Phaser 3.16 is a massive update. The single largest in the history of Phaser 3 and it contains breaking changes. If you're upgrading from an earlier version please do check the log entries below.
Please note: there is no difference between 3.16.0 and 3.16.1. The version bump was just to get around a stupid npm semver policy.
Phaser.Boot
namespace has been renamed to Phaser.Core
. As a result, the boot
folder has been renamed to core
. This impacts the TimeStep
class and VisibilityHandler
function, which have been moved to be under the new namespace.Phaser.Animations
namespace was incorrectly exposed in the Phaser entrypoints as Animation
(note the lack of plural). This means that if you are creating any custom classes that extend Animation objects using the Phaser namespace, then please update them from Phaser.Animation
to Phaser.Animations
, i.e. Phaser.Animation.AnimationFrame
to Phaser.Animations.AnimationFrame
. This doesn't impact you if you created animations directly via the Animation Manager.changedata_
to changedata-
to keep it consistent with other keyed events. Note the change from _
to -
.keydown
dynamic event string has changed from keydown_
to keydown-
to keep it consistent with other keyed events. Note the change from _
to -
.keyup
dynamic event string has changed from keyup_
to keyup-
to keep it consistent with other keyed events. Note the change from _
to -
.texturesready
event emitted by the Texture Manager has been renamed to ready
.loadcomplete
event emitted by the Loader Plugin has been renamed to postprocess
to be reflect what it's used for.collide
event if they had an Arcade Physics Body with onCollide
set, that collided with a Tile. This has changed. The event has been renamed to tilecollide
and you should now listen for this event from the Arcade Physics World itself: this.physics.world.on('tilecollide')
. Game Objects no longer emit this event.overlap
event if they had an Arcade Physics Body with onOverlap
set, that overlapped with a Tile. This has changed. The event has been renamed to tileoverlap
and you should now listen for this event from the Arcade Physics World itself: this.physics.world.on('tileoverlap')
. Game Objects no longer emit this event.Phaser.Physics.Impact.SeperateX
has been renamed to SeparateX
to correct the spelling mistake.Phaser.Physics.Impact.SeperateY
has been renamed to SeparateY
to correct the spelling mistake.ended
event in WebAudioSound
has been renamed to complete
to make it more consistent with the rest of the API.ended
event in HTML5AudioSound
has been renamed to complete
to make it more consistent with the rest of the API.Phaser.Utils.Objects
namespace was incorrectly exposed in the Phaser entrypoints as Object
(note the lack of plural), this has now been fixed so all associated functions are properly namespaced.Phaser.GameObjects.Blitter.Bob
has been renamed to Phaser.GameObjects.Bob
to avoid namespace conflicts in TypeScript.Phaser.GameObjects.Text.TextStyle
has been renamed to Phaser.GameObjects.TextStyle
to avoid namespace conflicts in TypeScript.In Phaser 3.15 and earlier the Input system worked using an event queue. All native DOM input events, such as from the Mouse, Touch or Keyboard, were picked up by event handlers and stored in a queue within the Input Manager. This queue was then processed during the next game step, all the events were dealt with and then it was cleared, ready to receive more events. As they were processed, the internal Phaser events such as pointerdown
or keyup
were dispatched to your game code.
This worked fine in that you were able to guarantee exactly when the events would arrive, because it was always at the same time in the game step. However, it had the side effect of you not being able to do things like open external browser windows, or go into Full Screen mode, during your event handlers - because they weren't "real" events, so didn't pass the browser security checks. To this end, methods like addUpCallback
were added to try and provide this support (although it was never possible for keyboard events).
In 3.16 this has changed. The DOM Events now trigger the respective internal events immediately, in the same invocation. So if you click on the canvas, the pointerdown
event you receive in your game is still part of the 'native' event handler, so you're now free to do things like go into full screen mode, or open external windows, without any browser warnings or work-arounds.
It does, however, mean that the point at which these handlers are called is no longer always consistent, and is no longer bound to the speed of the Request Animation Frame update. We've tested as much as possible, and so far, things carry on working as before. We've noticed a slight increase in responsiveness, due to the removal of the fractional delay in processing the events, which feels good. However, if for whatever reason this change has broken your game then you're able to easily switch back to the previous version. In your Game Config, create an input
object and give it the property queue: true
. This will tell Phaser to use the legacy event queue system.
Please note that we will remove this legacy system in the near future. So, please try and adapt your games to use the new system. If you've found an edge-case where something breaks because of it, please report it so we can look into it.
As a result of this change, the following are now deprecated:
InputPlugin.addUpCallback
method.InputPlugin.addDownCallback
method.InputPlugin.addMoveCallback
method.InputManager.queue
property.InputManager.domCallbacks
property.InputManager._hasUpCallback
property.InputManager._hasDownCallback
property.InputManager._hasMoveCallback
property.InputManager.processDomCallbacks
method.InputManager.addUpCallback
method.InputManager.addDownCallback
method.InputManager.addMoveCallback
method.Due to unification across the event system, the keydown_
and keyup_
dynamic event strings have changed.
keydown_KEY
event name has changed to keydown-KEY
. Note the change from an underscore to a hyphen.keyup_KEY
event name has changed to keyup-KEY
. Note the change from an underscore to a hyphen.You should update your game code accordingly.
The specificity of the Keyboard events has been changed to allow you more control over event handling. Previously, the Keyboard Plugin would emit the global keydown-CODE
event first (where CODE was a keycode string, like keydown-A
), then it would emit the global keydown
event. In previous versions, Key
objects, created via this.input.keyboard.addKey()
, didn't emit events.
The Key
class now extends EventEmitter and emits two new events directly: down
and up
. This means you can listen for an event from a Key you've created, i.e.: yourKey.on('up', handler)
.
The order has also now changed. If it exists, the Key object will dispatch its down
event first. Then the Keyboard Plugin will dispatch keydown_CODE
and finally the least specific of them all, keydown
will be dispatched.
