In 3.11 I overhauled the TextureTintPipeline, the WebGL batch used to render all texture based Game Objects, such as Sprites. In this release I did the same to the FlatTintPipeline. This pipeline was used exclusively by the Graphics Game Object to draw filled and stroked primitives in WebGL. It was also used by classes such as the Camera in order to draw their colored backgrounds and flash / fade effects.
When I looked closely at the shaders being used by the texture and graphics pipelines I noticed they were virtually identical. Yet if you were to mix Graphics objects and Sprites in your game, it would cause a complete batch flush as it switched between the them as it rebound the shaders, adding to both the draw calls and gl ops per frame.
The more I looked through the graphics pipeline, the more I saw the same kind of things the texture one previously had: duplicate vars, in-line matrix operations and so on. So I worked through the process of refactoring it, boiling it down to just a handful of core methods and re-using methods the texture pipeline already had. The end result is that I've been able to remove the FlatTintPipeline entirely. This saves 42.3KB (unminifed) and removes 1000 lines of code from the build. Of course, lots of the methods were added to the texture pipeline, but that only increased from 730 sloc to 1087 sloc, a fraction of the amount before! And the benefits don't end there.
If you had any custom pipelines that extended the FlatTintPipeline please update them to extend the TextureTintPipeline instead. You'll likely need to remap a few methods, but most of them remain the same. Double-check the method signatures though.
The same pipeline can now draw both graphics and sprites, with the same shader and no texture swapping either. This means you can happily mix Graphics objects alongside Sprites and it won't cost any extra overhead at all. There are more benefits too, which are outlined in the list below.
batchTri
method will add a triangle to the vertex batch, either textured or filled.drawFillRect
is a new method that will add an untransformed rectangle to the batch. These are used by things like Cameras to fill in background colors.batchFillRect
has been moved to the TextureTintPipeline and has a new much more concise method signature.batchFillTriangle
has been moved to the TextureTintPipeline and has a new much more concise method signature.batchFillPath
has been moved to the TextureTintPipeline and has a new much more concise method signature.batchLine
has been moved to the TextureTintPipeline.The process of managing scissors in the WebGLRenderer has been completely rewritten. Previously, the gl scissor was being constantly enabled and disabled for every Camera in your game, leading to pointless gl operations.
updateSystem
which is automatically called if you change any Camera viewport values. This in turn tells the Scene Manager if there are any cameras with custom viewports, in any Scene of your game. If there are not then the scissor is never even enabled or set, meaning zero gl ops! If your game uses full sized Cameras it now doesn't cost anything at all with regard to scissoring.The Render Texture class has been rewritten from scratch and all Game Objects have been updated to support it. Previously it was very restricted in what you could do with it. It used to have a matrix stack for internal transforms, but this has been replaced with a Camera instead. This means you have the full power of a Camera system (scrolling, zooming, rotation) but it only impacts the contents of the Render Texture.
The biggest update is the change in what the draw
method can accept. Previously you had to pass in a texture and frame reference. This has changed, as has the method signature. It can now accept any of the following:
Scene.children
to draw the whole display list.There is a new method drawFrame
which allows you to pass in a string-based texture and frame key and have it drawn to the Render Texture.
The new method saveTexture
allows you to save the Render Texture into the Texture Manager using your own key. You can then use the Render Texture for any Game Object that accepts textures as a source, such as Sprites or even Tilemap Layers. You can add frame data to a Render Texture using the RenderTexture.texture.add
method.
The new camera
property is an instance of a complete 2D Camera. You can use it to change the view into your Render Texture. Scroll, rotate, zoom, just like you would with a normal Camera, except it will only influence the objects being drawn to the Render Texture.
All of the matrix-style methods have been removed: save
, translate
, restore
, scale
, rotate
. You can now achieve the same thing by either transforming the object you want to draw to the Render Texture, or using the built-in Camera.
You can now crop a Render Texture. Use the setCrop
method to define the crop region.
See the fully complete documentation for more details and the extensive examples and tests created.
