler handlers. (thanks @yaustar)
  • Phaser.Textures.Frame#setCutPosition is a new internal method with 2 optional parameters: x and y. These sets the x and y position within the source image to cut from.
  • Phaser.Textures.Frame#setCutSize is a new internal method with 2 parameters: width and height. These sets the width, and height of the area in the source image to cut. (thanks @FelipeIzolan)
  • Introduced new constants in ORIENTATION_CONST.js. The constants LANDSCAPE_SECONDARY and PORTRAIT_SECONDARY have been added to the Phaser.Scale.Orientation object. These constants represent the secondary landscape and portrait orientations respectively. This addition provides more granular control over device orientation handling in Phaser. Fix #6837 (thanks @rexrainbow)

WebGL Rendering Updates

  • WebGLTextureWrapper.update expanded:
    • source parameter is now type ?object, so it can be used for anything that is valid in the constructor.
    • New format parameter can update the texture format.

Updates

  • Calling Timeline.pause will now pause any currently active Tweens that the Timeline had started (thanks @monteiz)
  • Calling Timeline.resume will now resume any currently paused Tweens that the Timeline had started (thanks @monteiz)
  • Calling Timeline.clear and Timeline.destroy will now destroy any currently active Tweens that the Timeline had created. Previously, active tweens would continue to play to completion (thanks @monteiz)
  • TimelineEvent has a new property called tweenInstance. If the Timeline event has a tween that has been activated, this will hold a reference to it.
  • If you create a BitmapText with an invalid key it will now throw a runtime error. Previously it just issued a console warning and then crashed (thanks @samme)
  • The console warnings when Audio files are missing/incorrect have been improved (thanks @samme)
  • The requestVideoFrame polyfill has been updated to the latest release, which should resolve some SSR framework issues. Fix #6776 (thanks @lantictac)
  • ScaleManager listeners includes checks for the screen.orientation object and adds/removes a change eventListener method to handle screen orientation changes on mobile devices. The orientationchange event is still maintained for backwards compatibility. Fix #6837 (thanks @rexrainbow)

Bug Fixes

  • The activePointers game config option is now the correct amount of touch input pointers set. Fix #6783 (thanks @samme)
  • The method TextureManager.checkKey will now return false if the key is not a string, which fixes issues where a texture could be created if a key was given that was already in use (thanks Will Macfarlane).
  • Added all of the missing Loader Config values (such as imageLoadType) to LoaderConfig, so they now appear in the TypeScript defs.
  • The EXPAND scale mode had a bug that prevented it from using the world bounds cameras, cutting rendering short. Fix #6767 (thanks @Calcue-dev @rexrainbow)
  • Calling getPipelineName() on a Game Object would cause a runtime error if running under Canvas. It now simply returns null. Fix #6799 (thanks @samme)
  • Calling the Arcade Body setPushable(false) method for circle bodies prevents the bodies from being pushed. Fix #5617 (thanks @kainage)
  • Calling addDeathZone() on a particle emitter Game Object had a bug where the DeathZone used world position coordinates. DeathZone now uses local position coordinates following the particle emitter position. Fix #6371 (thanks @vforsh)
  • Updated the GetLineToLine method in GetLineToLine.js to handle the case where dx1 or dy1 values is zero. This ensures the function correctly returns null in this case to prevent errors in calculations involving line segments. Fix #6579 (thanks @finscn)
  • Resolved all kerning issues in WebGL bitmap text rendering. This includes adjustments to glyph positioning and spacing, ensuring accurate and visually pleasing text display across all WebGL contexts. Fix #6631 (thanks @monteiz)
  • Resolved an issue in GetBitmapTextSize.js where an extra empty line was added when setMaxWidth was called, and the width of the line was less than a word. Previously, yAdvance was incorrectly incremented by lineHeight + lineSpacing for each word, leading to an unintended increase in vertical space. The correction now calculates yAdvance based on the currentLine index, ensuring that vertical spacing accurately reflects the number of lines. Fix #6807 (thanks @AlvaroNeuronup)

Input Bug Fixes

  • The method pointer.leftButtonReleased will now return true when multiple mouse buttons are being pressed.
  • The method pointer.rightButtonReleased will now return true when multiple mouse buttons are being pressed.
  • The method pointer.middleButtonReleased will now return true when multiple mouse buttons are being pressed.
  • The method pointer.backButtonReleased will now return true when multiple mouse buttons are being pressed.
  • The method pointer.forwardButtonReleased will now return true when multiple mouse buttons are being pressed. Fix #6027 (thanks @michalfialadev)

Examples, Documentation, Beta Testing and TypeScript

Thanks to the following for helping with the Phaser Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:

@lgtome
@samme
@AlbertMontagutCasero
@rexrainbow

Deprecation Warning for the next release

The next release of Phaser will make the following API-breaking changes:

  • We are removing Phaser.Struct.Map and replacing it with a regular JS Map instance. This means methods like contains and setAll will be gone.
  • We are removing Phaser.Struct.Set and replacing it with a regular JS Set instance. This means methods like iterateLocal will be gone.
  • The Create.GenerateTexture, all of the Create Palettes and the create folder will be removed.
  • The phaser-ie9.js entry-point will be removed along with all associated polyfills.

Phaser v3.80.1

27 Feb 15:58
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Please also see the 3.80 Change Log for details about the major 3.80 release.

Bug Fixes

  • Fix RenderTexture crashing in the presence of a light.
  • Fix failure to restore compressed textures after WebGL context loss.
  • Fix a single WebGL error, with no visual side-effects, from occurring while calling Shader.setRenderToTexture() after the game has started running. Actually, the root cause was leaving new WebGL textures bound after creation.
  • Ensure that TextureSource.setFlipY always updates the texture.
  • Remove unsynced flipY from render textures in Shader and DynamicTexture.
  • Reverted a change made in TouchManager that would prevent clicks from outside the game window from being registered. Fix #6747 (thanks @ulsoftnaver @jaxtheking)

Updates

Phaser v3.80.0

21 Feb 22:46
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New Features - WebGL Context Loss Handling

  • Phaser now performs a WebGL Context Restore to keep the game running after losing WebGL context. This affects many parts of the rendering system, but everything should work just the same unless you're doing something very technical. See the link for more details.

New Feature - Base64 Loader

The Phaser LoaderPlugin and related classes have been updated so that they now work natively with base64 encoded files and Data URIs. This means you can now load a base64 encoded image, audio file or text file directly into the Loader. The Loader will then decode the data and process it as if it was a normal file. This is particularly useful for environments such as Playable Ads where you have to provide a single html file with all assets embedded and no XHR requests.

  • Loader.File.base64 is a new read-only boolean property that is set if the file contains a Data URI encoded string.
  • Loader.File.onBase64Load is a new method that is called when the file has finished decoding from a Data URI.
  • The ImageFile will now default to using the Image Load Element if a base64 file is detected, instead of throwing a console warning about unsupported types.
  • The XHRLoader will now return a fake XHR result object containing the decoded base64 data if a base64 file is detected, skipping the creation of a real XML Http Request object.

New Feature - Scale Manager Snap Mode

The Game Config has a new Scale Manager property called snap. This allows you to set a 'snapping' value for the width and height of your game. This is especially useful for games where you want to keep a fixed dimension: for example, you want the game to always snap to a multiple of 16 pixels for the width. Or, if you want to scale a pixel-art game up by integer values, you can now set the game size as the snap value and the Scale Manager will ensure the game size is always a multiple of that value.

  • A new property is available in the Game Configuration specifically for setting the 'snap' values for the Scale Manager. You can now set snap: { width, height } in the game config. This is then passed to the display size by the Scale Manager and used to control the snap values. Fix #6629 (thanks @musjj @samme)
  • ScaleManager.setSnap is a new method that allows you to set the snap values for the game size, should you need to do it post-boot and not in the game config.
  • Config#snapWidth and Config#snapHeight are new properties in the Game Config that hold the parsed snap config values, as used by the Scale Manager.

New Features

  • The Scale Manager has a new scale mode called EXPAND. This is inspired by the Expand mode in Godot: "Keep aspect ratio when stretching the screen, but keep neither the base width nor height. Depending on the screen aspect ratio, the viewport will either be larger in the horizontal direction (if the screen is wider than the base size) or in the vertical direction (if the screen is taller than the original size)" (thanks @rexrainbow)
  • The Tilemap.createFromTiles method has been updated. It will now copy the following properties, if set in the Tile, to the Sprites it creates: rotation, flipX, flipY, alpha, visible and tint. If these properties are declared in the spriteConfig passed to the method, those will be used instead, otherwise the Tile values are used. Fix #6711 (thanks @Nerodon)
  • The Tilemap.createFromTiles method has a new property called useSpriteSheet. If this is set to true and you have loaded the tileset as a sprite sheet (not an image), then it will set the Sprite key and frame to match the sprite texture and tile index. Also, if you have not specified an origin in the spriteConfig, it will adjust the sprite positions by half the tile size, to position them accurately on the map.
  • Texture#getFrameBounds is a new method that will return the bounds that all of the frames of a given Texture Source encompass. This is useful for things like calculating the bounds of a Sprite Sheet embedded within a Texture Atlas.
  • Math.RectangleLike is a new typedef that defines a rectangle-like object with public x, y, width and height properties.

WebGL Renderer Updates

  • Fix MIPmap filters being effectively disabled for compressed textures.
  • WebGLRenderer.getCompressedTextures can now identify BPTC and RGTC support correctly. These were previously skipped.
  • PVR compressed texture files now support sRGB color space in S3TCSRGB, ETC, and ASTC formats. Fix #6247 (thanks @dominikhalvonik)
  • Compressed texture files which are incompatible with WebGL will now fail to load, and display a console warning explaining why. Previously they might seem to load, but not display properly.
  • Add experimental support for BPTC compressed textures in PVR files.
  • Change S3TCRGB to S3TCSRGB in WebGLTextureCompression, CompressedTextureFileConfig, and FileConfig typedefs.
  • Fix generating spritesheets from members of texture atlases based on compressed textures (thanks @vladyslavfolkuian)
  • The BloomFX and BlurFX and any custom pipeline that relies on using the UtilityPipeline full or half frame targets will now correctly draw even after the renderer size changes. Fix #6677 (thanks @Nerodon)
  • The PostFXPipeline.postBatch method will now bind the current Render Target after the pipeline has booted for the first time. This fixes glitch errors on mobile devices where Post FX would appear corrupted for a single frame. Fix #6681 (thanks @moufmouf @tongliang999)
  • Fix unpredictable text sizes failing to render in WebGL with mipmapFilter set. Fix #6721 (thanks @SaintFlow and @rexrainbow)
  • The UtilityPipeline now sets autoResize to true in its Render Target Config, so that the global fullFrame and halfFrame Render Targets will automatically resize if the renderer changes.
  • WebGLPipeline.resizeUniform is a new property that is defined in the WebGLPipelineConfig. This is a string that defines a uResolution property, or similar, within the pipeline shader. If the WebGL Renderer resizes, this uniform will now be updated automatically as part of the pipeline resize method. It has been added to both the Multi and Mobile pipelines as default. This fixes issues where the pipelines were rendering with old resolution values, causing graphical glitches in mostly pixel-art games. Fix #6674 #6678 (thanks @Nerodon @LazeKer)

Spine Updates

  • The Spine 3 and 4.1 Plugins will now call preUpdate automatically when the play method is called. This forces the new animation state to update and apply itself to the skeleton. This fixes an issue where Spine object would show the default frame in the Spine atlas for a single update before the animation started. Fix #5443 (thanks @spayton)
  • SpineGameObject.setSlotAlpha is a new method that allows you to set the alpha on a specific slot in a Spine skeleton.
  • The SpineGameObject.setAlpha method has had its 2nd parameter removed. This fixes needless slot look-ups during rendering when a Spine Game Object is inside a regular Container. If you need to set slot alpha, use the new setSlotAlpha method instead. Fix #6571 (thanks @spayton)
  • The SpineFile.onFileComplete handler was running a regular expression against file.src instead of file.url, sometimes leading to double paths in the atlas paths on loading. Fix #6642 (thanks @rez23)

Input Updates

The Phaser Input and related classes have been updated to be more consistent with each Game Object.

  • If you enable a Game Object for Input Debugging, the debug shape will no longer be rendered if the Game Object itself is not visible. Fix #6364 (thanks @orjandh)
  • Mesh based Game Objects now can use an input config with the setInteractive method, which supports the options draggable, dropzone, cursor and userHandCursor. Fix #6510 #6652 (thanks @Baegus @Neppord)
  • The touch event handler onTouchEndWindow now stops pointer events when clicking through DOM elements to input. Fix #6697 (thanks @laineus)
  • The Input.InputPlugin method disable which is called by GameObjects.GameObject#disableInteractive keeps its temp hit box value which stops propagation to interactive Game Objects in another scene. Fix #6601 (thanks @UnaiNeuronUp)
  • Using setInteractive and removeInteractive methods of a Game Object outside of the game loop would cause an error in which Input.InputManager#resetCursor would lose input context. Fix #6387 (thanks @TomorrowToday)

Updates

  • The TweenChainBuilder was incorrectly setting the persist flag on the Chain to true, which goes against what the documentation says. It now correctly sets it to false. This means if you previously had a Tween Chain that was persisting, it will no longer do so, so add the property to regain the feature.
  • The dropped argument has now been added to the documentation for the DRAG_END and GAMEOBJECT_DRAG_END events. (thanks @samme)
  • Container.onChildDestroyed is a new internal method used to destroy Container children. Previously, if you destroyed a Game Object in an exclusive Container, the game object would (momentarily) move onto the Scene display list and emit an ADDED_TO_SCENE event. Also, if you added a Sprite to a non-exclusive Container and stopped the Scene, you would get a TypeError (evaluating 'this.anims.destroy'). This happened because the fromChild argument in the DESTROY event was misinterpreted as destroyChild in the Container's remove(), and the Container was calling the Sprite's destroy() again. (thanks @samme)
  • The Text and TileSprite Game Objects now place their textures into the global TextureManager and a _textureKey private string property has been added which contains a UUID to reference that texture.
  • The Tilemaps.Components.WeightedRandomize method now uses the Phaser Math.RND.frac method with a seed instead ...
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Phaser v3.80.0 Beta 2

09 Feb 14:46
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Phaser v3.80.0 Beta 2 Pre-release
Pre-release

Version 3.80.0 - Nino - in dev

New Features

  • The Scale Manager has a new scale mode called EXPAND. This is inspired by the Expand mode in Godot: "Keep aspect ratio when stretching the screen, but keep neither the base width nor height. Depending on the screen aspect ratio, the viewport will either be larger in the horizontal direction (if the screen is wider than the base size) or in the vertical direction (if the screen is taller than the original size)" (thanks @rexrainbow)
  • Phaser now performs a WebGL Context Restore to keep the game running after losing WebGL context. This affects many parts of the rendering system, but everything should work just the same unless you're doing something very technical. See the link for more details.