You also now have the ability to cancel this at any stage either on a local or global level. All event handlers are sent an event object which you can call event.stopImmediatePropagation()
on. This will immediately stop any further listeners from being invoked in the current Scene. Therefore, if you call stopImmediatePropagation()
in the Key.on
handler, then the Keyboard Plugin will not emit either the keydown-CODE
or keydown
global events. You can also call stopImmediatePropagation()
during the keydown-CODE
handler, to stop it reaching the global keydown
handler. As keydown
is last, calling it there has no effect.
There is also the stopPropagation()
function. This works in the same way as stopImmediatePropagation
but instead of being local, it works across all of the Scenes in your game. For example, if you had 3 active Scenes (A, B and C, with A at the top of the Scene list), all listening for the same key, calling stopPropagation()
in Scene A would stop the event from reaching any handlers in Scenes B or C. Remember that events flow down the Scene list from top to bottom. So, the top-most rendering Scene in the Scene list has priority over any Scene below it.
All the above also works for keyup
events.
New in 3.16 is the ability to receive a global keydown
or keyup
event from any key on the keyboard. Previously, it would only emit the event if it came from one of the keys listed in the KeyCodes file. Now, those global events will fire for any key, regardless of location.
Key capturing is the way in which you stop a keyboard DOM event from activating anything else in the browser by calling preventDefault
on it. For example, in tall web pages, pressing the SPACE BAR causes the page to scroll down. Obviously, if this is also the fire or jump button in your game, you don't want this to happen. So the key needs to be 'captured' to prevent it. Equally, you may wish to also capture the arrow keys, for similar reasons. Key capturing is done on a global level. If you set-up the capture of a key in one Scene, it will be captured globally across the whole game.
In 3.16 you now do this using the new KeyboardPlugin.addCapture
method. This takes keycodes as its argument. You can either pass in a single key code (i.e. 32 for the Space Bar), an array of key codes, or a comma-delimited string - in which case the string is parsed and each code it can work out is captured.
To remove a capture you can use the KeyboardPlugin.removeCapture
method, which takes the same style arguments as adding captures. To clear all captures call KeyboardPlugin.clearCaptures
. Again, remember that these actions are global.
You can also temporarily enable and disable capturing using KeyboardPlugin.enableGlobalCapture
and KeyboardPlugin.disableGlobalCapture
. This means if you set-up a bunch of key captures, but then need to disable them all for a while (perhaps you swap focus to a DOM text field), you can call disableGlobalCapture
to do this, and when finished in the DOM you can enable captures again with enableGlobalCapture
, without having to clear and re-create them all.
Default captures can be defined in the Game Config in the input.keyboard.captures
object. The captures are actually stored in the KeyboardManager
class. The KeyboardPlugin
is just a proxy to methods in the Keyboard Manager, but is how you should interface with it.
KeyboardPlugin.addCapture
is a new method that allows you to define a set of keycodes to have the default browser behaviors disabled on.KeyboardPlugin.removeCapture
is a new method that removes specific previously set key captures.KeyboardPlugin.clearCaptures
is a new method that removes all key captures.KeyboardPlugin.getCaptures
is a new method that returns an array of all current key captures.KeyboardPlugin.enableGlobalCapture
is a new method that enables any key captures that have been created.KeyboardPlugin.disableGlobalCapture
is a new method that disables any key captures that have been created, without removing them from the captures list.KeyboardPlugin.addKey
has a new boolean argument enableCapture
, which is true by default, that will add a key capture for the Key being created.KeyboardPlugin.addKeys
has a new boolean argument enableCapture
, which is true by default, that will add a key capture for any Key created by the method.KeyboardManager
. This class is created by the global Input Manager if keyboard access has been enabled in the Game config. It's responsible for handling all browser keyboard events. Previously, the KeyboardPlugin
did this which meant that every Scene that had its own Keyboard Plugin was binding more native keyboard events. This was causing problems with parallel Scenes when needing to capture keys. the KeyboardPlugin
class still exists, and is still the main point of interface when you call this.input.keyboard
in a Scene, but DOM event handling responsibility has been taken away from it. This means there's now only
one set of bindings ever created, which makes things a lot cleaner.input.keyboard.capture
which is an array of KeyCodes that the Keyboard Plugin will capture all non-modified key events on. By default it is empty. You can populate it in the config, or use the new capture methods.preventDefault
only on non-modified key presses, stopping the keyboard event from hitting the browser. Previously, capturing the R key, for example, would block a CTRL+R page reload, but it now ignores it because of the key modifier.Key.emitOnRepeat
is a new boolean property that controls if the Key will continuously emit a down
event while being held down (true), or emit the event just once, on first press, and then skip future events (false).Key.setEmitOnRepeat
is a new chainable method for setting the emitOnRepeat
property.KeyboardPlugin.addKeys
method has a new optional boolean emitOnRepeat
which sets that property on all Key objects it creates as part of the call. It defaults to false
.KeyboardPlugin.addKey
method has a new optional boolean emitOnRepeat
which sets that property on the Key object it creates. It defaults to false
.Key
class now extends EventEmitter and emits two events directly: down
and up
. This means you can listen for an event from a Key you've created, i.e.: yourKey.on('up', handler)
.SEMICOLON_FIREFOX
, COLON
, COMMA_FIREFOX_WINDOWS
, COMMA_FIREFOX
, BRACKET_RIGHT_FIREFOX
and BRACKET_LEFT_FIREFOX
(thanks @wmateam)Key.onDown
is a new method that handles the Key being pressed down, including down repeats.Key.onUp
is a new method that handles the Key being released.Key.destroy
is a new method that handles Key instance destruction. It is called automatically in KeyboardPlugin.destroy
.Key.preventDefault
property has been removed. This is now handled by the global keyboard capture methods.Key.metaKey
is a new boolean property which indicates if the Meta Key was held down when the Key was pressed. On a Mac the Meta Key is Command. On a Windows keyboard, it's the Windows key.InputManager.keyboard