The Text Game Object has been given an internal overhaul to make it more flexible. Some properties have been renamed or moved and new features added:
setCrop
method to crop the text.renderer
property.canvasTexture
property has been removed.texture
and frame
properties. These replace the old canvasTexture
but perform the same task, while allowing for texture cropping and much smaller renderer code.text
property directly wouldn't change the text being rendered as using setText
was the expected way to change what was being displayed. Internally the text
property has been renamed to _text
and flagged as private, and a new getter / setter for text
has been added, which hands over to the setText
method, meaning you can now use both ways of setting the text. Fix #3919 (thanks @hackhat @samid737)The Tile Sprite Game Object has been given an internal overhaul to make it more flexible. Some properties have been renamed or moved and new features added:
setCrop
method to crop the tile sprite.setTileScale
which will set the tile scale in a chainable call.canvas
property. Tile Sprites work differently than before in Canvas mode: Previously they would use the fillRect
command on the game canvas to draw themselves every frame, even if they hadn't changed. They now draw to an internal canvas only when their position or scale changes. This canvas is then drawn to the game canvas instead. It's faster, as it doesn't fillRect every frame and also allows you to draw them to other contexts, such as Render Textures._tilePosition
and _tileScale
which are Vector 2s that hold the position and scale. Getters have been added, so use the same properties as before in your code.displayTexture
and displayFrame
. These replace the previous texture
and frame
properties and hold references to the source texture the Tile Sprite is using.canvasPattern
property has been renamed to fillPattern
.oldFrame
property has been removed.canvasBuffer
property has been renamed to fillCanvas
.canvasBufferCtx
property has been renamed to fillContext
.The Tilemap and Dynamic and Static Tilemap Layer classes now all support 4 different modes of render order for drawing the tiles. This allows you to control the z-order of the tiles during render. This feature was requested by @etienne (who provided the test maps too) - see the new examples in the Labs for better understand the impact this has.
The default is 'right-down', meaning it will order the tiles starting from the top-left, drawing to the right and then moving down to the next row.
The four draw orders are:
0 = right-down 1 = left-down 2 = right-up 3 = left-up
renderOrder
which is a string based version of the render order, as used when new layers are created via the map. If the map is created from Tiled JSON data, it will use whatever render order has been specified in the map data.setRenderOrder
. This takes either an integer or a string-based version of the render order and stores it locally. It's then used during the creation of any layers from that point on.setRenderOrder
. This takes either an integer or a string-based version of the render order and stores it locally. It's then used during rendering of the layer. You can change the value on the fly.setRenderOrder
. This takes either an integer or a string-based version of the render order and stores it locally. Under WebGL it will re-create the whole vertex buffer, using the new draw order. Under Canvas it uses it at run-time during rendering. You can change it on the fly.renderorder
property from the Tiled JSON.renderOrder
property, which is populated by the Tiled Parser.The version of Matter.js used by Phaser has been updated from 0.13.1 to 0.14.2. To clarify why we don't include Matter via npm, it's because we use a customized version of Matter that includes extra features and optimizations not yet found in the official library.
Most of the updates were about documentation and module namespacing, however those relevant to Phaser are listed below. You can also view the full Matter Change Log.
point
argument of Body.scale, closes #428 (894c1ef), closes #428
Support for Camera 3D and Sprite 3D Game Objects have been removed from the core Phaser bundle and moved to an optional plugin.
You can find the source for Camera 3D in the new plugins/camera3d
folder, along with a README file explaining how to now use the plugin in your games.
Camera.add
it is now added to the Display and Update Lists. Fix #3945 (thanks @vvega)Camera.resolution
is a new read-only property that holds the current game config resolution that the camera is using. This is used internally for viewport calculations.Text.resolution
and the method Text.setResolution
allows you to control the resolution of a Static Text Game Object. By default it will be set to match the resolution set in the Game Config, but you can override it yourself via the TextStyle. It allows for much clearer text on High DPI devices, at the cost of larger internal Canvas textures for the Text - so please use with caution, as the more high res Text you have, the more memory it uses up. Fix #3528 (thanks @kirillbunin)TransformMatrix.getCSSMatrix
will return a CSS transform matrix formatted string from the current matrix values.CacheManager
now creates a new cache called html
which is used to store all loaded HTML snippets.FileType.HTML
is a new file type loader that will load an HTML snippet and store it in the new html
cache. Access it via load.html
(this method was previously used to load html to textures, please see load.htmlTexture
for this feature now)TransformMatrix.getX
is a new method that return the x component from the given x and y values based on the current matrix. This is used heavily in the pipelines.TransformMatrix.getY
is a new method that return the y component from the given x and y values based on the current matrix. This is used heavily in the pipelines.TransformMatrix.copyToArray
is a new method that will copy the matrix values to the given array. It's the counter-part of copyFromArray
.Graphics.setTexture
is a new WebGL only method that allows you to set a texture to be used when drawing the shapes on the Graphics object. You can also specify how the texture should be blended with the current fill or gradient colors. Note that the texture is not tiled, it is stretched to fit the shape being drawn.Graphics.fillGradientStyle
is a new WebGL only method that allows you to set a gradient for the shapes being filled. You can control the colors at the 4 corners of a rectangle. The colors are then blended automatically in the shader. Use of this feature is limited. For example, you cannot gradient fill a whole path or an arc, as it's made up of lots of triangles. But for quick gradient backgrounds or buttons it's perfect.Graphics.lineGradientStyle
is a new WebGL only method that allows you to set a gradient for the shapes being stroked. You can control the colors at the 4 corners of a rectangle. The colors are then blended automatically in the shader. Use of this feature is limited. For example, you cannot gradient stroke a whole path or an arc, as it's made up of lots of triangles. But for quick gradient lines it's perfect.TextureManager.getBase64
is a new method that will take a texture frame key and return a base64 encoded version of the frame. You can also provide the image type and encoder options.data
object, the contents of which are passed to the plugins init
method. This allows users to pass data directly into a plugin when added in the config: { key: 'BankPlugin', plugin: BankPluginV3, start: true, data: { gold: 5000 } }
or when adding a plugin via the install
method (thanks @samme)Sprite.anims.playReverse
method to play a pre-defined animation in reverse from its starting frame. Or call Sprite.anims.reverse
to immediately reverse the flow of an already running animation. Animations running in reverse still count towards the repeat total and respect the yoyo flag (thanks @khaleb85 @Ben-Millions)ParticleEmitterManager
now has the Transform component. This means you can now set the position, rotation or scale of the Emitter Manager, and it will influence every Emitter it is rendering. The Managers transform is mixed with that of the Camera. This works in both Canvas and WebGL.TextureManager.addRenderTexture
is a new method that will add a Render Texture into the Texture Manager, allowing you to use it as the texture for Game Objects just by using the texture key. Modifying the source Render Texture will immediately modify any Game Objects using it.isRenderTexture
which is set automatically when it's created.setContext
which allows it to swap the context being drawn to by all draw operations. Call the method with no arguments to reset it to the default game canvas.window.FORCE_WEBGL
or window.FORCE_CANVAS
in the window in which the Phaser game is loaded it will over-ride the renderer type setting in your game config, and force either WebGL or Canvas. This is handy for quickly testing the differences between renderers without having to do a new build each time.TextureSource.source
is a new property that contains the original source of the Texture image. It is cleared when the source is destroyed.TransformMatrix.copyToContext
is a new method that will copy the values from the Matrix to the given Canvas Rendering Context.Phaser.Utils.String.UUID
will return an RFC4122 complaint UUID as a string. This is used internally to avoid cache key conflicts, but is exposed for your own use as well.Crop