New Features - Base64 Loader

The Phaser LoaderPlugin and related classes have been updated so that they now work natively with base64 encoded files and Data URIs. This means you can now load a base64 encoded image, audio file or text file directly into the Loader. The Loader will then decode the data and process it as if it was a normal file. This is particularly useful for environments such as Playable Ads where you have to provide a single html file with all assets embedded and no XHR requests.

  • Loader.File.base64 is a new read-only boolean property that is set if the file contains a Data URI encoded string.
  • Loader.File.onBase64Load is a new method that is called when the file has finished decoding from a Data URI.
  • The ImageFile will now default to using the Image Load Element if a base64 file is detected, instead of throwing a console warning about unsupported types.
  • The XHRLoader will now return a fake XHR result object containing the decoded base64 data if a base64 file is detected, skipping the creation of a real XML Http Request object.

Spine Updates

  • The Spine 3 and 4.1 Plugins will now call preUpdate automatically when the play method is called. This forces the new animation state to update and apply itself to the skeleton. This fixes an issue where Spine object would show the default frame in the Spine atlas for a single update before the animation started. Fix #5443 (thanks @spayton)
  • SpineGameObject.setSlotAlpha is a new method that allows you to set the alpha on a specific slot in a Spine skeleton.
  • The SpineGameObject.setAlpha method has had its 2nd parameter removed. This fixes needless slot look-ups during rendering when a Spine Game Object is inside a regular Container. If you need to set slot alpha, use the new setSlotAlpha method instead. Fix #6571 (thanks @spayton)
  • The SpineFile.onFileComplete handler was running a regular expression against file.src instead of file.url, sometimes leading to double paths in the atlas paths on loading. Fix #6642 (thanks @rez23)

Updates

  • The TweenChainBuilder was incorrectly setting the persist flag on the Chain to true, which goes against what the documentation says. It now correctly sets it to false. This means if you previously had a Tween Chain that was persisting, it will no longer do so, so add the property to regain the feature.
  • The dropped argument has now been adeded to the documentation for the DRAG_END and GAMEOBJECT_DRAG_END events. (thanks @samme)
  • Container.onChildDestroyed is a new internal method used to destroy Container children. Previously, if you destroyed a Game Object in an exclusive Container, the game object would (momentarily) move onto the Scene display list and emit an ADDED_TO_SCENE event. Also, if you added a Sprite to a non-exclusive Container and stopped the Scene, you would get a TypeError (evaluating 'this.anims.destroy'). This happened because the fromChild argument in the DESTROY event was misinterpreted as destroyChild in the Container's remove(), and the Container was calling the Sprite's destroy() again. (thanks @samme)
  • The Text and TileSprite Game Objects now place their textures into the global TextureManager and a _textureKey private string property has been added which contains a UUID to reference that texture.
  • The Tilemaps.Components.WeightedRandomize method now uses the Phaser Math.RND.frac method with a seed instead of the Math.Random static method. (thanks @jorbascrumps)
  • Tilemaps.Components.IsometricCullTiles does the CheckIsoBounds method check last when building the outputArray, as to help optimize in situations where the tile would not be visible anyways. (thanks @zegenie)
  • Tilemaps.Components.WeightedRandomize now uses the Phaser Math.RND.frac method with a seed instead the Math.Random static method. (thanks @jorbascrumps)
  • The Layer Game Object has had its removeAll, remove and add methods removed. These methods are all still available via the List class that Layer inherits, but the destroyChild parameters are no longer available.
  • The Renderer.Canvas and Renderer.WebGL will now only be included in the build file if the corresponding feature flags CANVAS_RENDERER and/or WEBGL_RENDERER are set to true. For Canvas only builds this saves a lot of space in the build. (thanks @samme)
  • You can now specify an autoResize boolean in the RenderTargetConfig which is passed to the Render Targets when they are created by a pipeline.
  • The UtilityPipeline now sets autoResize to true in its Render Target Config, so that the global fullFrame and halfFrame Render Targets will automatically resize if the renderer changes.
  • Actions.PlaceOnLine now has an added ease parameter which accepts a string from the EaseMap or a custom ease function to allow for different distrubutions along a line. (thanks @sB3p)
  • If you enable a Game Object for Input Debugging, the debug shape will no longer be rendered if the Game Object itself is not visible. Fix #6364 (thanks @orjandh)
  • The XHRLoader will now listen for ontimeout and if triggered it will hand over to the File.onError handler. This prevents the Loader from stalling if a file times out. Fix #6472 (thanks @343dev)
  • LightPipeline.currentNormalMap was incorrectly documented as being a property of WebGLRenderer.
  • Mesh based Game Objects now can use an input config with the setInteractive method, which supports the options draggable, dropzone, cursor and userHandCursor. Fix #6510 #6652 (thanks @Baegus @Neppord)