is a new property that instantiates the global Keyboard Manager, if enabled in the game config.KeyboardPlugin.addKey
method has a new boolean property enableCapture
which automatically prevents default on the Key being created.KeyboardPlugin.addKeys
method has a new boolean property enableCapture
which automatically prevents default on Keys being created.Phaser.Input.Keyboard.ProcessKeyDown
has been removed as it's no longer required, Key.onDown
handles it instead.Phaser.Input.Keyboard.ProcessKeyUp
has been removed as it's no longer required, Key.onUp
handles it instead.captures
which is an array of keycodes, as populated by the Game Config. Any key code in the array will have preventDefault
called on it if pressed.KeyboardPlugin.manager
is a new property that references the Keyboard Manager and is used internally.KeyboardPlugin.target
has been removed as it's no longer used by the class.KeyboardPlugin.queue
has been removed as it's no longer used by the class.KeyboardPlugin.onKeyHandler
has been removed as it's no longer used by the class.KeyboardPlugin.startListeners
has been removed as it's no longer used by the class.KeyboardPlugin.stopListeners
has been removed as it's no longer used by the class.startListeners
method.width
and height
properties of the Game Object first, falling back to the frame size if not found. This stops a bug when enabling BitmapText objects for input and it using the font texture as the hit area size, rather than the text itself.Pointer.smoothFactor
is a float-value that allows you to automatically apply smoothing to the Pointer position as it moves. This is ideal when you want something smoothly tracking a pointer in a game, or are need a smooth drawing motion for an art package. The default value is zero, meaning disabled. Set to a small number, such as 0.2, to enable.Config.inputSmoothFactor
is a new property that allows you to set the smoothing factor for all Pointers the game creates. The default value is zero, which is disabled. Set in the game config as input: { smoothFactor: value }
.InputManager.transformPointer
has a new boolean argument wasMove
, which controls if the pointer is being transformed after a move or up/down event.Pointer.velocity
is a new Vector2 that contains the velocity of the Pointer, based on the current and previous positions. The velocity is smoothed out each frame according to the Pointer.motionFactor
property. This is done for more accurate gesture recognition. The velocity is updated based on Pointer movement and doesn't require a button to be pressed first.Pointer.angle
is a new property that contains the angle of the Pointer, in radians, based on the current and previous positions. The angle is smoothed out each frame according to the Pointer.motionFactor
property. This is done for more accurate gesture recognition. The angle is updated based on Pointer movement and doesn't require a button to be pressed first.Pointer.distance
is a new property that contains the distance of the Pointer, in radians, based on the current and previous positions. The distance is smoothed out each frame according to the Pointer.motionFactor
property. This is done for more accurate gesture recognition. The distance is updated based on Pointer movement and doesn't require a button to be pressed first.Pointer.motionFactor
is a new property that controls how much smoothing to apply to the Pointer positions each frame. This value is passed to the Smooth Step Interpolation that is used to calculate the velocity, angle and distance of the Pointer. It's applied every frame until the midPoint reaches the current position of the Pointer. The default value is 0.2.preUpdate
event, with the capital U, instead of preupdate
. This has now been corrected. Fix #4185 (thanks @gadelan)Pointer.updateMotion
is a new method that is called automatically, each step, by the Input Manager. It's responsible for calculating the Pointer velocity, angle and distance properties.Pointer.time
is a new property that holds the time the Pointer was last updated by the Game step.Pointer.getDistance
has been updated. If called while a button is being held down, it will return the distance between the Pointer's current position and it's down position. If called when a Pointer doesn't have a button down, it will return the historic distance between the up and down positions.Pointer.getDistanceX
is a new method that will return the horizontal distance between the Pointer's previous and current coordinates. If called while a button is being held down, it will return the distance between the Pointer's current position and it's down position. If called when a Pointer doesn't have a button down, it will return the historic distance between the up and down positions.Pointer.getDistanceY
is a new method that will return the horizontal distance between the Pointer's previous and current coordinates. If called while a button is being held down, it will return the distance between the Pointer's current position and it's down position. If called when a Pointer doesn't have a button down, it will return the historic distance between the up and down positions.Pointer.getDuration
is a new method that will return the duration the Pointer was held down for. If the Pointer has a button pressed down at the time this method is called, it will return the duration since the Pointer's button was pressed down. If no button is held down, it will return the last recorded duration, based on the time the Pointer button was released.Pointer.getAngle
is a new method that will return the angle between the Pointer coordinates. If the Pointer has a button pressed down at the time this method is called, it will return the angle between the Pointer's downX
and downY
values and the current position. If no button is held down, it will return the last recorded angle, based on where the Pointer was when the button was released.mousedown
listener for the game canvas and then call window.focus
when detected (assuming the game config autoFocus
property was true
). Responsibility for this has now been moved to the Mouse Manager onMouseDown
handler.mouseout
listener for the game canvas and then set game.isOver
when detected. Responsibility for this has now been moved to the Mouse Manager, which sets the new Input Manager isOver
property directly.mouseover
listener for the game canvas and then set game.isOver
when detected. Responsibility for this has now been moved to the Mouse Manager, which sets the new Input Manager isOver
property directly.Phaser.Game.isOver
property has been moved. You can now find it in the Input Manager and it's also accessible via the Input Plugin, which means you can do this.input.isOver
from within a Scene. This makes more sense as it's input related and not a game level property.gameover
