GameObjects.DOMElement.pointerEvents
is a new property that allows you to set thepointerEvents
attribute on the DOM Element CSS. This isauto
by default and should not be changed unless you know what you're doing.Core.Config.domPointerEvents
is a new config property set viadom: { pointerEvents }
within the Game Config that allows you to set thepointerEvents
css attribute on the DOM Element container.- The
RenderTexture.endDraw
method has a new optional booleanerase
which allows you to draw all objects in the batch using a blend mode of ERASE. This has the effect of erasing any filled pixels in the objects being drawn. - All of the methods from the
GraphicsPipeline
have now been merged with theMultiPipeline
, these includebatchFillRect
,batchFillTriangle
,batchStrokeTriangle
,batchFillPath
,batchStrokePath
andbatchLine
. The Graphics Game Object and all of the Shape Game Objects have been updated to use the new Multi Pipeline. This means that drawing Sprites and Graphics / Shapes will all batch together again. Fix #5553 #5500 (thanks @venarius @roberthook823)
- The types have been improved for WebGL Compressed Textures (thanks @vforsh)
Container.moveAbove
is a new method that will move a Game Object above another in the same Container (thanks @rexrainbow)Container.moveBelow
is a new method that will move a Game Object below another in the same Container (thanks @rexrainbow)List.moveAbove
is a new method that will move a Game Object above another in the same List (thanks @rexrainbow)List.moveBelow
is a new method that will move a Game Object below another in the same List (thanks @rexrainbow)- The
MeasureText
function, as used by Text Game Objects, has had its performance enhanced by removing a duplicate image data check and also now checks for metrics properties correctly (thanks @valadaptive) WebGLShader.setUniform1
has a new optional boolean parameterskipCheck
which will force the function to set the values without checking against the previously held ones.WebGLShader.setUniform2
has a new optional boolean parameterskipCheck
which will force the function to set the values without checking against the previously held ones.WebGLShader.setUniform3
has a new optional boolean parameterskipCheck
which will force the function to set the values without checking against the previously held ones.WebGLShader.setUniform4
has a new optional boolean parameterskipCheck
which will force the function to set the values without checking against the previously held ones.- The
WebGLShader.set1fv
,set2fv
,set3fv
,set4fv
,set1iv
,set2iv
,set3iv
,set4iv
,setMatrix2fv
,setMatrix3fv
andsetMatrix4fv
methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670 (thanks @telinc1)
- Have reverted all of the DOM Element CSS changes back to how they were in 3.52, causing both DOM Input and Phaser Input to work together properly again. Fix #5628 (thanks @sacharobarts)
- The
Mesh
Game Object would incorrectly cull faces if the Scene Camera scrolled. It now calculates the cull correctly, regardless of camera world position, zoom or rotation. Fix #5570 (thanks @hendrikras) Math.ToXY
will now return an empty Vector 2 if the index is out of range, where before it would return the input Vector2 (thanks @Trissolo)- The
UpdateList.shutdown
method will now remove thePRE_UPDATE
handler from the ProcessQueue correctly (thanks @samme) - When loading a Video with a config object, it would not get the correct
key
value from it (thanks @mattjennings) - The
GameObjectFactory.existing
method will now acceptLayer
as a TypeScript type. Fix #5642 (thanks @michal-bures) - The
Input.Pointer.event
property can now be aWheelEvent
as well. - Fixed an issue when loading audio files from a Phaser project wrapped in Capacitor native app shell on iOS (thanks @consolenaut)
- Video would not resume playing after regaining focus swapping from another browser tab. Fix #5377 (thanks @spayton)
- Container will now invoke
addToRenderList
before leaving the render method, fixing an issue with Container Input. Fix #5506 (thanks @vforsh @rexrainbow) - The
Game.postBoot
callback was never being invoked due to an incorrect internal property setter. Fix #5689 (thanks @sebastianfast) - The
Light
Game Object didn't set the shader uniforms correctly, causing it to appear to ignore image rotation with normal maps. Fix #5660 (thanks @sroboubi @telinc1)
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:
@x-wk @samme @trynx @Palats @supertorpe @Pixelguy @Fractal @halgorithm @Golden @H0rn0chse @EmilSV @Patapits @karbassi
Phaser.Math.Median
is a new function that will calculate the median of the given values. The values are sorted and the middle value is returned. In case of an even number of values, the average of the two middle values is returned (thanks @vforsh)ScenePlugin.pluginKey
is a new string-based property, set by thePluginManager
that contains the key of the plugin with the Scene Systems.
- When the Scene-owned Input Plugin is shutdown (i.e. via a call to
Scene.stop
) it will now remove anyKey
objects that the plugin created, not just reset them. This is a quality-of-life breaking change from how it worked previously (thanks @veleek) - Thanks to a TS Parser update by @krotovic the JSDocs can now define
@this
tags. Fix #4669. - The
Scenes.Systems.install
method has been removed. It's no longer required and would throw an error if called. Fix #5580 (thanks @Trissolo) - The
WebAudioSoundManager.onFocus
method will now test to see if the state of theAudioContext
isinterrupted
, as happens on iOS when leaving the page, and then resumes the context. Fix #5390 #5156 #4790 (thanks @SBCGames @micsun-al @AdamXA)
- Adding a Game Object to a Container that already existed in another Container would leave a copy of it on the Display List. Fix #5618 (thanks Kromah @mariogarranz)
- Fixed missing
backgroundColor
property in GameConfig. Fix #5597 (thanks @eli-s-r) - BitmapText wouldn't render correctly with the Canvas Renderer when the texture came from a Texture Atlas. Fix #5545 (thanks @vforsh)
- #5504 had broken DOM Elements being able to be clicked due to an oversight of the DOM Container. DOM Elements now correctly pick-up the default pointer events handler. Fix #5594 (thanks @pizkaz)
- The
RGBToString
function will no longer return CSS strings with decimal places if the input contained them (thanks @neil-h) - Objects added to a
SpineContainer
were also added to the base Display List, causing them to appear twice. Fix #5599 (thanks @spayton) - When an Animation has
skipMissedFrames
set it will now bail out of the skip catch-up loop if any of the frames cause the animation to complete. Fix #5620 (thanks @fenrir1990 @Aveyder) - The
Spine Plugin
factory functions now use the local Scene Spine Plugin reference in order to create the objects, rather than the Scene belonging to the first instance of the plugin. This prevents errors when you have globally installed the Spine plugin, but then remove or destroy the first Scene using it (thanks stever1388 @samme)
My thanks to the following for helping with the Phaser 3 Examples, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@samme @masterT @krotovic @Kvisaz