Bug Fixes

  • The InputManager.onTouchMove function has been fixed so it now correctly handles touch events on pages that have scrolled horizontally or vertically and shifted the viewport. Fix #6489 (thanks @somechris @hyewonjo)
  • Factory.staticBody had the wrong return type in the docs/TS defs. Fix #6693 (thanks @ddhaiby)
  • The Time.Timeline class didn't show as extending the Event Emitter, or have config as an optional argument in the docs / TS defs. Fix #6673 (thanks @ghclark2)
  • The Animations.AnimationFrame member duration is now the complete duration of the frame, which is a breaking change. Before this Animations.AnimationState#msPerFrame was combined with Animations.AnimationFrame#duration which wasn't intuitive. The fix to remove Animations.AnimationState#msPerFrame from Animations.AnimationFrame#duration has been removed from the Animations.AnimationManager method createFromAseprite because of this clarification. Fix #6712 (thanks @Nerodon @TomMalitz)
  • The NineSlice Game Object method setSize now recalculates its origin by calling the updateDisplayOrigin method. (thanks @dhashvir)
  • When a Layer Game Object is destroyed, i.e. from changing or restarting a Scene, it will no longer cause an error when trying to destroy the children on its display list. Fix #6675 (thanks @crockergd @gm0nk)
  • DynamicTexture will now automatically call setSize(width, height) for both WebGL and Canvas. Previously it only did it for WebGL. This fixes an issue where DynamicTextures in Canvas mode would have a width and height of -1. Fix #6682 (thanks @samme)
  • DynamicTexture.setSize will now check to see if the glTexture bound to the current frame is stale, and if so, destroy it before binding the one from the Render Target. This fixes an issue where constantly destroying and creating Dynamic Textures would cause a memory leak in WebGL. Fix #6669 (thanks @DavidTalevski)
  • The BloomFX and BlurFX and any custom pipeline that relies on using the UtilityPipeline full or half frame targets will now correctly draw even after the renderer size changes. Fix #6677 (thanks @Nerodon)
  • The PostFXPipeline.postBatch method will now skip onDraw if the pipeline hasn't booted, introducing an artificial frame skip. This should potentially fix glitch errors on mobile devices where Post FX would appear corrupted for a single frame. Fix #6681 (thanks @moufmouf @tongliang999)
  • The Matter.Body function scale has been updated so if the Body originally had an inertia of Infinity this will be restored at the end of the call. This happens if you set a Matter Body to have fixed rotation. Fix #6369 (thanks @sushovande)
  • Modified the RandomDataGenerator.weightedPick method to avoid sampling past the last element. Fix #6701 (thanks @jameskirkwood)
  • The touch event handler onTouchEndWindow now stops pointer events when clicking through DOM elements to input. Fix #6697 (thanks @laineus)
  • The Physics.Matter.Factory method pointerConstraint no longer returns an error when it can't find the camera. Fix #6684 (thanks @spritus)
  • The Physics.Arcade.StaticBody method reset now re-applies offset values. Fix #6729 (thanks @samme)
  • The Input.InputPlugin method disable which is called by GameObjects.GameObject#disableInteractive keeps its temp hit box value which stops propagation to interactive Game Objects in another scene. Fix #6601 (thanks @UnaiNeuronUp)
  • Using setInteractive and removeInteractive methods of a Game Object outside of the game loop w...
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Phaser v3.80.0 Beta 1

02 Feb 14:53
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Phaser v3.80.0 Beta 1 Pre-release
Pre-release

Version 3.80.0 - Nino - in dev

New Features

  • The Scale Manager has a new scale mode called EXPAND. This is inspired by the Expand mode in Godot: "Keep aspect ratio when stretching the screen, but keep neither the base width nor height. Depending on the screen aspect ratio, the viewport will either be larger in the horizontal direction (if the screen is wider than the base size) or in the vertical direction (if the screen is taller than the original size)" (thanks @rexrainbow)
  • Phaser now performs a WebGL Context Restore to keep the game running after losing WebGL context. This affects many parts of the rendering system, but everything should work just the same unless you're doing something very technical. See the link for more details.

New Features - Base64 Loader

The Phaser LoaderPlugin and related classes have been updated so that they now work natively with base64 encoded files and Data URIs. This means you can now load a base64 encoded image, audio file or text file directly into the Loader. The Loader will then decode the data and process it as if it was a normal file. This is particularly useful for environments such as Playable Ads where you have to provide a single html file with all assets embedded and no XHR requests.

  • Loader.File.base64 is a new read-only boolean property that is set if the file contains a Data URI encoded string.
  • Loader.File.onBase64Load is a new method that is called when the file has finished decoding from a Data URI.
  • The ImageFile will now default to using the Image Load Element if a base64 file is detected, instead of throwing a console warning about unsupported types.
  • The XHRLoader will now return a fake XHR result object containing the decoded base64 data if a base64 file is detected, skipping the creation of a real XML Http Request object.

Spine Updates

  • The Spine 3 and 4.1 Plugins will now call preUpdate automatically when the play method is called. This forces the new animation state to update and apply itself to the skeleton. This fixes an issue where Spine object would show the default frame in the Spine atlas for a single update before the animation started. Fix #5443 (thanks @spayton)
  • SpineGameObject.setSlotAlpha is a new method that allows you to set the alpha on a specific slot in a Spine skeleton.
  • The SpineGameObject.setAlpha method has had its 2nd parameter removed. This fixes needless slot look-ups during rendering when a Spine Game Object is inside a regular Container. If you need to set slot alpha, use the new setSlotAlpha method instead. Fix #6571 (thanks @spayton)
  • The SpineFile.onFileComplete handler was running a regular expression against file.src instead of file.url, sometimes leading to double paths in the atlas paths on loading. Fix #6642 (thanks @rez23)

Updates

  • The TweenChainBuilder was incorrectly setting the persist flag on the Chain to true, which goes against what the documentation says. It now correctly sets it to false. This means if you previously had a Tween Chain that was persisting, it will no longer do so, so add the property to regain the feature.
  • The dropped argument has now been adeded to the documentation for the DRAG_END and GAMEOBJECT_DRAG_END events. (thanks @samme)
  • Container.onChildDestroyed is a new internal method used to destroy Container children. Previously, if you destroyed a Game Object in an exclusive Container, the game object would (momentarily) move onto the Scene display list and emit an ADDED_TO_SCENE event. Also, if you added a Sprite to a non-exclusive Container and stopped the Scene, you would get a TypeError (evaluating 'this.anims.destroy'). This happened because the fromChild argument in the DESTROY event was misinterpreted as destroyChild in the Container's remove(), and the Container was calling the Sprite's destroy() again. (thanks @samme)
  • The Text and TileSprite Game Objects now place their textures into the global TextureManager and a _textureKey private string property has been added which contains a UUID to reference that texture.
  • The Tilemaps.Components.WeightedRandomize method now uses the Phaser Math.RND.frac method with a seed instead of the Math.Random static method. (thanks @jorbascrumps)
  • Tilemaps.Components.IsometricCullTiles does the CheckIsoBounds method check last when building the outputArray, as to help optimize in situations where the tile would not be visible anyways. (thanks @zegenie)
  • Tilemaps.Components.WeightedRandomize now uses the Phaser Math.RND.frac method with a seed instead the Math.Random static method. (thanks @jorbascrumps)
  • The Layer Game Object has had its removeAll, remove and add methods removed. These methods are all still available via the List class that Layer inherits, but the destroyChild parameters are no longer available.
  • The Renderer.Canvas and Renderer.WebGL will now only be included in the build file if the corresponding feature flags CANVAS_RENDERER and/or WEBGL_RENDERER are set to true. For Canvas only builds this saves a lot of space in the build. (thanks @samme)
  • You can now specify an autoResize boolean in the RenderTargetConfig which is passed to the Render Targets when they are created by a pipeline.
  • The UtilityPipeline now sets autoResize to true in its Render Target Config, so that the global fullFrame and halfFrame Render Targets will automatically resize if the renderer changes.
  • Actions.PlaceOnLine now has an added ease parameter which accepts a string from the EaseMap or a custom ease function to allow for different distrubutions along a line. (thanks @sB3p)
  • If you enable a Game Object for Input Debugging, the debug shape will no longer be rendered if the Game Object itself is not visible. Fix #6364 (thanks @orjandh)
  • The XHRLoader will now listen for ontimeout and if triggered it will hand over to the File.onError handler. This prevents the Loader from stalling if a file times out. Fix #6472 (thanks @343dev)