Component which is used by non-texture based Game Objects, such as Text and TileSprite. You either use TextureCrop
or Crop
, not both together on the same object.TransformMatrix.setToContext
is a new method that will set the values from the Matrix to the given Canvas Rendering Context using setTransform rather than transform.SetTransform
is a new Canvas Renderer function that consolidates the process of preparing a Game Object for rendering, without actually rendering it. This is used internally by the Graphics and Bitmap Text classes.renameTexture
which will let you rename a texture, changing the key to the new one given. All existing Game Objects will still maintain their reference, even after a rename.this.load.svg('morty', 'file.svg', { width: 300, height: 600 })
or you can provide a scale factor instead: this.load.svg('morty', 'file.svg', { scale: 4 })
(thanks @ysraelJMM)Polygon.Perimeter
will return the perimeter for the given Polygon (thanks @iamchristopher)Polygon.GetPoints
will return an array of Point objects containing the coordinates of the points around the perimeter of the Polygon, based on the given quantity or stepRate values. This is available as a static function and as the getPoints
method on a Polygon (thanks @iamchristopher)BaseCamera
which contains all of the core Camera functions and properties, and would serve as a great base for you to extend for your own custom Cameras, and Camera
which is the same class name as previously. Camera
extends the Base Camera and adds in follower support and the Special Effects. You don't need to update your code, even if currently extending a Camera, as they work the same as before.Camera.x
and Camera.y
have been turned into getters / setters, mapped to the internal private values _x
and _y
respectively. This is so that setting the Camera viewport position directly will now update the new internal resolution calculation vars too.Camera.setScene
will now set the Cameras resolution
property at the same time and update the internal viewport vars.Cull Tiles
method used by the Dynamic Tilemap Layer has had a nice and significant optimization. It will now use the cull area dimensions to restrict the amount of tile iteration that takes place per layer, resulting in dramatic reductions in processing time on large layers, or multiple layers (thanks @tarsupin)GameObject.willRender
now takes a Camera as its only argument and uses it within the check. This has allowed me to remove 23 duplicate checks spread across the various Game Objects, all of which did the same thing, saving both KB and CPU time as the flags were being checked twice in most cases.HTML
has been renamed to HTMLTexture
. If you were using this then please change your calls from load.html
to load.htmlTexture
. The arguments remain the same.setBlendMode
method in the WebGL Renderer now returns a boolean. True if a new blend mode was set, otherwise false. Previously it returned a reference to the renderer instance.batchVertices
in the TextureTintPipeline has been renamed to batchQuad
which more accurately describes what it does.Body.setSize
you can now choose to not pass width and height values to the method. If you do this it will check to see if the parent Game Object has a texture frame, and if so, it will use the frame sizes for the Body dimensions (thanks @tarsupin)PluginCache.destroyCorePlugins
will remove all core plugins from the cache. Be very careful calling this as Phaser cannot restart or create any new Scenes once this has been called.PluginCache.destroyCustomPlugins
will remove all custom plugins from the cache.PluginManager.destroy
will now clear all custom plugins from the Plugin Cache. This fixes an issue with not being able to destroy a Phaser game instance and restart it if it used a custom plugin (thanks jd.joshuadavison)Game.destroy
has a new boolean argument noReturn
. If set it will remove all Core plugins when the game instance is destroyed. You cannot restart Phaser on the same web page after doing this, so only set it if you know you're done and don't need to run Phaser again.MouseManager
will no longer process its native events if the manager reference has been removed (i.e. you move the pointer as the game is destroying itself)TouchManager
will no longer process its native events if the manager reference has been removed (i.e. you move the pointer as the game is destroying itself)Particle.color
has been removed as it's now calculated during rendering to allow for Camera alpha support.texturesready
event, which is dispatched by the Texture Manager when the default textures have finished processing. Upon receiving this, the Game will emit the ready
event, which all the other systems listen for and respond to. The difference is that the Renderer uses the texturesready
event to ensure that it is the first thing to be activated, before any other system.blankTexture
which is a reference to an empty 32x32 transparent WebGL Texture. This is used internally for things like rendering Graphics with no texture fills and where no other texture has been set.setBlankTexture
