'Shader' is a new type of Game Object which allows you to easily add a quad with its own shader into the display list, and manipulate it as you would any other Game Object, including scaling, rotating, positioning and adding to Containers. Shaders can be masked with either Bitmap or Geometry masks and can also be used as a Bitmap Mask for a Camera or other Game Object. They can also be made interactive and used for input events.
They work by taking a reference to a Phaser.Display.BaseShader
instance, as found in the Shader Cache. These can be created dynamically at runtime, or loaded in via the updated GLSL File Loader:
function preload ()
{
this.load.glsl('fire', 'shaders/fire.glsl.js');
}
function create ()
{
this.add.shader('fire', 400, 300, 512, 512);
}
Please see the Phaser 3 Examples GitHub repo for examples of loading and creating shaders dynamically.
Display.BaseShader
is a new type of object that contain the fragment and vertex source, together with any uniforms the shader needs, and are used when creating the newShader
Game Objects. They are stored in the Shader cache.- The Shader Cache
this.cache.shader
has been updated. Rather than holding plain text fragments, it now holds instances of the newBaseShader
objects. As a result, usingcache.shader.get(key)
will now return aBaseShader
instead of a text file. - The
GLSLFile
loader has been updated with new arguments. As well as a URL to the shader file you can also specify if the file is a fragment or vertex shader. It then uses this value to help create or update aBaseShader
instance in the shader cache. - The
GLSLFile
loader now supports shader bundles. These allow for multiple shaders to be stored in a single file, with each shader separated by a block of front-matter that represents its contents. Example shader bundles can be found in the Phaser 3 Examples repo.
DOM Elements have finally left the experimental stage and are now part of the full Phaser release.
DOM Element Game Objects are a way to control and manipulate HTML Elements over the top of your game. In order for DOM Elements to display you have to enable them by adding the following to your game configuration object:
dom {
createContainer: true
}
When this is added, Phaser will automatically create a DOM Container div that is positioned over the top of the game canvas. This div is sized to match the canvas, and if the canvas size changes, as a result of settings within the Scale Manager, the dom container is resized accordingly.
You can create a DOM Element by either passing in DOMStrings, or by passing in a reference to an existing Element that you wish to be placed under the control of Phaser. For example:
this.add.dom(x, y, 'div', 'background-color: lime; width: 220px; height: 100px; font: 48px Arial', 'Phaser');
The above code will insert a div element into the DOM Container at the given x/y coordinate. The DOMString in the 4th argument sets the initial CSS style of the div and the final argument is the inner text. In this case, it will create a lime colored div that is 220px by 100px in size with the text Phaser in it, in an Arial font.
You should nearly always, without exception, use explicitly sized HTML Elements, in order to fully control alignment and positioning of the elements next to regular game content.
Rather than specify the CSS and HTML directly you can use the load.html
File Loader to load it into the cache and then use the createFromCache
method instead. You can also use createFromHTML
and various other methods available in this class to help construct your elements.
Once the element has been created you can then control it like you would any other Game Object. You can set its position, scale, rotation, alpha and other properties. It will move as the main Scene Camera moves and be clipped at the edge of the canvas. It's important to remember some limitations of DOM Elements: The obvious one is that they appear above or below your game canvas. You cannot blend them into the display list, meaning you cannot have a DOM Element, then a Sprite, then another DOM Element behind it.
You can find lots of examples on using DOM Elements in the Phaser 3 Examples repo.
Camera.setMask
is a new method that allows you to set a geometry or bitmap mask on any camera. The mask can be set to remain fixed in position, or to translate along with the camera. It will impact anything the camera renders. A reference to the mask is stored in theCamera.mask
property.Camera.clearMask
is a new method that clears a previously set mask on a Camera.- There is a new Game Config property
input.windowEvents
which is true by default. It controls if Phaser will listen for any input events on the Window. If you disable this, Phaser will stop being able to emit events likePOINTER_UP_OUTSIDE
, or be aware of anything that happens outside of the Canvas re: input. - Containers can now contain masked children and have those masks respected, including the mask on the Container itself (if any). Masks work on any depth of child up to 255 children deep.
- Geometry Masks are now batched. Previously, using the same mask on multiple Game Objects would create brand new stencil operations for every single Game Object, causing performance to tank. Now, the mask is only set if it's different from the previously masked object in the display list, allowing you to mask thousands of Game Objects and retain batching through-out.
GeometryMask.setInvertAlpha
is a new method that allows you to set theinvertAlpha
property in a chainable call.- Previously, setting a mask on a Particle Emitter wouldn't work (it had to be set on the Emitter Manager instance), even though the mask methods and properties existed. You can now set a geometry or bitmap mask directly on an emitter.
- The Particle Emitter Manager was missing the Mask component, even though it fully supported masking. The Mask component has now been added. You can now mask the manager, which impacts all emitters you create through it, or a specific emitter. Different emitters can have different masks, although they override the parent mask, if set.
- You can now apply a Bitmap Mask to a Camera or Container and a Geometry Mask to a child and have it work correctly.
WebGLRenderer.maskCount
is a new internal property that tracks the number of masks in the stack.WebGLRenderer.maskStack
is a new internal array that contains the current mask stack.
overlapTiles
is a new method that allows you to check for overlaps between a physics enabled Game Object and an array of Tiles. The Tiles don't have to have been enable for collision, or even be on the same layer, for the overlap check to work. You can provide your own process callback and/or overlap callback. This is handy for testing for overlap for a specific Tile in your map, not just based on a tile index. This is available viathis.physics.overlapTiles
and the World instance.collideTiles
is a new method that allows you to check for collision between a physics enabled Game Object and an array of Tiles. The Tiles don't have to have been enable for collision, or even be on the same layer, for the collision to work. You can provide your own process callback and/or overlap callback. There are some limitations in using this method, please consult the API Docs for details, but on the whole, it allows for dynamic collision on small sets of Tile instances. This is available viathis.physics.collideTiles
and the World instance.overlapRect
is a new method that allows you to return an array of all physics bodies within the given rectangular region of the World. It can return dynamic or static bodies and will use the RTree for super-fast searching, if enabled (which it is by default)- The
Body.setCollideWorldBounds
method has two new optional argumentsbounceX
andbounceY
which, if given, will set the World Bounce values for the body.
Body.preUpdate
is a new method that is called only once per game step. It resets all collision status properties and syncs the Body with the parent Game Object.Body.update
has been rewritten to just perform one single physics step and no longer re-syncs with the Game Object. It can be called multiple times per game step, depending on the World FPS rate.Body.postUpdate
has been rewritten to make it more compact. It syncs the body data back to the parent Game Object and is only called once per game step now (previously it was called whenever the Body updated)- The
World.late
Set has been removed and is no longer populated, as it's no longer required. World.update
now callsBody.preUpdate
just once per game step, then callsBody.update
as many times as is required as per the FPS setting, and no longer callsBody.postUpdate
at all.World.collideSpriteVsTilemapLayer
now returns a boolean if a collision or overlap happens, where-as before it didn't.World.collideSpriteVsTilemapLayerHandler
is a new private method that handles all tilemap collision checks.- The internal method
SeparateTile
now has a new argumentisLayer
which controls if the set comes from a layer or an array. - The internal method
TileCheckX
now has a new argumentisLayer
which controls if the set comes from a layer or an array. - The internal method
TileCheckY
now has a new argumentisLayer
which controls if the set comes from a layer or an array. Body.isMoving
has been removed as it was never used internally.Body.stopVelocityOnCollide
has been removed as it was never used internally.- All of the Arcade Physics Components are now available directly under the
Phaser.Physics.Arcade.Components
namespace. Fix #4440 (thanks @jackfreak) Phaser.Physics.Arcade.Events
is now exposed in the namespace, preventing it from erroring if you use them in TypeScript. Fix #4481 (thanks @danielalves)- The Matter World configuration value
bodyDebugFillColor
has been renamed todebugBodyFillColor
to be consistent with the rest of the options. - The Matter World configuration has a new property:
debugStaticBodyColor
that sets the static body debug color.
- The
Body.delta
values are now able to be read and acted upon during a Scene update, due to the new game step flow. This means you can now callthis.physics.collide
during a Sceneupdate
and it will work properly again. Fix #4370 (thanks @NokFrt) ArcadePhysics.furthest
now iterates the bodies Set, rather than the RTree, which keeps it working even if the RTree has been disabled.ArcadePhysics.closest
now iterates the bodies Set, rather than the RTree, which keeps it working even if the RTree has been disabled.Body.setVelocity
caused thespeed
property to be set toNaN
if you didn't provide ay
argument.- Passing an array of configuration objects to
physics.add.group
would ignore them and none of the children would be assigned a physics body. Fix #4511 (thanks @rgk) - A Body with
damping
anddrag
enabled would fail to move if it went from zero velocity to a new velocity inside anupdate
loop. It will now reset its speed accordingly and retain its new velocity (thanks StealthGary)
- The method
consumePurchases
has been renamed toconsumePurchase
to bring it in-line with the Facebook API. getProduct
is a new method that will return a single Product from the product catalog based on the given Product ID. You can use this to look-up product details based on a purchase list.
- A Scene will now emit the new
CREATE
event after it has been created by the Scene Manager. If the Scene has acreate
method this event comes after that, so is useful to knowing when a Scene may have finished creating Game Objects, etc. (thanks @jackfreak) Tilemap.removeTile
is a new method that allows you to remove a tile, or an array of tiles, by passing in references to the tiles themselves, rather than coordinates. The tiles can be replaced with new tiles of the given index, or removed entirely, and the method can optionally recalculate interesting faces on the layer.TweenManager.remove
is a new method that immediately removes the given Tween from all of its internal arrays.Tween.remove
is a new method that immediately removes the Tween from the TweenManager, regardless of what state the tween is in. Once called the tween will no longer exist within any internal TweenManager arrays.SceneManager.isPaused
is a new method that will return if the given Scene is currently paused or not (thanks @samme)ScenePlugin.isPaused
is a new method that will return if the given Scene is currently paused or not (thanks @samme)TextureManager.removeKey
is a new method that will remove a key from the Texture Manager without destroying the texture itself.Matter.World.resetCollisionIDs
is a new method that will reset the collision IDs that Matter JS uses for body collision groups. You should call this before destroying your game if you need to restart the game again on the same page, without first reloading the page. Or, if you wish to consistently destroy a Scene that contains Matter.js and then run it again (thanks @clesquir)- RenderTexture has two new optional constructor arguments
key
andframe
. This allows you to create a RenderTexture pre-populated with the size and frame from an existing texture (thanks @TadejZupancic) GameObjects.Components.PathFollower
is a new component that manages any type of Game Object following a path. The original Path Follower Game Object has been updated to use this new component directly, but it can be applied to any custom Game Object class.Tilemap.removeLayer
is a new method that allows you to remove a specific layer from a Tilemap without destroying it.Tilemap.destroyLayer
is a new method that allows you to destroy a layer and remove it from a Tilemap.Tilemap.renderDebugFull
is a new method that will debug render all layers in the Tilemap to the given Graphics object.Geom.Intersects.GetCircleToCircle
is a new function that will return the point/s of intersection between two circles (thanks @florianvazelle)Geom.Intersects.GetCircleToRectangle
is a new function that will return the point/s of intersection between a circle and a rectangle (thanks @florianvazelle)Geom.Intersects.GetLineToCircle
is a new function that will return the point/s of intersection between a line and a circle (thanks @florianvazelle)Geom.Intersects.GetLineToRectangle
is a new function that will return the point/s of intersection between a line and a rectangle (thanks @florianvazelle)Geom.Intersects.GetRectangleToRectangle
is a new function that will return the point/s of intersection between two rectangles (thanks @florianvazelle)Geom.Intersects.GetRectangleToTriangle
is a new function that will return the point/s of intersection between a rectangle and a triangle (thanks @florianvazelle)Geom.Intersects.GetTriangleToCircle
is a new function that will return the point/s of intersection between a triangle and a circle (thanks @florianvazelle)Geom.Intersects.GetTriangleToLine
is a new function that will return the point/s of intersection between a triangle and a line (thanks @florianvazelle)Geom.Intersects.GetTriangleToTriangle
is a new function that will return the point/s of intersection between two triangles (thanks @florianvazelle)Size.setCSS
is a new method that will set the Size components width and height to the respective CSS style properties of the given element.CSSFile
is a new Loader FileType that allows you to load css into the current document via the normal Phaser Loader, using theload.css
method. As such, you can chain it with other load calls, load via config, use as part of a pack load or any other option available to all loader filetypes. The CSS is applied immediately to the document.MultiScriptFile
is a new Loader FileType that allows you to load multiple script files into the document via the Phaser Loader, using the newload.scripts
method. The difference between this andload.script
is that you must pass an array of script file URLs to this method and they will be loaded in parallel but processed (i.e. added to the document) in the exact order specified in the array. This allows you to load a bundle of scripts that have dependencies on each other.Key.getDuration
is a new method that will return the duration, in ms, that the Key has been held down for. If the Key isn't down it will return zero.- The
Container.setScrollFactor
method has a new optional argumentupdateChildren
. If set, it will change thescrollFactor
values of all the Container children as well as the Container. Fix #4466 #4475 (thanks @pinkkis @enriqueto) - There is a new webpack config
FEATURE_SOUND
which is set totrue
by default, but if set tofalse
it will exclude the Sound Manager and all of its systems from the build files. Fix #4428 (thanks @goldfire) Scene.Systems.renderer
is a new property that is a reference to the current renderer the game is using.Utils.Objects.SetValue
is a new function that allows you to set a value in an object by specifying a property key. The function can set a value to any depth by using dot-notation for the key, i.e.SetValue(data, 'world.position.x', 100)
.WebGLRenderer.glFuncMap
is a new object, populated during theinit
method, that contains uniform mappings from key to the corresponding gl function, i.e.mat2
togl.uniformMatrix2fv
.BaseCache.getKeys
is a new method that will return all keys in use in the current cache, i.e.this.cache.shader.getKeys()
.
- Removed all references to CocoonJS from the API, including in the Device.OS object and elsewhere, as Cocoon is no longer.
- The MouseManager and TouchManager now use separate handlers for the Window level input events, which check to see if the canvas is the target or not, and redirect processing accordingly.
AnimationManager.generateFrameNumbers
can now accept a start number greater than the end number, and will generate them in reverse (thanks @cruzdanilo)- The return from the
ScenePlugin.add
method has changed. Previously, it would return the ScenePlugin, but now it returns a reference to the Scene that was added to the Scene Manager, keeping it in-line with all otheradd
methods in the API. Fix #4359 (thanks @BigZaphod) - The
PluginManager.installScenePlugin
method has a new optional boolean parameterfromLoader
which controls if the plugin is coming in from the result of a Loader operation or not. If it is, it no longer throws a console warning if the plugin already exists. This fixes an issue where if you return to a Scene that loads a Scene Plugin it would throw a warning and then not install the plugin to the Scene. - The Scale Manager has a new event
FULLSCREEN_FAILED
which is fired if you try to enter fullscreen mode, but the browser rejects it for some reason. - The
ScaleMode
Component has been removed from every Game Object, and along with it thescaleMode
property andsetScaleMode
method. These did nothing anyway as they were not hooked to the render pipeline and scale mode should be set on the texture, not the Game Object. Fix #4413 (thanks @jcyuan) - The
Clock.now
property value is now synced to be theTimeStep.time
value when the Clock plugin boots and is no longerDate.now()
until the first update (thanks @Antriel) Graphics.strokePoints
has renamed the second argument fromautoClose
tocloseShape
. There is also a new third argumentclosePath
, which defaults totrue
and automatically closes the path before stroking it. TheendIndex
argument is now the fourth argument, instead of the third.Graphics.fillPoints
has renamed the second argument fromautoClose
tocloseShape
. There is also a new third argumentclosePath
, which defaults totrue
and automatically closes the path before filling it. TheendIndex
argument is now the fourth argument, instead of the third.- Calling
Texture.destroy
will now callTextureManager.removeKey
to ensure the key is removed from the manager, should you destroy a texture directly, rather than going viaTextureManager.remove
. Fix #4461 (thanks @BigZaphod) SpriteSheetFromAtlas
now adds in a__BASE
entry for the Sprite Sheet it creates, keeping it consistent with the other frame parsers (thanks @Cirras)- The
from
andto
properties in the PathFollower Config can now be used to set the span of the follow duration (thanks @kensleebos) Graphics.lineFxTo
andGraphics.moveFxTo
have been removed as they were not being rendered anyway.- You can now use "infinite" tilemaps as created in Tiled v1.1 and above. Support is basic in that it takes the chunk data and builds one giant map from it. However, at least you are still able to now load and use infinite maps, even if they don't chunk during the game (thanks @Upperfoot)
MapData.infinite
is a new boolean that controls if the map data is infinite or not.DynamicTilemapLayer.destroy
will now remove the layer from the Tilemap it belongs to, clearing it from the layers array. Fix #4319 (thanks @APXEOLOG)StaticTilemapLayer.destroy
will now remove the layer from the Tilemap it belongs to, clearing it from the layers array. Fix #4319 (thanks @APXEOLOG)DynamicTilemapLayer.destroy
has a new optional boolean argumentremoveFromTilemap
which will control if the layer is removed from the parent map or not.StaticTilemapLayer.destroy
has a new optional boolean argumentremoveFromTilemap
which will control if the layer is removed from the parent map or not.Tilemap.copy
now actually returnsnull
if an invalid layer was given, as per the docs.Tilemap.fill
now actually returnsnull
if an invalid layer was given, as per the docs.Tilemap.forEachTile
now actually returnsnull
if an invalid layer was given, as per the docs.Tilemap.putTilesAt
now actually returnsnull
if an invalid layer was given, as per the docs.Tilemap.randomize
now actually returnsnull
if an invalid layer was given, as per the docs.Tilemap.calculateFacesAt
now actually returnsnull
if an invalid layer was given, as per the docs.Tilemap.renderDebug
now actually returnsnull
if an invalid layer was given, as per the docs.Tilemap.replaceByIndex
now actually returnsnull
if an invalid layer was given, as per the docs.Tilemap.setCollision
now actually returnsnull
if an invalid layer was given, as per the docs.Tilemap.setCollisionBetween
now actually returnsnull
if an invalid layer was given, as per the docs.Tilemap.setCollisionByProperty
now actually returnsnull
if an invalid layer was given, as per the docs.Tilemap.setCollisionByExclusion
now actually returnsnull
if an invalid layer was given, as per the docs.Tilemap.setCollisionFromCollisionGroup
now actually returnsnull
if an invalid layer was given, as per the docs.Tilemap.setTileIndexCallback
now actually returnsnull
if an invalid layer was given, as per the docs.Tilemap.setTileLocationCallback
now actually returnsnull
if an invalid layer was given, as per the docs.Tilemap.shuffle
now actually returnsnull
if an invalid layer was given, as per the docs.Tilemap.swapByIndex
now actually returnsnull
if an invalid layer was given, as per the docs.Tilemap.weightedRandomize
now actually returnsnull
if an invalid layer was given, as per the docs.BaseCamera.cameraManager
is a new property that is a reference to the Camera Manager, set in thesetScene
method.CameraManager.default
is a new property that contains a single un-transformed instance of a Camera, that exists outside of the camera list and doesn't render. It's used by other systems as a default camera matrix.- The
Graphics
Game Object now has 3 new Transform Matrix instances called_tempMatrix1
to_tempMatrix3
, which are used by it during the WebGL Rendering process. This is because Graphics objects can be used as Geometry Masks, which need to retain their own matrix state mid-render of another object, so cannot share the renderer temp matrices that other Game Objects can use. This also indirectly fixes an issue where masked children (such as emitters or container children) would get incorrect camera scroll values. - The
Key
method signature has changed. It now expects to receive a reference to the KeyboardPlugin instance that is creating the Key as the first argument. This is now stored in the newKey.plugin
property, and cleared indestroy
. KeyboardPlugin.removeKey
has a new optional argumentdestroy
that will, if set, destroy the Key object being removed from the plugin.InteractiveObject.customHitArea
is a new property that records if the hitArea for the Interactive Object was created based on texture size (false), or a custom shape (true)- A Camera will pause following a Game Object for the duration of the Camera Pan Effect, as the two will clash over the Camera scroll position (thanks fruitbatinshades).
ParseXMLBitmapFont
has now been exposed as a static function on theBitmapText
object, so you can access it easily from your own code (thanks @jcyuan)- The math used in the circle to circle Arcade Physics collision has been updated to better handle horizontal collision, giving a more realistic response. Fix #4256 (thanks @akuskis @JeSuisUnCaillou)
- The parent bounds are reset when exiting fullscreen mode in the Scale Manager. This fixes an issue when leaving fullscreen mode by pressing ESC (instead of programmatically) would leave the canvas in the full screen size. Fix #4357 (thanks @khutchins and @HeyStevenXu)
GetAdvancedValue
now uses the correct Math RND reference, which means anything that used therandInt
orrandFloat
features of this function, such as creating a Sprite from a Config object, or Bitmap Text sizing, will no longer throw an error about a null object reference. Fix #4369 (thanks @sanadov)- Trying to enter Fullscreen mode on Android / Chrome, or iOS / Safari, would throw an error regarding an unhandled Promise and a failure to invoke the event from a user gesture. This has been tightened up, using a proper Promise handler internally and the documentation clarified to explicitly say that you must call the function from a
pointerup
handler, and notpointerdown
. Fix #4355 (thanks @matrizet) - Camera fadeIn and fadeOut would sometimes leave a very low alpha-valued rectangle rendering to the camera. Fix #3833 (thanks @bdaenen)
Actions.Spread
would only use themin
value to work out the step value but not apply it to the property being set (thanks @galman33)- Calling
Tween.pause
returns the Tween instance, however, if it was already paused, it would returnundefined
, causing problems when chaining Tween methods (thanks @kyranet) - Calling
TweenManager.makeActive
returns the TweenManager instance, however, if you create a tween externally and callmakeActive
with it, this would returnundefined
. - Setting the
fixedWidth
and / orfixedHeight
properties in the configuration of aText
would be ignored, they were only supported when calling thesetFixedSize
method. They now work via either option. Fix #4424 (thanks @rexrainbow) - When calculating the width of a Text object for word wrapping it would ignore the extra spaces added from the wrap. It now accounts for these in the width. Fix #4187 (thanks @rexrainbow)
Utils.Array.Add
would act incorrectly when adding an object into an array in which it already belonged. This would manifest if, for example, adding a child into a display list it was already a part of. Fix #4411 (thanks @mudala @LoolzRules)Tile.getCenterX
andTile.getCenterY
would return the wrong values for tiles on scaled layers. Fix #3845 (thanks @oloflarsson @florianvazelle)Camera.startFollow
will now ensure that if the Camera is using bounds that thescrollX
andscrollY
values set after first following the Game Object do not exceed the bounds (thanks @snowbillr)- Creating a Tween with a
duration
of zero would cause the tweened object properties to be set toNaN
. Now they will tween for one single frame before being set to progress 1. Fix #4235 (thanks @BigZaphod) - The First frame of a Texture would take on the appearance of the second frame in a Sprite Sheet created from trimmed Texture Atlas frames. Fix #4088 (thanks @Cirras)
Tween.stop
assumed that the parent was the TweenManager. If the Tween has been added to the Timeline, that was not true and the stop method crashed (thanks @TadejZupancic)- Calling
Tween.restart
multiple times in a row would cause the tween to freeze. It will now disregard all additional calls torestart
if it's already in a pending state (thanks @rgk) - Tween Timelines would only apply the
delay
value of a child tween once and not on loop. Fix #3841 (thanks @Edwin222 @Antriel) Texture.add
will no longer let you add a frame to a texture with the same name or index as one that already exists in the texture. Doing so will now returnnull
instead of a Frame object, and theframeTotal
will never be incremented. Fix #4459 (thanks @BigZaphod)- The InputPlugin will now dispatch an update event, allowing the Gamepad Plugin to update itself every frame, regardless of DOM events. This allows Gamepads to work correctly again. Fix #4414 (thanks @CipSoft-Components)
- Calling
Tween.play
on a tween that had already finished and was pending removal will stop the tween from getting stuck in anisPlaying
state and will restart the tween again from the beginning. Callingplay
on a Tween that is already playing does nothing. Fix #4184 (thanks @SamCode) - Declared
Audio.dataset
, which fixes Internet Explorer 10 crashing when trying to access the dataset property of the object (thanks @SirLink) - The
InputManager.update
method is now called every frame, as long as a native DOM event hasn't already fired it, which allows things likesetPollRate
to work again. Fix #4405 (thanks @Shucki) Pointer.getDuration
would only return zero until the pointer was released, or moved (basically any action that generated a DOM event). It now returns the duration regardless of the DOM events. Fix #4444 (thanks @plazicx)Keyboard.UpDuration
has been changed so theduration
being checked is now against the current game clock. This means you can use it to check if a Key was released withinduration
ms ago, based on the time now, not the historic value of the Key.Keyboard.DownDuration
has been changed so theduration
being checked is now against the current game clock. This fixes an issue where it couldn't be used while the Key was actively being held down. Fix #4484 (thanks @belen-albeza)- Keys would lose track of the state of a Scene when the Scene became paused. They're now updated regardless, stopping them from getting stuck if you pause and resume a Scene while holding them down. Fix #3822 (thanks @DannyT)
- Changing any aspect of a Text object, such as the font size or content, wouldn't update its
hitArea
if it had been enabled for input, causing it to carry on using the old hit area size. Now, as long as the Text was created without a custom hitArea, the hitArea size will be changed to match the new texture size on update. If you have provided your own custom hitArea shape, you need to modify it when the Text changes size yourself. Fix #4456 (thanks @thanh-taro and @rexrainbow) Camera.clearRenderToTexture
will check to see if the Scene is available before proceeding, avoiding potential errors when a Camera is destroyed multiple times during a Scene shutdown.- Destroying a Game object during its
pointerup
event handler on a touch device will no longer causeUncaught TypeError: Cannot read property 'localX' of undefined
. All InputPlugin process handlers now check to see if the Game Object has been destroyed at any stage and abort if it has. Fix #4463 (thanks @PatrickSachs) InputPlugin.clear
has a new argumentskipQueue
which is used to avoid clearing a Game Object twice. This, combined with the fix for 4463 means you will no longer get aCannot read property 'dragState'
error if you destroy a Game Object enabled for drag where another draggable object exists. Fix #4228 (thanks @YannCaron)UpdateList.remove
will now move the removed child to the internal_pendingRemoval
array, instead of slicing it directly out of the active list. The pending list is cleared at the start of the next game frame. Fix #4365 (thanks @jcyuan)- Setting
pixelPerfect
when input enabling a Container would cause it to crash, because Containers don't have a texture to check. It will now throw a run-time warning and skip the Container for input. You should use a custom input callback instead. Fix #4492 (thanks @BigZaphod) - Setting
fixedWidth
andfixedHeight
on a Text object will now clamp the size of the canvas being created, as well as the width and height properties of the Text object itself (thanks @rexrainbow)
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:
@sky-coding @G-Rath @S4n60w3n @rootasjey @englercj @josephmbustamante @Jason-Cooke @Zamiell @krzysztof-grzybek @S4n60w3n @m31271n @peterellisjones @martinlindhe @TylerMorley @samme @schomatis @BeLi4L @hizzd @OmarShehata @antoine-pous @digitsensitive
Also, thanks to @Osmose there is a new Dashing config added to the Phaser 3 Docs Repo, with a new command build-docset
which will build a Dash compatible docset for those who like to use Dash for their docs.