release notes
release notes
Published 3/8/2021
MinorContains breaking changestype: 'classic' method and then use importScripts('phaser.js') within your workers, but it will no longer throw window errors and allows you access to lots of the core Phaser functions from Workers.Scenes.Events.PRE_RENDER is a new event fired after the display list is sorted and before the Scene is rendered (thanks @samme)preserveDrawingBuffer in the Game Config (either directly, or in the Render Config). This is passed to the WebGL context during creation and controls if the buffers are automatically cleared each frame or not. The default is to clear them. Set to true to retain them.GameObjects.Shape.setDisplaySize is a new method that helps setting the display width and height of a Shape object in a chainable way. Fix #5526 (thanks @samme)Tilemaps.Parsers.Tiled.ParseTilesets has been updated so it now retains the type field information that can be optionally specified within Tiled. This is useful when creating objects from tiles and tile variants (thanks @lackhand)Tilemaps.Parsers.Tiled.ParseWangsets is a new function that will parse the Wangset information from Tiled map data, if present, and retain it so you can access the data (thanks @lackhand)WebGLPipeline.glReset is a new boolean property that keeps track of when the GL Context was last reset by the Pipeline Manager. It then redirects calls to bind to rebind instead to restore the pipeline state.GameObject.addToDisplayList is a new method that allows you to add a Game Object to the given Display List. If no Display List is given, it will default to the Scene Display List. A Game Object can only exist on one Display List at any given time, but may move freely between them.GameObject.addToUpdateList is a new method that adds the Game Object to the Update List belonging to the Scene. When a Game Object is added to the Update List it will have its preUpdate method called every game frame.GameObject.removeFromDisplayList is a new method that removes the Game Object from the Display List it is currently on.GameObject.removeFromUpdateList is a new method that removes the Game Object from the Scenes Update List.GameObject.destroy will now call the new removeFromDisplayList and removeFromUpdateList methods.DisplayList.addChildCallback will now use the new addToDisplayList and removeFromDisplayList Game Object methods.Container.addHandler will now use the new addToDisplayList and removeFromDisplayList Game Object methods.Layer.addChildCallback and removeChildCallback will now use the new addToDisplayList and removeFromDisplayList Game Object methods.Group now listens for the ADDED_TO_SCENE and REMOVED_FROM_SCENE methods and adds and removes itself from the Update List accordingly.Group.add and create now uses the new addToDisplayList and addToUpdateList Game Object methods.Group.remove now uses the new removeFromDisplayList and removeFromUpdateList Game Object methods.Group.destroy has a new optional boolean parameter removeFromScene, which will remove all Group children from the Scene if specified.phaser-ie9, which can be found in the dist folder.window or other elements not present within Workers.WebAudioSoundManager.createAudioContext method is no longer private.WebAudioSoundManager.context property is no longer private.WebAudioSoundManager.masterMuteNode property is no longer private.WebAudioSoundManager.masterVolumeNode property is no longer private.WebAudioSoundManager.destination property is no longer private.WebAudioSound.audioBuffer property is no longer private.WebAudioSound.source property is no longer private.WebAudioSound.loopSource property is no longer private.WebAudioSound.muteNode property is no longer private.WebAudioSound.volumeNode property is no longer private.WebAudioSound.pannerNode property is no longer private.WebAudioSound.hasEnded property is no longer private, but is read only.WebAudioSound.hasLooped property is no longer private, but is read only.WebAudioSoundManager.createAudioContext method will now use webkitAudioContext if defined in window (rather than using the polyfill) to handle audio on Safari.fillRect if clearBeforeRender is false in the Game Config.LightsManager.addPointlight method now has full JSDocs and the attenuation parameter.LightPipeline.lightsActive is a new boolean property that keeps track if the Lights Manager in a Scene is active, or not.LightPipeline now only calls batchSprite, batchTexture and batchTextureFrame if the Scene Lights Manager is active. Fix #5522 (thanks @inmylo)LineCurve.getTangent can now take an output vector to receive the tangent value (thanks @samme)DOMElementCSSRenderer no longer sets the pointerEvents style attribute to auto. This is the default value anyway and it now means you can override it from your code by setting the pointer-events attribute directly. Fix #5470 (thanks @hayatae @endel)SceneManager.loadComplete will no longer try to unlock the Sound Manager, preventing AudioContext was not allowed to start console warnings after each Scene finishes loading.WebGLRenderer.deleteTexture will now run resetTextures(true) first, incase the requested texture to be deleted is currently bound. Previously, it would delete the texture and then reset them.TextureSource.destroy has a WebGL Texture it will tell the WebGL Renderer to reset the textures first, before deleting its texture.Cameras.Controls.FixedKeyControl.minZoom is a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)Cameras.Controls.FixedKeyControl.maxZoom is a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)Cameras.Controls.SmoothedKeyControl.minZoom is a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)Cameras.Controls.SmoothedKeyControl.maxZoom is a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)WebGLPipeline.rebind method now accepts an optional parameter currentShader. If provided it will set the current shader to be this after the pipeline reset is complete.PipelineManager.rebind method will now flag all pipelines as glReset = true, so they know to fully rebind the next time they are invoked.BlitterWebGLRenderer was calling an out-dated function setRenderDepth instead of addToRenderList (thanks Harm)FILE_ERRORED and the Loader continues. Before this change the Loader would stall (thanks @samme)Math.FromPercent silently assumed the min parameter to be 0. It can now be any value, allowing you to generate percentages between min and max correctly (thanks @somechris)IsometricWorldToTileXY was returning a tile incorrectly offset from the given coordinates. It now returns from the expected location (thanks @veleek)DOMElementCSSRenderer will now return early if src.node doesn't exist or is null, rather than trying to extract the style property from it. Fix #5566 (thanks @rattias)renderer exists before trying to hook to its event emitter (thanks @mattjennings)renderer exists before trying to restore itself during a context loss (thanks @mattjennings)renderer exists before resetting the WebGL textures (thanks @mattjennings)Uncaught TypeError. Fix #5558 (thanks @mattjennings)Actions.PlayAnimation arguments have been updated to match the new animation system introduced in Phaser 3.50. It will now take either a string-key, or a play animation configuration object, and the startFrame parameter has been replaced with ignoreIfPlaying. The function will also only call play if the Game Object has an animation component, meaning you can now supply this action with a mixed-content array without errors. Fix #5555 (thanks @xuxucode)RenderTarget.resize will now Math.floor the scaled width and height as well as ensure they're not <= 0 which causes Framebuffer status: Incomplete Attachment errors. Fix #5563 #5478 (thanks @orjandh @venarius)Matter.Components.Sleep.setToSleep and setAwake were documented as returning this, however they didn't return anything. Both now return this correctly. Fix #5567 (thanks @micsun-al)ProcessX when Body2 is Immovable and Body1 is not.Group.destroy would cause a runtime error if Group.runChildUpdate had been set. Fix #5576 (thanks @samme)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:
release notes
Published 3/8/2021
MinorContains breaking changestype: 'classic' method and then use importScripts('phaser.js') within your workers, but it will no longer throw window errors and allows you access to lots of the core Phaser functions from Workers.Scenes.Events.PRE_RENDER is a new event fired after the display list is sorted and before the Scene is rendered (thanks @samme)preserveDrawingBuffer in the Game Config (either directly, or in the Render Config). This is passed to the WebGL context during creation and controls if the buffers are automatically cleared each frame or not. The default is to clear them. Set to true to retain them.GameObjects.Shape.setDisplaySize is a new method that helps setting the display width and height of a Shape object in a chainable way. Fix #5526 (thanks @samme)Tilemaps.Parsers.Tiled.ParseTilesets has been updated so it now retains the type field information that can be optionally specified within Tiled. This is useful when creating objects from tiles and tile variants (thanks @lackhand)Tilemaps.Parsers.Tiled.ParseWangsets is a new function that will parse the Wangset information from Tiled map data, if present, and retain it so you can access the data (thanks @lackhand)WebGLPipeline.glReset is a new boolean property that keeps track of when the GL Context was last reset by the Pipeline Manager. It then redirects calls to bind to rebind instead to restore the pipeline state.GameObject.addToDisplayList is a new method that allows you to add a Game Object to the given Display List. If no Display List is given, it will default to the Scene Display List. A Game Object can only exist on one Display List at any given time, but may move freely between them.GameObject.addToUpdateList is a new method that adds the Game Object to the Update List belonging to the Scene. When a Game Object is added to the Update List it will have its preUpdate method called every game frame.GameObject.removeFromDisplayList is a new method that removes the Game Object from the Display List it is currently on.GameObject.removeFromUpdateList is a new method that removes the Game Object from the Scenes Update List.GameObject.destroy will now call the new removeFromDisplayList and removeFromUpdateList methods.DisplayList.addChildCallback will now use the new addToDisplayList and removeFromDisplayList Game Object methods.Container.addHandler will now use the new addToDisplayList and removeFromDisplayList Game Object methods.Layer.addChildCallback and removeChildCallback will now use the new addToDisplayList and removeFromDisplayList Game Object methods.Group now listens for the ADDED_TO_SCENE and REMOVED_FROM_SCENE methods and adds and removes itself from the Update List