, which is triggered whenever the mouse or a pointer is moved over the Game canvas. Listen to it with this.input.on('gameover')
from within a Scene.gameout
, which is triggered whenever the mouse or a pointer leaves the Game canvas. Listen to it with this.input.on('gameout')
from within a Scene.mouseover
event when the mouse entered the game canvas. This is no longer emitted by the Game itself and can instead be listened for using the new Input Plugin event gameover
.mouseout
event when the mouse left the game canvas. This is no longer emitted by the Game itself and can instead be listened for using the new Input Plugin event gameout
.window
object exists (which it will in normal browser environments) new mouseup
and touchend
event listeners are bound to it and trigger the normal mouseup
or touchend
events within the internal input system. This means you will now get a pointerup
event from the Input Plugin even if the pointer is released outside of the game canvas. Pointers will also no longer think they are still 'down' if released outside the canvas and then moved inside again in their new state.autoFocus
game config property is enabled.pointerdownoutside
, which is triggered whenever the mouse or a pointer is pressed down while outside of the Game canvas. Listen to it with this.input.on('pointerdownoutside')
from within a Scene.pointerupoutside
, which is triggered whenever the mouse or a pointer is released while outside of the Game canvas. Listen to it with this.input.on('pointerupoutside')
from within a Scene.Pointer.downElement
is a new property that holds the target of the DOM Event that triggered when the Pointer was pressed down. If this is within the game, this will be the game canvas element.Pointer.upElement
is a new property that holds the target of the DOM Event that triggered when the Pointer was released. If this is within the game, this will be the game canvas element.Pointer.dragState
property has been removed. This is no longer used internally as it has to be tracked per Scene, not on a global level.InputPlugin.setDragState
is a new internal method that sets the drag state for the given Pointer.InputPlugin.getDragState
is a new internal method that gets the drag state for the given Pointer.Pointer.leftButtonDown
will now return an actual boolean, rather than the result of the bitwise op (which still evaluated as a boolean, but this is cleaner).Pointer.rightButtonDown
will now return an actual boolean, rather than the result of the bitwise op (which still evaluated as a boolean, but this is cleaner).Pointer.middleButtonDown
will now return an actual boolean, rather than the result of the bitwise op (which still evaluated as a boolean, but this is cleaner).Pointer.backButtonDown
will now return an actual boolean, rather than the result of the bitwise op (which still evaluated as a boolean, but this is cleaner).Pointer.forwardButtonDown
will now return an actual boolean, rather than the result of the bitwise op (which still evaluated as a boolean, but this is cleaner).Pointer.up
, Pointer.move
and Pointer.down
now use in
to check for the existance of the buttons
property on the event, causing it to be set even if equal to zero, which it is when there are no buttons down. This also fixes an issue where the buttons didn't update during a move event (thanks @SonnyCampbell @rexrainbow)3.16 introduces the completed Scale Manager. This is fully documented, but the class, all methods and all properties. It also includes a folder full of examples in the Phaser Labs, so you're strongly recommended to start there.
zoom
to be > 1 then it will automatically enable pixelArt
mode, unless you set pixelArt: false
in the config.autoRound
, which controls if the canvas size and style sizes are passed through Math.floor or not. On some devices this can help with performance and anti-aliasing. The default is false
(turned off).autoResize
has been removed as it's now redundant.resize
methods. They just update internal properties.width
, height
and resolution
values from the Scale Manager, not the Game Config.CameraManager.baseScale
property has been removed as it's no longer used anywhere.preRender
methods now only take a resolution argument and use it internally for their transforms.InputManager.scaleManager
is a new property that is a reference to the Scale Manager. This is populated in the boot
method.InputManager.transformX
method has been removed. This is now available in the ScaleManager.InputManager.transformY
method has been removed. This is now available in the ScaleManager.InputManager.scale
property has been removed. This is now available in the ScaleManager under displayScale
.InputManager.resize
method has been removed as this process is now handled by the ScaleManager.InputManager.bounds
property has been removed as this process is now handled by the ScaleManager.InputManager.updateBounds
method has been removed as this process is now handled by the ScaleManager.InputManager.getOffsetX
method has been removed as it's no longer required.InputManager.getOffsetY
method has been removed as it's no longer required.InputManager.getScaleX
method has been removed as it's no longer required.InputManager.getScaleY
method has been removed as it's no longer required.SceneManager.resize
method has been removed as it's no longer required.Scene.Systems.resize
method has been removed as it's no longer required.resize
event. You should now listen for this event from the Scale Manager instead.BaseCamera.config
has been removed as it's no longer required.BaseCamera.scaleManager
is a new property that references the Scale Manager and is used internally for size checks.Game.resize
method has been removed as it's no longer required. You should now call ScaleManager.resize
instead.resize
event. You should now listen for this event from the Scale Manager instead.Leaderboard.getConnectedScores
method, to get a list of scores from player connected entries.loadPlayerPhoto
function in the Instant Games plugin now listens for the updated Loader event correctly, causing the photocomplete
event to fire properly.Leaderboard.setScore
now emits the LeaderboardScore object with the setscore
event, as the documentation said it did.Leaderboard.getPlayerScore
now only populates the playerScore
property if the entry isn't null
.setScore
or getPlayerScore
calls fail, it will return null
as the score instance, instead of causing a run-time error.setScore
and objects will be automatically stringified.preloadAds
method will now only create an AdInstance object if the interstitial loadSync
promise resolves.preloadVideoAds
method will now only create an AdInstance object if the interstitial loadSync
promise resolves.preloadAds
method will now emit the adsnofill
event, if there are no ads in the inventory to load.preloadVideoAds
method will now emit the adsnofill
event, if there are no ads in the inventory to load.showAd