which forces it to set the blank texture as the current texture. This is used after drawing a Render Texture to ensure no other object tries to draw to itself.skipCull
, tilesDrawn
, tilesTotal
, cullPaddingX
, cullPaddingY
, cullCallback
, setSkipCull
and setCullPadding
as these are all used by the Canvas Static Layer renderer. Static Layers in 3.11 didn't render in Canvas because the cull values were missing, but now render correctly and can also be rendered to other targets, like a Render Texture.Snap.Floor
, Snap.Ceil
and Snap.To
have all gained a new optional boolean argument divide
. If set the resulting snapped value will be divided by the gap amount before returning. This is handy if you're trying to quickly snap a value into a grid or array location.currentBlendMode
property has been removed from the Canvas Renderer and is no longer checked by any class. Blend modes are now set directly on the context to avoid state saving invalidation.currentAlpha
property has been removed from the Canvas Renderer and is no longer checked by any class. Alpha values are now set directly on the context to avoid state saving invalidation.TextureCrop
and Crop
have a new method resetCropObject
which generates the crop data object required by Game Objects that support cropping. This allows us to remove duplicate code from a number of Game Objects and replace it with a single function call.batchSprite
method that consolidates the process of drawing a texture-based Game Object to the canvas. It processes the alpha, blend mode and matrix calculations in a single function and now is used by nearly all Game Object canvas renderers.batchTexture
method in the Texture Tint Pipeline now supports cropped Game Objects and will adjust the drawn texture frame accordingly.Matrix Stack
Component has been removed. It's no longer used internally and was just wasting space.lineHeight
of a Retro Font in the Retro Font Config object (thanks @FelixNemis)roundPixels
value to clamp the tile coordinates.CanvasRenderer.DrawImage
function has been removed, as has the associated drawImage
property from the Canvas Renderer as they're no longer used.CanvasRenderer.BlitImage
function has been removed, as has the associated blitImage
property from the Canvas Renderer as they're no longer used.this.game
as long as it exists in the Scene's Injection Map, which it does by default. Be very careful what you do here: there's next to nothing you should actually use this for.Camera.ignore
can now take nested-arrays of Game Objects and also supports both Groups and Containers.changedata
event dispatched by the Data Manager now includes the previous value as the 4th argument to the callback, so the event signature is now: parent, key, value, previousValue
(thanks @iamchristopher)gl.clearColor
is now skipped when clearBeforeRender
is set to false
(thanks @goldfire)DistanceBetween
have been replaced with DistanceSquared
in the closest
and furthest
functions within Arcade Physics (thanks @Mursaat)Phaser.Math.RND
) and don't provide a seed for it (thanks michaeld)createFromObjects
method will now add custom properties to the Game Objects. It works by checking if the property exists or not, and if not, it sets it in the Game Objects Data Manager (thanks @scalemailted @samme)SKIP_TEST
. This allows you to either set a blend mode for a Container, in which case all children use that blend mode. Or, you can set a blend mode on the children and the children will render using their own blend modes, as the Container doesn't have one set. The WebGL and Canvas Renderer functions have also been updated to support this change. Fix #3684 (thanks @TadejZupancic)input.touch
set to false
(the default was true). If no such property is set, it no longer defaults to true
and instead is set to whatever Device.input.touch
returns. On non-touchscreen desktops this means it will now only create one single Pointer, rather than two._tempMatrix
property has been removed. It was only used if the Body's Game Object had a parent. The matrix has been moved to the World instance instead, shared by all bodies._tempMatrix
and _tempMatrix2
. These are used by all bodies in the simulation that need a temporal matrix for calculations, rather than having their own instances._tempMatrix2
. This is used internally in the hitTest checks to avoid constant matrix creation.applyInverse
which will take an x/y position and inverse translate it through the current matrix.keyboard.addKeys("W, A, S, D")
would fail because of the spacing between the characters. addKeys
will now trim the input allowing you to space characters out if you prefer (thanks @dhruvyad)setTimeScale
on the Sprite's Animation component will now set the time scale value and keep it set until you change it again. Previously it would be reset to 1 when a new animation was loaded into the component, but this no longer happens - once the time scale is set it remains in effect, regardless of which animations are played on the Sprite.Setting the resolution
