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Phaser v3.60 Beta 7

10 May 17:17
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Phaser v3.60 Beta 7 Pre-release
Pre-release

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 properties 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. Please see the shader code and update your own shaders accordingly. You can also see the documentation for the MultiPipeline for details.
  • 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 - Matter Physics v0.18

We have updated the version of Matter Physics to the latest v0.18 release. This is a big jump and brings with it quite a few internal changes to Matter. The following are the differences we have identified in this release:

  • Up to ~40% performance improvement (on average measured over all examples, in Node on a Mac Air M1)
  • Replaces Matter.Grid with a faster and more efficient broadphase in Matter.Detector.
  • Reduced memory usage and garbage collection.
  • Resolves issues in Matter.SAT related to collision reuse.
  • Removes performance issues from Matter.Grid.
  • Improved collision accuracy.
  • MatterPhysics.collision is a new reference to the Collision module, which now handles all Matter collision events.
  • MatterPhysics.grid has been removed as this is now handled by the Collision module.
  • MatterPhysics.sat has been removed as this is now handled by the Collision module.
  • The Matter.Body.previousPositionImpulse property has been removed as it's no longer used.

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.
  • The Video config will now detect for x-m4v playback support for video formats and store it in the Video.m4v property. This is used automatically by the VideoFile file loader. Fix #5719 (thanks @patrickkeenan)
  • The KeyboardPlugin.removeKey method has a new optional parameter removeCapture. This will remove any keyboard capture events for the given Key. Fix #5693 (thanks @cyantree)
  • The KeyboardPlugin.removeAllKeys method has a new optional parameter removeCapture. This will remove any keyboard capture events for all of the Keys owned by the plugin.
  • WebGLShader.fragSrc is a new property that hold...
Read more

Phaser v3.60.0 Beta 6

06 May 16:21
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Phaser v3.60.0 Beta 6 Pre-release
Pre-release

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 properties 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. Please see the shader code and update your own shaders accordingly. You can also see the documentation for the MultiPipeline for details.
  • 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 - Matter Physics v0.18

We have updated the version of Matter Physics to the latest v0.18 release. This is a big jump and brings with it quite a few internal changes to Matter. The following are the differences we have identified in this release:

  • Up to ~40% performance improvement (on average measured over all examples, in Node on a Mac Air M1)
  • Replaces Matter.Grid with a faster and more efficient broadphase in Matter.Detector.
  • Reduced memory usage and garbage collection.
  • Resolves issues in Matter.SAT related to collision reuse.
  • Removes performance issues from Matter.Grid.
  • Improved collision accuracy.
  • MatterPhysics.collision is a new reference to the Collision module, which now handles all Matter collision events.
  • MatterPhysics.grid has been removed as this is now handled by the Collision module.
  • MatterPhysics.sat has been removed as this is now handled by the Collision module.
  • The Matter.Body.previousPositionImpulse property has been removed as it's no longer used.

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.
  • The Video config will now detect for x-m4v playback support for video formats and store it in the Video.m4v property. This is used automatically by the VideoFile file loader. Fix #5719 (thanks @patrickkeenan)
  • The KeyboardPlugin.removeKey method has a new optional parameter removeCapture. This will remove any keyboard capture events for the given Key. Fix #5693 (thanks @cyantree)
  • The KeyboardPlugin.removeAllKeys method has a new optional parameter removeCapture. This will remove any keyboard capture events for all of the Keys owned by the plugin.
  • WebGLShader.fragSrc is a new property that hold...
Read more

Phaser v3.60.0 Beta 4

04 Feb 17:15
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Phaser v3.60.0 Beta 4 Pre-release
Pre-release

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 properties 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. Please see the shader code and update your own shaders accordingly. You can also see the documentation for the MultiPipeline for details.
  • 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 - Matter Physics v0.18

We have updated the version of Matter Physics to the latest v0.18 release. This is a big jump and brings with it quite a few internal changes to Matter. The following are the differences we have identified in this release:

  • Up to ~40% performance improvement (on average measured over all examples, in Node on a Mac Air M1)
  • Replaces Matter.Grid with a faster and more efficient broadphase in Matter.Detector.
  • Reduced memory usage and garbage collection.
  • Resolves issues in Matter.SAT related to collision reuse.
  • Removes performance issues from Matter.Grid.
  • Improved collision accuracy.
  • MatterPhysics.collision is a new reference to the Collision module, which now handles all Matter collision events.
  • MatterPhysics.grid has been removed as this is now handled by the Collision module.
  • MatterPhysics.sat has been removed as this is now handled by the Collision module.
  • The Matter.Body.previousPositionImpulse property has been removed as it's no longer used.

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.
  • The Video config will now detect for x-m4v playback support for video formats and store it in the Video.m4v property. This is used automatically by the VideoFile file loader. Fix #5719 (thanks @patrickkeenan)
  • The KeyboardPlugin.removeKey method has a new optional parameter removeCapture. This will remove any keyboard capture events for the given Key. Fix #5693 (thanks @cyantree)
  • The KeyboardPlugin.removeAllKeys method has a new optional parameter removeCapture. This will remove any keyboard capture events for all of the Keys owned by the plugin.
  • WebGLShader.fragSrc is a new property that hold...
Read more

Phaser v3.60.0 Beta 3

27 Oct 16:25
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Phaser v3.60.0 Beta 3 Pre-release
Pre-release

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)

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 Sce...
Read more

Phaser 3.60.0 Beta 2

18 Oct 17:06
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Phaser 3.60.0 Beta 2 Pre-release
Pre-release

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.

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, too, so you can use compressed texture atlases. Currently, Texture Packer is the best tool for creating these.

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

  • 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)

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.

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 singl...
Read more

Phaser 3.60.0 Beta 1

06 Oct 20:45
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Phaser 3.60.0 Beta 1 Pre-release
Pre-release

Version 3.60.0 - Miku - in development

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, too, so you can use compressed texture atlases. Currently, Texture Packer is the best tool for creating these.

  • 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

  • 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)
  • 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)

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)

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 Rend...
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Phaser v3.55.2

27 May 13:52
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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)

Phaser v3.55.1

26 May 14:54
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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)

Phaser v3.55.0

24 May 16:49
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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

Phaser v3.54.0

26 Mar 15:33
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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