method will now emit the adsnotloaded
event, if there are no ads loaded matching the given Placement ID.showVideo
method will now emit the adsnotloaded
event, if there are no ads loaded matching the given Placement ID.adfinished
event when the ad is closed, previously this event was called showad
but the new name better reflects what has happened.Phaser.Scene
class template under the facebook
property (thanks @bryanwood)Leaderboard.getScores
method to now take the arguments into account. Fix #4271 (thanks @Oramy)chooseContext
method. Fix #4248 (thanks @yadurajiv)load.sceneFile
method. This allows you to dynamically load a Scene into the Scene Manager of your game, and swap to it at will. Please see the documentation and examples for further details.parent
, which is a reference to the Bitmap Text instance that owns the data object (thanks ornyth)clearPipeline
, which will clear down the current pipeline and reset the blend mode, ready for the context to be passed to a 3rd party library.rebindPipeline
, which will rebind the given pipeline instance, reset the blank texture and reset the blend mode. This is useful for recovering from 3rd party libs that have modified the gl context.state
. Use this to track the state of a Game Object during its lifetime. For example, it could move from a state of 'moving', to 'attacking', to 'dead'. Phaser itself will never set this property, although plugins are allowed to.setState
which will set the state property in a chainable call.BlendModes.ERASE
is a new blend mode that will erase the object being drawn. When used in conjunction with a Render Texture it allows for effects that require you to erase parts of the texture, in either Canvas or WebGL. When used with a transparent game canvas, it allows you to erase parts of the canvas, showing the web page background through.BlendModes.SOURCE_IN
is a new Canvas-only blend mode that allows you to use the source-in
composite operation when rendering Game Objects.BlendModes.SOURCE_OUT
is a new Canvas-only blend mode that allows you to use the source-out
composite operation when rendering Game Objects.BlendModes.SOURCE_ATOP
is a new Canvas-only blend mode that allows you to use the source-atop
composite operation when rendering Game Objects.BlendModes.DESTINATION_OVER
is a new Canvas-only blend mode that allows you to use the destination-over
composite operation when rendering Game Objects.BlendModes.DESTINATION_IN
is a new Canvas-only blend mode that allows you to use the destination-in
composite operation when rendering Game Objects.BlendModes.DESTINATION_OUT
is a new Canvas-only blend mode that allows you to use the destination-out
composite operation when rendering Game Objects.BlendModes.DESTINATION_ATOP
is a new Canvas-only blend mode that allows you to use the destination-atop
composite operation when rendering Game Objects.BlendModes.LIGHTER
is a new Canvas-only blend mode that allows you to use the lighter
composite operation when rendering Game Objects.BlendModes.COPY
is a new Canvas-only blend mode that allows you to use the copy
composite operation when rendering Game Objects.BlendModes.XOR
is a new Canvas-only blend mode that allows you to use the xor
composite operation when rendering Game Objects.RenderTexture.erase
is a new method that will take an object, or array of objects, and draw them to the Render Texture using an ERASE blend mode, resulting in them being removed from the Render Texture. This is really handy for making a bitmap masked texture in Canvas or WebGL (without using an actual mask), or for 'cutting away' part of a texture.customEnvironment
. If set to true
it will skip the internal Feature checks when working out which type of renderer to create, allowing you to run Phaser under non-native web environments. If using this value, you must set an explicit renderType
of either CANVAS or WEBGL. It cannot be left as AUTO. Fix #4166 (thanks @jcyuan)Animation.nextFrame
will advance an animation to the next frame in the sequence instantly, regardless of the animation time or state. You can call this on a Sprite: sprite.anims.nextFrame()
(thanks rgk25)Animation.previousFrame
will set an animation to the previous frame in the sequence instantly, regardless of the animation time or state. You can call this on a Sprite: sprite.anims.previousFrame()
(thanks rgk25)Geom.Intersects.PointToLine
has a new optional argument lineThickness
(which defaults to 1). This allows you to determine if the point intersects a line of a given thickness, where the line-ends are circular (not square).Geom.Line.GetNearestPoint
is a new static method that will return the nearest point on a line to the given point.Geom.Line.GetShortestDistance
is a new static method that will return the shortest distance from a line to the given point.Camera.getBounds
is a new method that will return a rectangle containing the bounds of the camera.Camera.centerOnX
will move the camera horizontally to be centered on the given coordinate without changing its vertical placement.Camera.centerOnY
will move the camera vertically to be centered on the given coordinate without changing its horizontally placement.AnimationManager.exists
is a new method that will check to see if an Animation using the given key already exists or not and returns a boolean.animationstart-key
is a new Animation key specific event emitted by a Game Object. For example, if you had an animation with a key of 'explode' you can now listen for animationstart-explode
.animationrestart-key
is a new Animation key specific event emitted by a Game Object. For example, if you had an animation with a key of 'explode' you can now listen for animationrestart-explode
.animationcomplete-key
is a new Animation key specific event emitted by a Game Object. For example, if you had an animation with a key of 'explode' you can now listen for animationcomplete-explode
.animationupdate-key
is a new Animation key specific event emitted by a Game Object. For example, if you had an animation with a key of 'explode' you can now listen for animationupdate-explode
.start
event when played (either forward, or in reverse) by any Game Object.restart
event when it restarts playing on any Game Object.complete
event when it finishes playing on any Game Object.chain
which allows you to line-up another animation to start playing as soon as the current one stops, no matter how it stops (either by reaching its natural end, or directly by having stop called on it). You can chain a new animation at any point, including before the current one starts playing, during it, or when it ends (via its animationcomplete
callback). Chained animations are specific to a Game Object, meaning different Game Objects can have different chained animations without impacting the global animation they're playing.CanvasTexture.drawFrame
is a new method that allows you to draw a texture frame to the CanvasTexture based on the texture key and frame given.CanvasTexture.getIndex
is a new method that will take an x/y coordinate and return the Image Data index offset used to retrieve the pixel values.CanvasTexture.getPixels
is a new method that will take a region as an x/y and width/height and return all of the pixels in that region from the CanvasTexture.CanvasTexture.setPixel
is a new method that sets the given pixel in the CanvasTexture to the color and alpha values provided.CanvasTexture.getData
is a new method that will extract an ImageData block from the CanvasTexture from the region given.CanvasTexture.putData
is a new method that will put an ImageData block at the given coordinates in a CanvasTexture.Line.Extend
is a new static function that allows you extend the start and/or end points of a Line by the given amounts.Vector2.LEFT
is a new constant that can be used in Vector comparison operations (thanks @Aedalus)Vector2.RIGHT
is a new constant that can be used in Vector comparison operations (thanks @Aedalus)Vector2.UP
is a new constant that can be used in Vector comparison operations (thanks @Aedalus)Vector2.DOWN
is a new constant that can be used in Vector comparison operations (thanks @Aedalus)Vector2.ONE
is a new constant that can be used in Vector comparison operations (thanks @Aedalus)Vector3.ZERO
is a new constant that can be used in Vector comparison operations (thanks @Aedalus)Vector3.LEFT
is a new constant that can be used in Vector comparison operations (thanks @Aedalus)Vector3.RIGHT
is a new constant that can be used in Vector comparison operations (thanks @Aedalus)Vector3.UP
is a new constant that can be used in Vector comparison operations (thanks @Aedalus)Vector3.DOWN
is a new constant that can be used in Vector comparison operations (thanks @Aedalus)Vector3.FORWARD
is a new constant that can be used in Vector comparison operations (thanks @Aedalus)Vector3.BACK
is a new constant that can be used in Vector comparison operations (thanks @Aedalus)Vector3.ONE
is a new constant that can be used in Vector comparison operations (thanks @Aedalus)invertAlpha
in WebGL, which works in the same way as the flag on the Bitmap Mask and allows you to invert the function of the stencil buffer, i.e. non-drawn shapes become invisible, and drawn shapes visible (thanks @tfelix)maxSpeed
which limits the vector length of the Body velocity. You can set it via the method setMaxSpeed
and it is applied in the World.computeVelocity
method (thanks @Edwin222 @rexrainbow)WebGLRenderer.snapshotArea
is a new method that allows you to grab an image of the given region of the canvas during the post-render step and have it sent to your defined callback. This is the same as snapshot
except you control the area being grabbed, so is more efficient if you only need a smaller area.WebGLRenderer.snapshotPixel
is a new method that allows you to grab a single pixel from the game canvas, post-render. It returns the result as a Color
object to your specified callback.CanvasRenderer.snapshotArea
is a new method that allows you to grab an image of the given region of the canvas during the post-render step and have it sent to your defined callback. This is the same as snapshot
except you control the area being grabbed, so is more efficient if you only need a smaller area.CanvasRenderer.snapshotPixel
is a new method that allows you to grab a single pixel from the game canvas, post-render. It returns the result as a Color
object to your specified callback.SceneManager.getScenes
is a new method that will return all current Scenes being managed by the Scene Manager. You can optionally return only active scenes and reverse the order in which they are returned in the array.DOM.GetTarget
is a new helper function that will return a reference to a DOM Element based on the given string or node.GameObjects.Extern
is a new special type of Game Object that allows you to pass rendering off to a 3rd party. When you create an Extern and place it in the display list of a Scene, the renderer will process the list as usual. When it finds an Extern it will flush the current batch, clear down the pipeline and prepare a transform matrix which your render function can take advantage of, if required. The Extern Game Object is used heavily by the Spine Plugin, but can also be used by other libraries such as three.js, allowing them to render directly into a Phaser game.this.physics.world.debugGraphic.defaultStrokeWidth
to set the stroke width of any debug drawn body, previously it was always 1 (thanks @samme)TextStyle.setFont
has a new optional argument updateText
which will sets if the text should be automatically updated or not (thanks @DotTheGreat)ProcessQueue.destroy
now sets the internal toProcess
counter to zero.PathFollower.pathRotationVerticalAdjust
property has been removed. It was supposed to flipY a follower when it reversed path direction, but after some testing it appears it has never worked and it's easier to do this using events, so the property and associated config value are removed. The verticalAdjust
argument from the setRotateToPath
method has been removed as well.preserveDrawingBuffer
has been removed as it has never been used by the WebGL Renderer.PluginManager.install
returns null
if the plugin failed to install in all cases.PluginFile
will now install the plugin into the current Scene as long as the start
or mapping
arguments are provided.callbackData
object instead, like the WebGL renderer does.WebGLRenderer.setBlendMode
has a new optional argument force
, which will force the given blend mode to be set, regardless of the current settings.DisplayList.sortGameObjects
has been removed. It has thrown a runtime error since v3.3.0(!) which no-one even spotted which is a good indication of how little the method was used. The display list is automatically sorted anyway, so if you need to sort a small section of it, just use the standard JavaScript Array sort method (thanks ornyth)DisplayList.getTopGameObject
has been removed. It has thrown a runtime error since v3.3.0(!) which no-one even spotted which is a good indication of how little the method was used (thanks ornyth)WebGLRenderer.setFramebuffer
has a new optional boolean argument updateScissor
, which will reset the scissor to match the framebuffer size, or clear it.WebAudioSoundManager.onFocus
will not try to resume the Audio Context if it's still locked.WebAudioSoundManager.onBlur
will not try to suspend the Audio Context if it's still locked.ScenePlugin.add
, to add a new Scene to the Scene Manager, it didn't allow you to include the optional Scene data object. You can now pass this in the call (thanks @kainage)Graphics.stroke
is a new alias for the strokePath
method, to keep the calls consistent with the Canvas Rendering Context API.Graphics.fill
is a new alias for the fillPath
method, to keep the calls consistent with the Canvas Rendering Context API.LoaderPlugin.sceneManager
is a new property that is a reference to the global Scene Manager, useful for Plugins.Camera.roundPixels
was enabled it would use a bitwise operation to truncate the float (x |= 0
) - this has been replaced across all files that used it, with a call to Math.round
instead. This gives far better results when zooming cameras both in and out of a Scene, stopping thin gaps appearing between closely packed Game Objects.AnimationManager.create
will now return a boolean false
if the given key is invalid (i.e. undefined or falsey).AnimationManager.create
will no longer raise a console warning if the animation key is already in use. Instead, it will return the animation belonging to that key. A brand new animation will only be created if the key isn't already in use. When this happens, the add
event is emitted by the Animation Manager. If no event is emitted, the animation already existed.ArcadePhysics.Body.destroy
will now only add itself to the World pendingDestroy
list if the world property exists. This prevents Cannot read property 'pendingDestroy' of undefined
errors if you try to delete a physics body in a callback and then immediately change Scene (which tells the physics work to also delete all bodies)restart
method has had is sole key
argument removed. Previously, you had to pass in the key of the animation you wished to reverse, but now you can just call the method directly, and as long as there is an animation playing, it will automatically start playing in reverse, without the nee for a key (the way it should have been originally)Animation.play
and playReverse
will now accept either a string-based key of the animation to play (like before), or you can pass in an Animation instance, and it will play that animation.CanvasTexture.clear
now has 4 new optional arguments: x, y, width, height
which allow you to define the region of the texture to be cleared. If not provided it will clear the whole texture, which is the same behavior as before.TextureTintPipeline.batchQuad
and batchTri
have two new optional arguments texture
and unit
which are used to re-set the batch texture should the method cause a batch flush.TextureTintPipeline.requireTextureBatch
is a new internal method that helps speed-up the creation of texture batches. It is used in conjunction with setTexture2D
and pushBatch
.TextureTintPipeline.flush
and TextureTintPipeline.pushBatch
have been optimized to handle zero based texture units as priority. They've also been refactored to avoid creation of empty texture batches.WebGLRenderer.setTexture2D
method has a new optional argument flush
which controls if the pipeline is flushed if the given texture is new, or not. This is used internally to skip flushing during an existing flush.width
and height
properties are now based on the tilemap tile sizes multiplied by the layer dimensions. This corrects an issue with layer sizes being wrong if you called setBaseTileSize
on a Map.WebGLRenderer.setScissor
now has a new optional argument drawingBufferHeight
which allows you to specify the drawing buffer height, rather than use the renderers default value.WebGLRenderer.pushScissor
now has a new optional argument drawingBufferHeight
which allows you to specify the drawing buffer height, rather than use the renderers default value.WebGLRenderer.preRender
now calls gl.clearColor
in order to restore the background clear color in case something, like a Render Texture, has changed it.Map.set
will now update an existing value if you provide it with a key that already exists within the Map. Previously, if you tried to set the value of a key that existed it would be skipped.MatterSprite
would set its type
property to be Image
. It now sets it to be Sprite
as it should do.Matter.TileBody.setFromTileCollision
no longer checks if the shape is concave or convex before modifying the vertices, as the update to the Matter.js lib in 3.12 stopped this from working with Tiled collision shapes.transitionstart
event is now dispatched by the Target Scene of a transition, regardless if the Scene has a create
method or not. Previously, it was only dispatched if the Scene had a create method.Tween.restart
now returns the Tween instance (thanks @rexrainbow)Tween.play
now returns the Tween instance (thanks @rexrainbow)Tween.seek
now returns the Tween instance (thanks @rexrainbow)Tween.complete
now returns the Tween instance (thanks @rexrainbow)Tween.stop
now returns the Tween instance (thanks @rexrainbow)List.sort
now has an optional parameter handler
which allows you to provide your own sort handling function (thanks @jcyuan)Container.sort
now has an optional parameter handler
which allows you to provide your own sort handling function (thanks @jcyuan)canvasToTexture
will now only set the filter to be NEAREST
if antialias
is disabled in the game config (i.e. when running in pixelArt mode). This means that Text objects, and other Canvas backed textures, now render with anti-aliasing if everything else does. You can disable this on a per-object basis by calling texture.setFilter(1)
on them.CanvasRenderer.snapshotCallback
, snapshotType
and snapshotEncoder
have all been removed as they are no longer required.CanvasRenderer.snapshotState
is a new object that contains the snapshot configuration data, the same as the WebGL Renderer.WebGLSnapshot
function has changed. It now takes a Snapshot Configuration object as the second parameter.CanvasSnapshot
function has changed. It now takes a Snapshot Configuration object as the second parameter.onComplete
callback or sending the COMPLETE
event. This means you can now call methods that will change the state of the Timeline, such as play
, during the callback handlers, where-as before doing this would have had the internal state changed immediately, preventing it (thanks Lucas Knight)AddToDOM
method has had the overflowHidden
argument removed. The DOM element the canvas is inserted into no longer has overflow: hidden
applied to its style. If you wish to have this, please add it directly via CSS.fontFamily
, fontSize
and fontStyle
in either Text.setStyle
or setFont
, the style properties wouldn't get set. This isn't a problem while creating the text object, only if modifying it later (thanks @DotTheGreat)Text.toJSON
wasn't saving the font style when using the "font" shorthand to create it. It now saves it correctly. Fix #4141 (thanks @divillysausages)Uncaught Reference error
as it tried to access tiles that did not exist (thanks @Siyalatas)Camera.cull
method has been restructured so it now calculates if a Game Object is correctly in view or not before culling it. Although not used internally, if you need to cull objects for a camera, you can now safely use this method. Fix #4092 (thanks @Cirras)Array.Matrix.ReverseRows
was actually reversing the columns, but now reverses the rows.Array.Matrix.ReverseColumns
was actually reversing the rows, but now reverses the columns.fillRect
calls if the game had a background color set. The context is now saved properly to avoid this. Fix #4056 (thanks @Aveyder)cameraFilter
property of a Game Object will now allow full bitmasks to be set (a value of -1), instead of just those > 0 (thanks @stuartkeith)PathFollower.startFollow
method now properly uses the startAt
argument to the method, so you can start a follower off at any point along the path. Fix #3688 (thanks @DannyT @diteix)HTML5AudioSound
instance, via the mute
setter, now works as it does via the Sound Manager (thanks @Waclaw-I @neon-dev)HTML5AudioSound
instance, via the volume
setter, now works as it does via the Sound Manager (thanks @Waclaw-I)Tile.tileset
now returns the specific Tileset associated with the tile rather than an array of them. Fix #4095 (thanks @quadrupleslap)Tile.getCollisionGroup
wouldn't return the correct Group after the change to support multiple Tilesets. It now returns the group properly (thanks @jbpuryear)Tile.getTileData
wouldn't return the correct data after the change to support multiple Tilesets. It now returns the tile data properly (thanks @jbpuryear)GetTileAt
and RemoveTileAt
components would error with "Cannot read property 'index' of undefined" if the tile was undefined rather than null. It now handles both cases (thanks @WaSa42)TileSprite.width
or TileSprite.height
will now flag the texture as dirty and call updateDisplayOrigin
, allowing you to resize TileSprites dynamically in both Canvas and WebGL.RandomDataGenerator.shuffle
has been fixed to use the proper modifier in the calculation allowing for a more even distribution (thanks wayfinder)ParticleEmitter.indexSortCallback
has been removed as it's no longer required.Particle.index
has been removed as it's no longer required. Particles don't need to keep track of their index any more.Particle.resetPosition
is a new method that is called when a particle dies preparing it for firing again in the future.SetTransform
method would save the context state, but it wasn't restored at the end in the following Game Objects: Dynamic Bitmap Text, Graphics, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. These now all restore the context, meaning if you're using non-canvas sized cameras in Canvas mode, it will now render beyond just the first custom camera.Utils.Array.MoveUp
wouldn't let you move an array element to the top-most index in the array. This also impacted Container.moveUp
.batchQuad
and batchTri
methods how handle re-assigning the batch texture if they cause a batch flush as part of their process.scaleX
or scaleY
on a MatterImage
or MatterSprite
would cause the body scale to become distorted as the setters didn't use the correct factor when resetting the initial scale. Fix #4206 (thanks @YannCaron)StaticBody.reset
in Arcade Physics would ignore the x
and y
values given to it. If given, they're now used to reset the parent Game Object before the body is updated. Fix #4224 (thanks @samme)setBaseTileSize
). They now render correctly in WebGL and Canvas regardless of the base tile size.RenderTexture.fill
, the alpha
argument would be ignored in Canvas mode. It's now used when filling the RenderTexture.WebGLRenderer.setScissor
where it was possible to try and compare the scissor size to a non-current scissor if called outside of the render loop (i.e. from RenderTexture.fill
) (thanks @hackhat)RenderTexture.fill
in WebGL would use gl.clear
and a clear color to try and fill the Render Texture. This only worked for full-canvas sized RenderTextures that didn't have a camera zoom applied. It has now been swapped to use the drawFillRect
method of the Texture Tint Pipeline, allowing it to work properly regardless of camera zoom or size.Container.getFirst
was using an incorrect Array Utils function GetFirstElement
when it should have been using GetFirst
. It now uses the correct function. Fix #4244 (thanks @miran248)List.getFirst
was using an incorrect Array Utils function GetFirstElement
when it should have been using GetFirst
. It now uses the correct function. Fix #4244 (thanks @miran248)CanvasTexture.destroy
is a new method that specifically handles the destruction of the CanvasTexture and all of its associated typed arrays. This prevents a memory leak when creating and destroying lots of RenderTextures (which are CanvasTexture backed). Fix #4239 (thanks @sjb933)processDomCallbacks
method in the Input Manager wasn't correctly clearing the once
arrays. Responsibility for this has now been passed to the queue methods queueTouchStart
, queueTouchMove
, queueTouchEnd
, queueMouseDown
, queueMouseMove
and queueMouseUp
. Fix #4257 (thanks @iArePJ)postUpdate
should be applied better, stopping it from gaining a zero delta during a further check in the same frame. This fixes various issues, including the mass collision test demo. Fix #4154 (thanks @samme)collide
event on a Body even if it performing an overlap check, if the onCollide
property was true (thanks @samme)transparent = true
in the game config (thanks @gomachan7)List.sort
was missing the scope required for the sort handler, this is now correctly provided internally. Fix #4241 (thanks @jcyuan)Container.sort
was missing the scope required for the sort handler, this is now correctly provided internally. Fix #4241 (thanks @jcyuan)DataManager.pop
would emit the DataManager instance, instead of the parent, as the first event argument. It now emits the parent as it should do. Fix #4186 (thanks @gadelan)GetValue
function wasn't checking for the existance of '.' in the config property name correctly, causing the branch to always be taken (thanks @kyranet)Thanks to the following for helping with the Phaser 3 Examples and TypeScript definitions, either by reporting errors, or even better, fixing them:
@guilhermehto @samvieten @darkwebdev @RoryO @snowbillr @slothyrulez @jcyuan @jestarray @CzBiX
The Phaser Doc Jam was a community-backed effort to try and get the Phaser 3 API documentation to 100% coverage. The Doc Jam is now over and I offer my thanks to the following who helped with docs in this release:
@16patsle - @gurungrahul2 - @icbat - @samme - @telinc1 - anandu pavanan - blackhawx - candelibas - Diego Romero - doronlinder - Elliott Wallace - eric - Georges Gabereau - Haobo Zhang - henriacle - jak6jak - Jake Jensen - James Van Roose - JamesSkemp - joelahoover - Joey - madclaws - marc136 - Mihail Ilinov - naum303 - NicolasRoehm - nuane - rejacobson - Robert Kowalski - rodri042 - rootasjey - sawamara - scottwestover - sir13tommy - stetso - therealsamf - Tigran - willblackmore - zenwaichi
Also, the following helped with the docs outside of the Doc Jam:
@bryanwood @jestarray @matosummer @tfelix @imilo @BigZaphod @OmarShehata @16patsle @jcyuan @iam13islucky @FractalBobz Endre
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