Bug Fixes

  • The InputManager.onTouchMove function has been fixed so it now correctly handles touch events on pages that have scrolled horizontally or vertically and shifted the viewport. Fix #6489 (thanks @somechris @hyewonjo)
  • Factory.staticBody had the wrong return type in the docs/TS defs. Fix #6693 (thanks @ddhaiby)
  • The Time.Timeline class didn't show as extending the Event Emitter, or have config as an optional argument in the docs / TS defs. Fix #6673 (thanks @ghclark2)
  • The Animations.AnimationFrame member duration is now the complete duration of the frame, which is a breaking change. Before this Animations.AnimationState#msPerFrame was combined with Animations.AnimationFrame#duration which wasn't intuitive. The fix to remove Animations.AnimationState#msPerFrame from Animations.AnimationFrame#duration has been removed from the Animations.AnimationManager method createFromAseprite because of this clarification. Fix #6712 (thanks @Nerodon @TomMalitz)
  • The NineSlice Game Object method setSize now recalculates its origin by calling the updateDisplayOrigin method. (thanks @dhashvir)
  • When a Layer Game Object is destroyed, i.e. from changing or restarting a Scene, it will no longer cause an error when trying to destroy the children on its display list. Fix #6675 (thanks @crockergd @gm0nk)
  • DynamicTexture will now automatically call setSize(width, height) for both WebGL and Canvas. Previously it only did it for WebGL. This fixes an issue where DynamicTextures in Canvas mode would have a width and height of -1. Fix #6682 (thanks @samme)
  • DynamicTexture.setSize will now check to see if the glTexture bound to the current frame is stale, and if so, destroy it before binding the one from the Render Target. This fixes an issue where constantly destroying and creating Dynamic Textures would cause a memory leak in WebGL. Fix #6669 (thanks @DavidTalevski)
  • The BloomFX and BlurFX and any custom pipeline that relies on using the UtilityPipeline full or half frame targets will now correctly draw even after the renderer size changes. Fix #6677 (thanks @Nerodon)
  • The PostFXPipeline.postBatch method will now skip onDraw if the pipeline hasn't booted, introducing an artificial frame skip. This should potentially fix glitch errors on mobile devices where Post FX would appear corrupted for a single frame. Fix #6681 (thanks @moufmouf @tongliang999)
  • The Matter.Body function scale has been updated so if the Body originally had an inertia of Infinity this will be restored at the end of the call. This happens if you set a Matter Body to have fixed rotation. Fix #6369 (thanks @sushovande)
  • Modified the RandomDataGenerator.weightedPick method to avoid sampling past the last element. Fix #6701 (thanks @jameskirkwood)
  • The touch event handler onTouchEndWindow now stops pointer events when clicking through DOM elements to input. Fix #6697 (thanks @laineus)
  • The Physics.Matter.Factory method pointerConstraint no longer returns an error when it can't find the camera. Fix #6684 (thanks @spritus)

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:

@AlvaroEstradaDev
@stevenwithaph
@paxperscientiam
@samme
@actionmoon
@rafael-lua
@Byvire

Phaser v3.70.0

10 Nov 16:46
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Version 3.70.0 - Yotsuba - 10th November 2023

New Features - Round Pixels

All pixel rounding math is now handled on the GPU instead of on the CPU. This feature has now been enabled by default.

  • The Game Config roundPixels property is now true by default. This means that all Game Objects will be positioned and rendered with pixel-perfect precision, which is by far the most common use-case for Phaser games. This will prevent sub-pixelation when rendering at non-integer offsets and allows for smoother camera scrolling, especially at higher zoom scales. If you wish to disable this, you can do so by setting the roundPixels property in the Game Config to false. Note that only roundPixels has been set to true. The pixelArt property remains false. So if you're creating a pixel-art style game, please still enable this in your config.
  • All of the core vertex shaders, including Multi, Single and Mobile now have a new uniform called uRoundPixels which is set in all of the corresponding pipelines. This means that all pixel rounding calculations are now done on the GPU instead of the CPU, which can save a lot of math in intensive games.
  • CanvasRenderer.batchSprite has been updated to correctly use the Camera roundPixels property and apply it to the drawImage call.
  • Camera.preRender will no longer round the origin, follow coordinates or scrollX/Y coordinates. It will still round the World view.
  • The MultiPipeline.batchSprite method (which is also used by the Single Pipeline and Mobile Pipeline) will no longer use roundPixels when calculating the quad vertex data. It also won't apply it to any of the sprite values. This is all now handled in the shader directly.
  • TransformMatrix.setQuad no longer uses an anonymous function for roundPixels, which will help with performance.
  • The TransformMatrix.setQuad method signature has changed slightly. The roundPixels parameter is now optional and defaults to false. Previously, you always had to set it.

New Features - Texture Packer Nine Slice Support

The new version of Texture Packer (v7.1.0) and above will now allow you to export scale9 sprite data in your Phaser 3 Atlas JSON. This allows you to create Nine Slice Sprites directly from the data, without having to specify the border sizes directly in your code. To use this feature, simply edit the sprite in Texture Packer, enable the 'scale9' checkbox and then drag the guides as required. When you export the atlas, the JSON will contain the new scale9 object, which Phaser will parse and use when creating Nine Slice Game Objects.