property in the Game Config to a value other than 1 would cause various errors in the API. The following have been fixed:
resolution
was > 1. These are now factored in correctly and changing the resolution no longer breaks input. Fix #3606 (thanks @Secretmapper @thanh-taro)setCrop
method stored its crop object on the prototype chain by mistake, causing all Images or Sprites that were cropped to display the same frame. The crop data has been moved to the Game Object instance, where it should be, fixing this issue (thanks NoxBrutalis)ArcadePhysics.closest
and ArcadePhysics.furthest
used the wrong tree reference, causing them to throw errors (thanks @samme)BlitterCanvasRenderer
would fail to render a Bob in Canvas mode if it was flipped (thanks @SBCGames)RenderTexture.draw
would fail to draw the frame in Canvas mode (thanks @SBCGames)ParticleEmitter
would fail to draw a textured particle in Canvas mode (thanks @SBCGames)RenderTexture.preDestroy
will now release the canvas back to the CanvasPool if running in canvas mode (thanks @SBCGames)alpha
value is now always set for Render Textures in canvas mode, regardless of the previous alpha value in the renderer (thanks @SBCGames)updateDisplayOrigin
in its constructor, causing the displayOriginX
and displayOriginY
values to now be correct if you create a Zone and then don't resize it. Fix #3865 (thanks @rexrainbow)CameraManager
was accidentally adding extra destroy event calls when a Scene was restarted, causing an Uncaught TypeError: Cannot read property 'events' of null
when trying to destroy a game instance having swapped from a Scene to another, and back again. Fix #3878 (thanks @mbunby)CullTiles
updates from 3.11 didn't factor in the position of the Tilemap Layer to its bounds calculations, causing Static layers displayed out of the Camera viewport to never render in Canvas mode. The method has also been optimized further, with less divisions and less checks if culling is disabled.collisionEnd
from triggering many times when it should only trigger once (thanks @mikewesthad)Body.speed
property is now set whenever you set the velocity via setVelocity
or setVelocityX
or setVelocityY
which stops the body velocity being reset to zero if useDamping
is enabled. Fix #3888 (thanks @samme)getPixelAlpha
method in the Texture Manager wasn't using the correct frame name. This is now passed in correctly. Fix #3937 (thanks @goldfire)getPixelAlpha
and getPixel
methods in the Texture Manager would allow x/y coordinates from outside the cut area of a frame. It now tests to ensure they're within the frame. Fix #3937 (thanks @goldfire)SKIP_TEST
set by using the getter or the setBlendMode
method.World.disable
call was passing the wrong argument, so never disabling the actual body (thanks @samme)overshoot
argument in the Graphics arc call. This has been fixed, so arcs will now render correctly and consistently in WebGL and Canvas and Rounded Rectangles are back to normal again too. Fix #3912 (thanks @valse)InputManager.inputCandidate
method, which determines if a Game Object can be interacted with by a given Pointer and Camera combination, now takes the full camera status into consideration. This means if a Camera is set to ignore a Game Object you can now no longer interact with it, or if the Camera is ignoring a Container with an interactive Game Object inside it, you cannot interact with the Container children anymore. Previously they would interact regardless of the Camera state. Fix #3984 (thanks @NemoStein @samid737)Transform.getWorldTransformMatrix
has been recoded to iterate the transform parents correctly, applying the matrix multiplications as it goes. This (along with some changes in the Input Manager) fix the issue with Game Objects inside of Containers failing hit tests between certain angles. Fix #3920 (thanks @chaping @hackhat)collide
during an update
method wouldn't inject the results back into the Body parent, causing the bodies to carry on moving. Using Colliders worked, but manually checking did not. Now, both methods work. Fix #3777 (thanks @samme)setTintFill
method would ignore the alpha
value of the Game Object in the shader. The alpha value is now blended with the tint fill, allowing you to properly alpha out tint-filled Game Objects. Fix #3992 (thanks @trl-bsd)collideSpriteVsTilemapLayer
now syncs the collision results back to the body, allowing you to call collide
from within an update loop once again. Fix #3999 (thanks @nkholski @mikewesthad)deltaX
and deltaY
methods will now return the previous steps delta values, rather than zero. Fix #3987 (thanks @HaoboZ)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:
@SBCGames @rgk @rook2pawn @robbintt @bguyl @halilcakarr @PhaserEditor2D @Edwin222 @tfelix @Yudikubota @hexus @guzmonne @ampled @thanh-taro @dcbriccetti @Dreaded-Gnu @padme-amidala @rootasjey @ampled @thejonanshow @polarstoat @jdjoshuadavison @alexeymolchan @samme @PBird @spontoreau @hypertrifle @kid-wumeng
Thanks to @khaleb85 for fixing the super-annoying lag on the API Docs pages when it hung the browser while indexing the search field.
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