release notes
release notes
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.
release notes
Published 5/23/2025
MinorContains breaking changesGameObjects.Rectangle.setRounded is a new method that will allow the Rectangle Shape Game Object to have rounded corners. Pass the radius to set for the corners, or pass a value of zero to disable rounded corners.GameObjects.Rectangle.isRounded is a new read-only boolean that can be used to determine if the Rectangle Shape Game Object has rounded corners, or not.GameObjects.Rectangle.radius is a new read-only number that is the size of the rounded corners. Do not set directly, instead use the method setRounded.Phaser.Math.Angle.GetClockwiseDistance() to get the shortest nonnegative angular distance between two angles. PR #7092 (thanks @samme)Phaser.Math.Angle.GetCounterClockwiseDistance() gets the shortest nonpositive angular distance between two angles. PR #7092 (thanks @samme)Phaser.Math.Angle.GetShortestDistance() gets the shortest signed angular distance between two angles. (This is like Phaser.Math.Angle.ShortestBetween() but in radians.) PR #7092 (thanks @samme)Phaser.GameObjects.BitmapText#setDisplaySize method to BitmapText to get the original scaled size of 1. PR #6623 (thanks @samme)positionX, positionY and positionZ properties on the AudioListener instances at the moment. This prevents the follow feature from WebAudioSound to operate on Firefox. PR #7083 (thanks @raaaahman)EXPAND Scale Mode has been updated to now clamp the size of the canvas that is created, preventing it from growing too large on landscape ultra-wide displays. Fix #7027 (thanks @leha-games @rexrainbow)console.log was left in the Text Game Object. This has now been removed.Phaser.Animations.AnimationFrame correctly uses frame duration when it is set. Fix #7070 (thanks @sylvainpolletvillard)moveTo functions can now move particles. Fix #7063 (thanks @samme)null to undefined. Fix #7053 (thanks @Snoturky)persist correctly even after calling Phaser.Tweens.BaseTween#stop. Fix #7048 (thanks @FranciscoCaetano88)Text Game Objects now includes the default canvas.dir = 'ltr and context.direction = 'ltr';. Fixes a bug in Chrome 134 & Edge 134 where calling destroy() on a right-to-left Text Game Object prevents the next created left-to-right Text Game Object from rendering. Fix #7077 (thanks @Demeno)Grid Game Objects renders lineWidth correctly in WebGL mode. Fix #7029 (thanks @AlvaroNeuronup)collisionMask and collisionCategory checks to Phaser.Physics.Arcade.World#separate to allow individual physics game objects within a physics group to have it's own unique collision categories. Fix #7034 (thanks @frederikocmr)createFromTiles to handle multiple tilesets when using sprite sheets. Fix #7122 (thanks @vikerman)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:
release notes
Published 5/23/2025
MinorContains breaking changesGameObjects.Rectangle.setRounded is a new method that will allow the Rectangle Shape Game Object to have rounded corners. Pass the radius to set for the corners, or pass a value of zero to disable rounded corners.GameObjects.Rectangle.isRounded is a new read-only boolean that can be used to determine if the Rectangle Shape Game Object has rounded corners, or not.GameObjects.Rectangle.radius is a new read-only number that is the size of the rounded corners. Do not set directly, instead use the method setRounded.Phaser.Math.Angle.GetClockwiseDistance() to get the shortest nonnegative angular distance between two angles. PR #7092 (thanks @samme)Phaser.Math.Angle.GetCounterClockwiseDistance() gets the shortest nonpositive angular distance between two angles. PR #7092 (thanks @samme)Phaser.Math.Angle.GetShortestDistance() gets the shortest signed angular distance between two angles. (This is like Phaser.Math.Angle.ShortestBetween() but in radians.) PR #7092 (thanks @samme)Phaser.GameObjects.BitmapText#setDisplaySize method to BitmapText to get the original scaled size of 1. PR #6623 (thanks @samme)positionX, positionY and positionZ properties on the AudioListener instances at the moment. This prevents the follow feature from WebAudioSound to operate on Firefox. PR #7083 (thanks @raaaahman)EXPAND Scale Mode has been updated to now clamp the size of the canvas that is created, preventing it from growing too large on landscape ultra-wide displays. Fix #7027 (thanks @leha-games @rexrainbow)console.log was left in the Text Game Object. This has now been removed.Phaser.Animations.AnimationFrame correctly uses frame duration when it is set. Fix #7070 (thanks @sylvainpolletvillard)moveTo functions can now move particles. Fix #7063 (thanks @samme)null to undefined. Fix #7053 (thanks @Snoturky)persist correctly even after calling Phaser.Tweens.BaseTween#stop. Fix #7048 (thanks @FranciscoCaetano88)Text Game Objects now includes the default canvas.dir = 'ltr and context.direction = 'ltr';. Fixes a bug in Chrome 134 & Edge 134 where calling destroy() on a right-to-left Text Game Object prevents the next created left-to-right Text Game Object from rendering. Fix #7077 (thanks @Demeno)Grid Game Objects renders lineWidth correctly in WebGL mode. Fix #7029 (thanks @AlvaroNeuronup)collisionMask and collisionCategory checks to Phaser.Physics.Arcade.World#separate to allow individual physics game objects within a physics group to have it's own unique collision categories. Fix #7034 (thanks @frederikocmr)createFromTiles to handle multiple tilesets when using sprite sheets. Fix #7122 (thanks @vikerman)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: