Phaser v3.60.0 Beta 6 #6102
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Version 3.60.0 - Miku - in development
New Features - Sprite FX
renderTargets
in a WebGL Pipeline config, you can now set optionalwidth
andheight
properties, which will create a Render Target of that exact size, ignoring thescale
value (if also given).WebGLPipeline.isSpriteFX
is a new boolean property that defines if the pipeline is a Sprite FX Pipeline, or not. The default isfalse
.GameObjects.Components.FX
is a new component that provides access to FX specific properties and methods. The Image and Sprite Game Objects have this component by default.fxPadding
and its related methodsetFXPadding
allow you to set extra padding to be added to the texture the Game Object renders with. This is especially useful for Sprite FX shaders that modify the sprite beyond its bounds, such as glow or shadow effects.WebGLPipeline.setShader
method has a new optional parameterbuffer
that allows you to set the vertex buffer to be bound before the shader is activated.WebGLPipeline.setVertexBuffer
method has a new optional parameterbuffer
that allows you to set the vertex buffer to be bound if you don't want to bind the default one.WebGLRenderer.createTextureFromSource
method has a new optional boolean parameterforceClamp
that will for the clamp wrapping mode even if the texture is a power-of-two.RenderTarget
will now automatically set the wrapping mode to clamp.WebGLPipeline.flipProjectionMatrix
is a new method that allows you to flip the y and bottom projection matrix values via a parameter.PipelineManager.renderTargets
is a new property that holds an array ofRenderTarget
objects that allSpriteFX
pipelines can share, to keep texture memory as low as possible.PipelineManager.maxDimension
is a new property that holds the largest possible target dimension.PipelineManager.frameInc
is a new property that holds the amount theRenderTarget
s will increase in size in each iteration. The default value is 32, meaning it will create targets of size 32, 64, 96, etc. You can control this via the pipeline config object.PipelineManager.targetIndex
is a new property that holds the internal target array offset index. Treat it as read-only.RenderTarget
objects during itsboot
method. These are sized incrementally from 32px and up (use theframeInc
value to alter this). These targets are shared by all Sprite FX Pipelines.PipelineManager.getRenderTarget
is a new method that will return the aRenderTarget
that best fits the dimensions given. This is typically called by Sprite FX Pipelines, rather than directly.PipelineManager.getSwapRenderTarget
is a new method that will return a 'swap'RenderTarget
that matches the size of the main target. This is called by Sprite FX pipelines and not typically called directly.PipelineManager.getAltSwapRenderTarget
is a new method that will return a 'alternative swap'RenderTarget
that matches the size of the main target. This is called by Sprite FX pipelines and not typically called directly.New Features - Compressed Texture Support
Phaser 3.60 contains support for Compressed Textures. It can parse both KTX and PVR containers and within those has support for the following formats: ETC, ETC1, ATC, ASTC, BPTC, RGTC, PVRTC, S3TC and S3TCSRB. Compressed Textures differ from normal textures in that their structure is optimized for fast GPU data reads and lower memory consumption. Popular tools that can create compressed textures include PVRTexTool, ASTC Encoder and Texture Packer.
Compressed Textures are loaded using the new
this.load.texture
method, which takes a texture configuration object that maps the formats to the files. The browser will then download the first file in the object that it knows it can support. You can also provide Texture Atlas JSON data, or Multi Atlas JSON data, too, so you can use compressed texture atlases. Currently, Texture Packer is the best tool for creating these type of files.Development of this feature was kindly sponsored by Club Penguin Rewritten (https://cprewritten.net).
TextureSoure.compressionAlgorithm
is now populated with the compression format used by the texture.Types.Textures.CompressedTextureData
is the new compressed texture configuration object type.TextureManager.addCompressedTexture
is a new method that will add a compressed texture, and optionally atlas data into the Texture Manager and return aTexture
object than any Sprite can use.Textures.Parsers.KTXParser
is a new parser for the KTX compression container format.Textures.Parsers.PVRParser
is a new parser for the PVR compression container format.WebGLRenderer.compression
property now holds a more in-depth object containing supported compression formats.WebGLRenderer.createTextureFromSource
method now accepts theCompressedTextureData
data objects and creates WebGL textures from them.WebGLRenderer.getCompressedTextures
is a new method that will populate theWebGLRenderer.compression
object and return its value. This is called automatically when the renderer boots.WebGLRenderer.getCompressedTextureName
is a new method that will return a compressed texture format GLenum based on the given format.New Features - Multi Tint Pipeline
%forloop%
declaration, you should update it to follow the new format defined inMulti.frag
. This new shader uses a function calledgetSampler
instead. Please see the shader code and update your own shaders accordingly. You can also see the documentation for the MultiPipeline for details.Multi.frag
shader now uses ahighp
precision instead ofmediump
.WebGL.Utils.checkShaderMax
function will no longer use a massive if/else glsl shader check and will instead rely on the value given ingl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS)
.WebGL.Utils.parseFragmentShaderMaxTextures
function no longer supports the%forloop%
declaration.GenerateSrc
has been removed as it's no longer required internally.New Features - Matter Physics v0.18
We have updated the version of Matter Physics to the latest v0.18 release. This is a big jump and brings with it quite a few internal changes to Matter. The following are the differences we have identified in this release:
Matter.Grid
with a faster and more efficient broadphase inMatter.Detector
.Matter.SAT
related to collision reuse.Matter.Grid
.MatterPhysics.collision
is a new reference to theCollision
module, which now handles all Matter collision events.MatterPhysics.grid
has been removed as this is now handled by theCollision
module.MatterPhysics.sat
has been removed as this is now handled by theCollision
module.Matter.Body.previousPositionImpulse
property has been removed as it's no longer used.New Features
ScaleManager.getViewPort
is a new method that will return a Rectangle geometry object that matches the visible area of the screen (thanks @rexrainbow)GameObjects.Layer.addToDisplayList
andremoveFromDisplayList
are new methods that allows for you to now add a Layer as a child of another Layer. Fix Error adding Layer to Layer #5799 (thanks @samme)GameObjects.Video.loadURL
has a new optional 4th parametercrossOrigin
. This allows you to specify a cross origin request type when loading the video cross-domain (thanks @rmartell)loader.imageLoadType: "HTMLImageElement"
in your Game Configuration and the Phaser Loader will use an Image Tag to load all images, rather than XHR and a Blob object which is the default. This is a global setting, so all file types that use images, such as Atlas or Spritesheet, will be changed via this flag (thanks @hanzooo)Tileset.tileOffset
(which is a Vector2). This property is set automatically when Tiled data is parsed and found to contain it. Fix Phaser 3.54 draw offset layer #5633 (thanks @moJiXiang @kainage)Tilemap.createFromObjects
method has been overhauled to support typed tiles from the Tiled Map Editor (https://doc.mapeditor.org/en/stable/manual/custom-properties/#typed-tiles). It will now also examine the Tileset to inherit properties based on the tile gid. It will also now attempt to use the same texture and frame as Tiled when creating the object (thanks @lackhand)TweenManager.reset
is a new method that will take a tween, remove it from all internal arrays, then seek it back to its start and set it as being active.Video
config will now detect forx-m4v
playback support for video formats and store it in theVideo.m4v
property. This is used automatically by theVideoFile
file loader. Fix Using M4V extension instead of mp4 breaks loading #5719 (thanks @patrickkeenan)KeyboardPlugin.removeKey
method has a new optional parameterremoveCapture
. This will remove any keyboard capture events for the given Key. Fix Removing aKey
doesn't remove capturing fromKeyboardPlugin
#5693 (thanks @cyantree)KeyboardPlugin.removeAllKeys
method has a new optional parameterremoveCapture
. This will remove any keyboard capture events for all of the Keys owned by the plugin.WebGLShader.fragSrc
is a new property that holds the source of the fragment shader.WebGLShader.vertSrc
is a new property that holds the source of the vertex shader.WebGLShader#.createProgram
is a new method that will destroy and then re-create the shader program based on the given (or stored) vertex and fragment shader source.WebGLShader.setBoolean
is a new method that allows you to set a boolean uniform on a shader.WebGLPipeline.setBoolean
is a new method that allows you to set a boolean uniform on a shader.Phaser.Scenes.Systems.getStatus
is a new method that will return the current status of the Scene.Phaser.Scenes.ScenePlugin.getStatus
is a new method that will return the current status of the given Scene.Math.LinearXY
is a new function that will interpolate between 2 given Vector2s and return a new Vector2 as a result (thanks @GregDevProjects)Curves.Path.getCurveAt
is a new method that will return the curve that forms the path at the given location (thanks @natureofcode)Shape
Game Object as a Geometry Mask. Fix [Feature request] Allow Shape game object to be a mask #5900 (thanks @rexrainbow)Mesh.setTint
is a new method that will set the tint color across all vertices of a Mesh (thanks @rexrainbow)Mesh.tint
is a new setter that will set the tint color across all vertices of a Mesh (thanks @rexrainbow)Mesh.clearTint
is a new method that will clear the tint from all vertices of a Mesh (thanks @rexrainbow)Geom Updates
The following are API-breaking, in that a new optional parameter has been inserted prior to the output parameter. If you use any of the following functions, please update your code:
Geom.Intersects.GetLineToLine
method has a new optional parameterisRay
. Iftrue
it will treat the first line parameter as a ray, if false, as a line segment (the default).Geom.Intersects.GetLineToPoints
method has a new optional parameterisRay
. Iftrue
it will treat the line parameter as a ray, if false, as a line segment (the default).Geom.Intersects.GetLineToPolygon
method has a new optional parameterisRay
. Iftrue
it will treat the line parameter as a ray, if false, as a line segment (the default).Geom.Intersects.GetRaysFromPointToPolygon
uses the newisRay
parameter to enable this function to work fully again.Loader Updates
MultiFile.pendingDestroy
is a new method that is called by the Loader Plugin and manages preparing the file for deletion. It also emits theFILE_COMPLETE
andFILE_KEY_COMPLETE
events, fixing a bug whereMultiFile
related files, such as an Atlas JSON or a Bitmap Font File, wouldn't emit thefilecomplete
events for the parent file, only for the sub-files. This means you can now listen for the file completion event formultiatlas
files, among others.MultiFile.destroy
is a new method that clears down all external references of the file, helping free-up resources.File.addToCache
no longer callsFile.pendingDestroy
, instead this is now handled by the Loader Plugin.FILE_PENDING_DESTROY
which is used to ensure Files aren't flagged for destruction more than once.Updates
Display.Masks.BitmapMask
destroy
method will now remove the context-lost event handler.hitArea
parameter of theGameObjects.Zone.setDropZone
method is now optional and if not given it will try to create a hit area based on the size of the Zone Game Object (thanks @rexrainbow)BitmapMask.scene
is a new property that allows the Bitmap Mask to reference the Scene it was created in.DOMElement.preUpdate
method has been removed. If you overrode this method, please now seepreRender
instead.DOMElement.preRender
is a new method that will check parent visibility and improve its behavior, responding to the parent even if the Scene is paused or the element is inactive. Dom Elements are also no longer added to the Scene Update List. Fix setVisible not working for DOM elements in a container #5816 (thanks @prakol16 @samme)Particle.fire
will now throw an error if the particle has no texture frame. This prevents an uncaught error later when the particle fails to render. Fix Please add useful information when a particles emitter has an invalid/null frame #5838 (thanks @samme @monteiz)ParticleEmitterManager.setEmitterFrames
will now print out console warnings if an invalid texture frame is given, or if no texture frames were set. Fix Please add useful information when a particles emitter has an invalid/null frame #5838 (thanks @samme @monteiz)SceneManager.stop
andsleep
will now ignore the call if the Scene has already been shut down, avoiding potential problems with duplicate event handles. Fix Shutdown shouldn't be repeated for stopped scenes #5826 (thanks @samme)Tint
andFlip
components from theCamera
class. Neither were ever used internally, or during rendering, so it was just confusing having them in the API.console.error
will be printed if theFile
,MultiFile
,JSONFile
orXMLFile
fail to process or parse correctly, even if they manage to load. Fix Warn for file processing failures #5862 Warn when there is a multiFile load failure #5851 (thanks @samme @ubershmekel)ScriptFile
Loader File Type has a new optional parameter:type
. This is a string that controls the type attribute of the<script>
tag that is generated by the Loader. By default it is 'script', but you can change it to 'module' or any other valid type.Scene.pause
will now check to see if the Scene is in either a RUNNING or CREATING state and throw a warning if not. You cannot pause non-running Scenes.Mesh.addVertices
will now throw a console warning if invalid vertices data is given to the method (thanks @omniowl)Mesh.addVerticesFromObj
will now throw a console warning if invalid vertices data is given to the method (thanks @omniowl)TouchManager.onTouchOver
andonTouchOut
have been removed, along with all of their related event calls as they're not used by any browser any more.TouchManager.isTop
is a new property, copied from the MouseManager, that retains if the window the touch is interacting with is the top one, or not.InputManager.onTouchMove
method will now check if the changed touch is over the canvas, or not, via the DOMelementFromPoint
function. This means if the touch leaves the canvas, it will now trigger theGAME_OUT
andGAME_OVER
events, where-as before this would only happen for a Mouse. If the touch isn't over the canvas, no Pointer touch move happens, just like with the mouse. Fix Touch moving event still fires when moving outside of canvas at mobile device #5592 (thanks @rexrainbow)TileMap.createBlankDynamicLayer
has now been removed as it was deprecated in 3.50.TileMap.createDynamicLayer
has now been removed as it was deprecated in 3.50.TileMap.createStaticLayer
has now been removed as it was deprecated in 3.50.Animations.AnimationManager.createFromAseprite
has a new optional 3rd parametertarget
. This allows you to create the animations directly on a Sprite, instead of in the global Animation Manager (thanks Telemako)Animations.AnimationState.createFromAseprite
is a new method that allows you to create animations from exported Aseprite data directly on a Sprite, rather than always in the global Animation Manager (thanks Telemako)path
package used by the TS Defs generator has been moved todevDependencies
(thanks @antkhnvsk)GetValue
function has a new optional parameteraltSource
which allows you to provide an alternative object to source the value from.Renderer.Snapshot.WebGL
function has had its first parameter changed from anHTMLCanvasElement
to aWebGLRenderingContext
. This is now passed in from thesnapshot
methods inside the WebGL Renderer. The change was made to allow it to work with WebGL2 custom contexts (thanks @andymikulski)disableContextMenu
function, but instead now uses the MouseManager / TouchManager targets, which if not specified defaults to the game canvas. Fix # (thanks @lukashass)Key.reset
method no longer resets theKey.enabled
orKey.preventDefault
booleans back totrue
again, but only resets the state of the Key. Fix key.enabled = false losing effect when changing window/tab #6098 (thanks @descodifica)Bug Fixes
Animation.createFromAseprite
would calculate an incorrect frame duration if the frames didn't all have the same speed.capacitor://
has been added to the protocol check to prevent malformed double-urls in some environments (thanks @consolenaut)Config.domBehindCanvas
property as it's never used internally. Fix GameConfig dom behindCanvas setting true not working #5749 (thanks @iamallenchang)dispatchTweenEvent
would overwrite one of the callback's parameters. This fix ensures thatTween.setCallback
now works consistently. Fix dispatchTweenEvent overwrites one of the callback's parameters #5753 (thanks @andrei-pmbcn @samme)Phaser.WEBGL
will now fail with an error. Previously, it would fall back to Canvas. Now it will not fall back to Canvas. If you require that feature, use the AUTO render type. Fix WEBGL still falls back to CANVAS #5583 (thanks @samme)Tilemap.createFromObjects
method will now correctly place both tiles and other objects. Previously, it made the assumption that the origin was 0x1 for all objects, but Tiled only uses this for tiles and uses 0x0 for its other objects. It now handles both. Fix Some offsets are incorrect in createFromObjects() #5789 (thanks @samme)CanvasRenderer.snapshotCanvas
method used an incorrect reference to the canvas, causing the operation to fail. It will now snapshot a canvas correctly. Fix snapshotCanvas function bug in CanvasRenderer #5792 Cannot use renderTexture.snapshot in canvas rendering mode #5448 (thanks @rollinsafary-inomma @samme @akeboshi1)Tilemap.tileToWorldY
method incorrectly had the parametertileX
. It will worked, but didn't make sense. It is nowtileY
(thanks @mayacoda)Tilemap.convertTilemapLayer
method would fail for isometric tilemaps by not setting the physic body alignment properly. It will now callgetBounds
correctly, allowing for use on non-orthagonal maps. Fix convertTilemapLayer for isometric tilemaps not setting bodies properly #5764 (thanks @mayacoda)PluginManager.installScenePlugin
method will now check if the plugin is missing from the local keys array and add it back in, if it is (thanks @xiamidaxia)GameObject.Shapes.Rectangle.setSize
it will now correctly update the Rectangle object's display origin and default hitArea (thanks @rexrainbow)ParseTileLayers
function has been updated so that it no longer breaks when using a Tiled infinite map with empty chunks (thanks @jonnytest1)PutTileAt
function will now set the Tile dimensions from the source Tileset, fixing size related issues when placing tiles manually. Fix Different tile sizes not accounted for when adding tiles with PutTileAt #5644 (thanks @moJiXiang @stuffisthings)Tileset.tileOffset
property fixes an issue with drawing isometric tiles when an offset had been defined in the map data (thanks @moJiXiang)Geom.Intersects.GetLineToLine
function that would fail with colinear lines (thanks @Skel0t)CameraManager.destroy
function will now remove the Scale ManagerRESIZE
event listener created as part ofboot
, where-as before it didn't clean it up, leading to gc issues. Fix 2d CameraManager do not unregister RESIZE event when be destroyed #5791 (thanks @liuhongxuan23)roundPixels
set to true in the game or camera config, Sprites will no longer render at sub-pixel positions under CANVAS. Fix Images can be blurry with CANVAS renderer and roundPixels #5774 (thanks @samme)PRE_RENDER
andPOST_RENDER
events under the Canvas Renderer. Fix No camera postrender event with Phaser.CANVAS #5729 (thanks @ddanushkin)highp float
precision by default, instead ofmediump
. This fixes issues with strange blue 'spots' appearing under WebGL on some Android devices. Fix glsl precision mediump float #5751 Blue Artifacts in WEBGL on Mobile #5659 spots appear when rendering #5655 (thanks @actionmoon @DuncanPriebe @ddanushkin)Tilemaps.Tile.getBounds
method would take acamera
parameter but then not pass it to the methods called internally, thus ignoring it. It now factors the camera into the returned Rectangle.Tilemap.createFromObjects
has had the rendering of Tiled object layers on isometric maps fixed. Objects contained in object layers generated by Tiled use orthogonal positioning even when the map is isometric and this update accounts for that (thanks @lfarroco)Text
,TileSprite
andRenderTexture
Game Objects would call the pre and post batch functions twice by mistake, potentially applying a post fx twice to them.ScaleManager.getParentBounds
will now also check to see if the canvas bounds have changed x or y position, and if so returntrue
, causing the Scale Manager to refresh all of its internal cached values. This fixes an issue where the canvas may have changed position on the page, but not its width or height, so a refresh wasn't triggered. Fix ScaleManager miscalculates mouse position should the canvas move on the page without changing size #5884 (thanks @jameswilddev)SceneManager.bootScene
method will now always callLoaderPlugin.start
, even if there are no files in the queue. This means that the Loader will always dispatch itsSTART
andCOMPLETE
events, even if the queue is empty because the files are already cached. You can now rely on theSTART
andCOMPLETE
events to be fired, regardless, using them safely in your preload scene. Fix Loader plugin 'start' and 'complete' events are not fired in preload #5877 (thanks @sipals)TimerEvent.reset
in the Timer callback would cause the timer to be added to the Clock's pending removal and insertion lists together, throwing an error. It will now not add to pending removal if the timer was reset. Fix Can't start the same timer when time-out #5887 (thanks @rexrainbow)ParticleEmitter.setScale
would set thescaleY
property tonull
, causing calls tosetScaleY
to throw a runtime error.scaleY
is now a required property across both the Particle and Emitter classes and all of the conditional checks for it have been removed (thanks ojg15)Tween.reset
when a tween was in a state ofPENDING_REMOVE
would cause it to fail to restart. It now restarts fully. Fix Tween restart() doesn't always work #4793 (thanks @spayton)Tween._pausedState
has changed fromINIT
toPENDING_ADD
. This fixes a bug where if you calledTween.play
immediately after creating it, it would force the tween to freeze. Fix Calling play() on freshly added tween stops it from playing #5454 (thanks @michal-bures)PathFollower
with ato
value it will now tween and complete at that value, rather than the end of the path as before (thanks @samme)Text
with RTL enabled wouldn't factor in the left / right padding correctly, causing the text to be cut off. It will now account for padding in the line width calculations. Fix Text with RTL enable and padding left/right #5830 (thanks @rexrainbow)Path.fromJSON
function would use the wrong name for a Quadratic Bezier curve class, meaning it would be skipped in the exported JSON. It's now included correctly (thanks @natureofcode)Input.Touch.TouchManager.stopListeners
forgot to remove thetouchcancel
handler. This is now removed correctly (thanks @teng-z)BitmapMask
shader has been recoded so it now works correctly if you mask a Game Object that has alpha set on it, or in its texture. Previously it would alpha the Game Object against black (thanks stever1388)Uncaught TypeError: Cannot read properties of undefined (reading 'renderList')
if multiple children existed in the pointer-out array. Fix Pointer-out bug #5867 Error when dragging constrained object on top of another interactive object #5699 (thanks @rexrainbow @lyger)InputPlugin.sortGameObjects
will now assign a value of 0 to any game object not in the render list, but still viable for input, such as an invisible object withalwaysEnabled
set to true. This fixes an issue where non-render list objects would be skipped. Fix Input.alwaysEnabled does not work when a interactive game object is below it #5507 (thanks @EmilSV)GameObject.willRender
method will now factor in the parentdisplayList
, if it has one, to the end result. This fixes issues like that where an invisible Layer will still process input events. Fix Game object on a camera-ignored layer is still touchable #5883 (thanks @rexrainbow)InputPlugin.disable
will now also reset the drag state of the Game Object as well as remove it from all of the internal temporary arrays. This fixes issues where if you disabled a Game Object for input during an input event it would still remain in the temporary internal arrays. This method now also returns the Input Plugin, to matchenable
. Fix "pointerout" interaction event triggers afterdisableInteractive()
#5828 (thank @natureofcode @thewaver)GetBounds
component has been removed from the Point Light Game Object. Fix Reset a point light that has a body takes a lot of time #5934 (thanks @x-wk @samme)SceneManager.moveAbove
andmoveBelow
now take into account the modified indexes after the move (thanks @EmilSV)setTimeout
and then sending the game to sleep, it would accidentally restart by using Request Animation Frame instead (thanks @andymikulski)render
object within the Game Config will no longer erase any top-level config render settings. Therender
object will now take priority over the game config, but both will be used (thanks @vzhou842)Tween.stop(0)
would run for an additional delta before stopping, causing the Tween to not be truly 100% "reset". Fix Calling tween.stop(0) runs for an additional delta before stopping, so tween isn't truly 100% "reset" #5986 (thanks @Mesonyx)Utils.Array.SafeRange
function would exclude valid certain ranges. Fix SafeRange bug restricts certain ranges #5979 (thanks @ksritharan)Container.pointToContainer
method would ignore the providedoutput
parameter, but now uses it (thanks @vforsh)Polygon
Game Object would ignore itsclosePath
property when rendering in Canvas. Fix Phaser.GameObject.Polygon ignores closePath with Phaser.CANVAS #5983 (thanks @optimumsuave)RenderTexture.batchTextureFrame
will now skip thedrawImage
call in canvas if the frame width or height are zero. Fix iOS drawImage fails with IndexSizeError: The index is not in allowed range #5951 (thanks @Hoshinokoe)BlitterCanvasRenderer
will now skip thedrawImage
call in canvas if the frame width or height are zero.ParticleManagerCanvasRenderer
will now skip thedrawImage
call in canvas if the frame width or height are zero.CanvasSnapshot
will now skip thedrawImage
call in canvas if the frame width or height are zero.TextureManager.getBase64
will now skip thedrawImage
call in canvas if the frame width or height are zero.TilemapLayerCanvasRenderer
will now skip thedrawImage
call in canvas if the frame width or height are zero.RenderTexture.fill
in CANVAS mode only would produce a nearly always black color due to float conversion (thanks @andymikulski)moveToX
andmoveToY
now default to null instead of 0 (thanks @samme)GetBitmapTextSize
function caused kerning to not be applied correctly to Bitmap Text objects. This now works across WebGL and Canvas (thanks @arbassic @TJ09)WebGLSnapshot
andCanvasSnapshot
will now Math.floor the width/height values to ensure no sub-pixel dimensions, which corrupts the resulting texture. Fix snapshotArea function not working properly if size is not integer #6099 (thanks @orjandh)ContainerCanvasRenderer
would pass in a 5thcontainer
parameter to the childrenderCanvas
call, which was breaking theGraphicsCanvasRenderer
and isn't needed by any Game Object, so has been removed. Fix Graphics inside a Container bugs out since v3.60 #6093 (thanks @Antriel)Utils.Objects.GetValue
where it would return an incorrect result if asource
andaltSource
were provided that didn't match in structure. Fix Possible bug in latest GetValue method #5952 (thanks @rexrainbow)render: {}
would cause set properties to be overriden with the default value. Fix Having render: {} in phaser's config adds black background to Phaser. #6097 (thanks @michalfialadev)SceneManager.moveAbove
andmoveBelow
methods didn't check the order of the Scenes being moved, so moved them even if one was already above / below the other. Both methods now check the indexes first. Fix Phaser.Scenes.ScenePlugin moveBelow swaps scenes regardless of order #6040 (thanks @yuupsup)Examples, Documentation and TypeScript
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:
@necrokot Golen @Pythux @samme @danfoster @eltociear @sylvainpolletvillard @hanzooo @etherealmachine @DeweyHur @twoco @austinlyon @Arcanorum OmniOwl @EsteFilipe @PhaserEditor2D @Fake @jonasrundberg @xmahle @arosemena @monteiz
This discussion was created from the release Phaser v3.60.0 Beta 6.
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