accordingly.Group.add and create now uses the new addToDisplayList and addToUpdateList Game Object methods.Group.remove now uses the new removeFromDisplayList and removeFromUpdateList Game Object methods.Group.destroy has a new optional boolean parameter removeFromScene, which will remove all Group children from the Scene if specified.phaser-ie9, which can be found in the dist folder.window or other elements not present within Workers.WebAudioSoundManager.createAudioContext method is no longer private.WebAudioSoundManager.context property is no longer private.WebAudioSoundManager.masterMuteNode property is no longer private.WebAudioSoundManager.masterVolumeNode property is no longer private.WebAudioSoundManager.destination property is no longer private.WebAudioSound.audioBuffer property is no longer private.WebAudioSound.source property is no longer private.WebAudioSound.loopSource property is no longer private.WebAudioSound.muteNode property is no longer private.WebAudioSound.volumeNode property is no longer private.WebAudioSound.pannerNode property is no longer private.WebAudioSound.hasEnded property is no longer private, but is read only.WebAudioSound.hasLooped property is no longer private, but is read only.WebAudioSoundManager.createAudioContext method will now use webkitAudioContext if defined in window (rather than using the polyfill) to handle audio on Safari.fillRect if clearBeforeRender is false in the Game Config.LightsManager.addPointlight method now has full JSDocs and the attenuation parameter.LightPipeline.lightsActive is a new boolean property that keeps track if the Lights Manager in a Scene is active, or not.LightPipeline now only calls batchSprite, batchTexture and batchTextureFrame if the Scene Lights Manager is active. Fix #5522 (thanks @inmylo)LineCurve.getTangent can now take an output vector to receive the tangent value (thanks @samme)DOMElementCSSRenderer no longer sets the pointerEvents style attribute to auto. This is the default value anyway and it now means you can override it from your code by setting the pointer-events attribute directly. Fix #5470 (thanks @hayatae @endel)SceneManager.loadComplete will no longer try to unlock the Sound Manager, preventing AudioContext was not allowed to start console warnings after each Scene finishes loading.WebGLRenderer.deleteTexture will now run resetTextures(true) first, incase the requested texture to be deleted is currently bound. Previously, it would delete the texture and then reset them.TextureSource.destroy has a WebGL Texture it will tell the WebGL Renderer to reset the textures first, before deleting its texture.Cameras.Controls.FixedKeyControl.minZoom is a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)Cameras.Controls.FixedKeyControl.maxZoom is a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)Cameras.Controls.SmoothedKeyControl.minZoom is a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)Cameras.Controls.SmoothedKeyControl.maxZoom is a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)WebGLPipeline.rebind method now accepts an optional parameter currentShader. If provided it will set the current shader to be this after the pipeline reset is complete.PipelineManager.rebind method will now flag all pipelines as glReset = true, so they know to fully rebind the next time they are invoked.BlitterWebGLRenderer was calling an out-dated function setRenderDepth instead of addToRenderList (thanks Harm)FILE_ERRORED and the Loader continues. Before this change the Loader would stall (thanks @samme)Math.FromPercent silently assumed the min parameter to be 0. It can now be any value, allowing you to generate percentages between min and max correctly (thanks @somechris)IsometricWorldToTileXY was returning a tile incorrectly offset from the given coordinates. It now returns from the expected location (thanks @veleek)DOMElementCSSRenderer will now return early if src.node doesn't exist or is null, rather than trying to extract the style property from it. Fix #5566 (thanks @rattias)renderer exists before trying to hook to its event emitter (thanks @mattjennings)renderer exists before trying to restore itself during a context loss (thanks @mattjennings)renderer exists before resetting the WebGL textures (thanks @mattjennings)Uncaught TypeError. Fix #5558 (thanks @mattjennings)Actions.PlayAnimation arguments have been updated to match the new animation system introduced in Phaser 3.50. It will now take either a string-key, or a play animation configuration object, and the startFrame parameter has been replaced with ignoreIfPlaying. The function will also only call play if the Game Object has an animation component, meaning you can now supply this action with a mixed-content array without errors. Fix #5555 (thanks @xuxucode)RenderTarget.resize will now Math.floor the scaled width and height as well as ensure they're not <= 0 which causes Framebuffer status: Incomplete Attachment errors. Fix #5563 #5478 (thanks @orjandh @venarius)Matter.Components.Sleep.setToSleep and setAwake were documented as returning this, however they didn't return anything. Both now return this correctly. Fix #5567 (thanks @micsun-al)ProcessX when Body2 is Immovable and Body1 is not.Group.destroy would cause a runtime error if Group.runChildUpdate had been set. Fix #5576 (thanks @samme)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:
Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.