  • You can now create a NineSlice Game Object without specifying a width or height for it. If you do this, it will use the size of the texture frame instead.
  • The NineSlice Game Object will now check to see if its associated Frame has any scale9 data set, and if so this is now used automatically to populate all of the border values.
  • The NineSlice.setSlices method has a new optional boolean parameter skipScale9 which will allow you to set the border values of the Nine Slice directly, even if its Frame has associated scale9 data
  • Frame.setScale9 is a new method that allows you to set the scale9 data associated with the given Frame. This is used internally by the Texture Packer parsers, but can also be called directly.
  • Frame.scale9 is a new read-only boolean property that returns true if the Frame has scale9 data associated with it.
  • Frame.is3Slice is a new read-only boolean property that returns true if the Frame has scale9 data associated with it that is 3-slice instead of 9-slice.
  • The JSONHash texture parser will now check for scale9 data in the JSON and if found, set it via the Frame.setScale9 method.
  • The JSONArray texture parser will now check for scale9 data in the JSON and if found, set it via the Frame.setScale9 method.

New Features - Arcade Physics

  • Arcade Physics Bodies have a new method called setDirectControl which toggles a new boolean property directControl. When enabled (it's false by default) it means the Body will calculate its velocity based on its change in position compared to the previous frame. This allows you to directly move a Body around the physics world by just changing its position, without having to use acceleration or velocity. This is useful if you want to move it via a Tween, or follow a Pointer, or a Path. Because its velocity is calculated based on this movement it will still resolve collisions with other bodies, imparting velocity to them as usual.
  • Arcade Physics Bodies have a new property called slideFactor. This is a Vector2 that controls how much velocity is retained by a Body after it has been pushed by another Body. The default value is 1, which means it retains all of its velocity. If set to zero, it will retain none of it. This allows you to create a Body that can be pushed around without imparting any velocity to it.
  • Body.setSlideFactor is a new method that sets the Body's slideFactor property.
  • The Arcade Physics World has a new method nextCategory which will create a new collision category and return it. You can define up to 32 unique collision categories per world.
  • Arcade Physics Bodies have two new properties: collisionCategory and collisionMask. These allow you to set a specific collision category and list of categories the body will collide with. This allows for fine-grained control over which bodies collide with which others. The default is that all bodies collide with all others, just like before.
  • setCollisionCategory is a new method available on Arcade Physics Bodies that allows you to set the collision category of the body. It's also available on Arcade Sprites, Images, Tilemap Layers, Groups and Static Groups directly.
  • setCollidesWith is a new method available on Arcade Physics Bodies that allows you to set which collision categories the body should collide with. It's also available on Arcade Sprites, Images, Tilemap Layers, Groups and Static Groups directly.
  • resetCollision is a new method available on Arcade Physics Bodies that allows you to reset the collision category and mask to their defaults. It's also available on Arcade Sprites, Images, Tilemap Layers, Groups and Static Groups directly.

The default is as before: all bodies collide with each other. However, by using the categories you now have much more fine-grained control over which objects collide together, or not. They are filtered out at the top-level, meaning you can have a Sprite set to not collide with a Physics Group and it will skip checking every single child in the Group, potentially saving a lot of processing time.

The new collision categories are used automatically by either directly calling the collide or overlap methods, or by creating a Collider object. This allows you to use far less colliders than you may have needed previously and skip needing to filter the pairs in the collision handlers.

New Features - FX Updates and Fixes

You can now set in your game config two new boolean properties that control if the built-in FX are enabled, or not. If you don't need to use the FX then disabling these will help save on texture memory and will compile less shaders, which can help with startup time. These are single-set flags, you cannot toggle them after the game has booted.

  • disablePreFX set this to true in your game config to disable the creation and use of Pre FX on all Game Objects.
  • disablePostFX set this to true in your game config to disable the creation and use of Post FX on all Game Objects.
  • The PipelineManager will now delay the creation of the FX Pipelines until its boot method, using these config values to determine if it should proceed.
  • The PipelineManager.renderTargets array will no longer be pre-populated if you disable Pre FX, saving on texture memory.
  • 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)
  • PostFXPipeline.bootFX is a new method, which is the previous boot method but renamed. This is no longer called from the constructor, but instead when the Post FX Pipeline is activated by the Pipeline Manager. This means that the resources the Post FX requires, such as creating Render Targets and shaders, is delayed until the FX is actually used, saving on memory.
  • The PostFXPipeline will now set autoResize to true on all of its RenderTarget instances. This fixes an issue where the PostFXPipeline would not resize the render targets when the game size changed, causing them to become out of sync with the game canvas. Fix #6503 (thanks @Waclaw-I)
  • FX.Blur didn't set the quality 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).
  • The 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.
  • The FXBlurLow fragment shader didn't have the offset uniform. This is now passed in and applied to the resulting blur, preventing it from creating 45 degree artifacts (thanks Wayfinder)
  • Fixed an issue in the way the Tilemap WebGL Renderer would call batchTexture that meant if you applied a PostFX to a Tilemap Layer it would apply the fx for every single tile in the layer, instead of just once per layer. In a simple map this fix has reduced draw calls from over 12,000 to just 52, and it no longer matters how many tiles are on the layer, the cost of applying the FX is consistent regardless.

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)
  • Physics.Arcade.World.singleStep is a new method that wil...
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