Releases: phaserjs/phaser
Phaser v3.60.0 Beta 12
Version 3.60.0 - Miku - in development
New Features - Sprite FX
- When defining the
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.- The
WebGLPipeline.setShader
method has a new optional parameterbuffer
that allows you to set the vertex buffer to be bound before the shader is activated. - The
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. - The
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.- The Pipeline Manager will now create a bunch of
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.
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.- The
WebGLRenderer.compression
property now holds a more in-depth object containing supported compression formats. - The
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 - Vastly Improved Mobile Performance and WebGL Pipeline Changes
WebGL Renderer Updates
Due to all of the changes with how WebGL texture batching works a lot of mostly internal methods and properties have been removed. This is the complete list:
- The
WebGLRenderer.currentActiveTexture
property has been removed. - The
WebGLRenderer.startActiveTexture
property has been removed. - The
WebGLRenderer.tempTextures
property has been removed. - The
WebGLRenderer.textureZero
property has been removed. - The
WebGLRenderer.normalTexture
property has been removed. - The
WebGLRenderer.textueFlush
property has been removed. - The
WebGLRenderer.isTextureClean
property has been removed. - The
WebGLRenderer.setBlankTexture
method has been removed. - The
WebGLRenderer.setTextureSource
method has been removed. - The
WebGLRenderer.isNewNormalMap
method has been removed. - The
WebGLRenderer.setTextureZero
method has been removed. - The
WebGLRenderer.clearTextureZero
method has been removed. - The
WebGLRenderer.setNormalMap
method has been removed. - The
WebGLRenderer.clearNormalMap
method has been removed. - The
WebGLRenderer.unbindTextures
method has been removed. - The
WebGLRenderer.resetTextures
method has been removed. - The
WebGLRenderer.setTexture2D
method has been removed. - The
WebGLRenderer.pushFramebuffer
method has had theresetTextures
argument removed. - The
WebGLRenderer.setFramebuffer
method has had theresetTextures
argument removed. - The
WebGLRenderer.popFramebuffer
method has had theresetTextures
argument removed. - The
WebGLRenderer.deleteTexture
method has had thereset
argument removed. - The
Textures.TextureSource.glIndex
property has been removed. - The
Textures.TextureSource.glIndexCounter
property has been removed.
Previously, WebGLRenderer.whiteTexture
and WebGLRenderer.blankTexture
had a data-type of WebGLTexture
but they were actually Phaser.Textures.Frame
instances. This has now been corrected and the two properties are now actually WebGLTexture
instances, not Frames. If your code relies on this mistake being present, please adapt it.
Mobile Pipeline
- The Mobile Pipeline is a new pipeline that extends the Multi Tint pipeline, but uses customized shaders and a single-bound texture specifically for mobile GPUs. This should restore mobile performance back to the levels it was around v3.22, before Multi Tint improved it all for desktop at the expense of mobile.
shaders/Mobile.vert
andshaders/Mobile.frag
are the two shaders used for the Mobile Pipeline.PipelineManager#MOBILE_PIPELINE
is a new constant-style reference to the Mobile Pipeline instance.autoMobilePipeline
is a new Game Configuration boolean that toggles if the Mobile Pipeline should be automatically deployed, or not. By default it is enabled, but you can set it tofalse
to force use of the Multi Tint pipeline (or if you need more advanced conditions to check when to enable it)defaultPipeline
is a new Game Configuration property that allows you to set the default Game Object Pipeline. This is set to Multi Tint as standard, but you can set it to your own pipeline from this value.PipelineManager.default
is a new propery that is used by most Game Objects to determine which pipeline they will init with.PipelineManager.setDefaultPipeline
is a new method that allows you to change the default Game Object pipeline. You could use this to allow for more fine-grained conditional control over when to use Multi or Mobile (or another pipeline)- The
PipelineManager.boot
method is now passed the default pipeline and auto mobile setting from the Game Config.
Multi Tint Pipeline
- If you have a customised Multi Tint Pipeline fragment shader that uses the
%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. - The
Multi.frag
shader now uses ahighp
precision, ormediump
if the device doesn't support it (thanks @arbassic) - The
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)
. - The
WebGL.Utils.parseFragmentShaderMaxTextures
function no longer supports the%forloop%
declaration. - The internal WebGL Utils function
GenerateSrc
has been removed as it's no longer required internally. - Previously...
Phaser v3.60 Beta 11
Version 3.60.0 - Miku - in development
New Features - Sprite FX
- When defining the
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.- The
WebGLPipeline.setShader
method has a new optional parameterbuffer
that allows you to set the vertex buffer to be bound before the shader is activated. - The
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. - The
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.- The Pipeline Manager will now create a bunch of
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.
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.- The
WebGLRenderer.compression
property now holds a more in-depth object containing supported compression formats. - The
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 - New and Updated WebGL Pipelines
WebGL Renderer Updates
Due to all of the changes with how WebGL texture batching works a lot of mostly internal methods and properties have been removed. This is the complete list:
- The
WebGLRenderer.currentActiveTexture
property has been removed. - The
WebGLRenderer.startActiveTexture
property has been removed. - The
WebGLRenderer.tempTextures
property has been removed. - The
WebGLRenderer.textureZero
property has been removed. - The
WebGLRenderer.normalTexture
property has been removed. - The
WebGLRenderer.textueFlush
property has been removed. - The
WebGLRenderer.isTextureClean
property has been removed. - The
WebGLRenderer.setBlankTexture
method has been removed. - The
WebGLRenderer.setTextureSource
method has been removed. - The
WebGLRenderer.isNewNormalMap
method has been removed. - The
WebGLRenderer.setTextureZero
method has been removed. - The
WebGLRenderer.clearTextureZero
method has been removed. - The
WebGLRenderer.setNormalMap
method has been removed. - The
WebGLRenderer.clearNormalMap
method has been removed. - The
WebGLRenderer.unbindTextures
method has been removed. - The
WebGLRenderer.resetTextures
method has been removed. - The
WebGLRenderer.setTexture2D
method has been removed. - The
WebGLRenderer.pushFramebuffer
method has had theresetTextures
argument removed. - The
WebGLRenderer.setFramebuffer
method has had theresetTextures
argument removed. - The
WebGLRenderer.popFramebuffer
method has had theresetTextures
argument removed. - The
WebGLRenderer.deleteTexture
method has had thereset
argument removed. - The
Textures.TextureSource.glIndex
property has been removed. - The
Textures.TextureSource.glIndexCounter
property has been removed.
Previously, WebGLRenderer.whiteTexture
and WebGLRenderer.blankTexture
had a data-type of WebGLTexture
but they were actually Phaser.Textures.Frame
instances. This has now been corrected and the two properties are now actually WebGLTexture
instances, not Frames. If your code relies on this mistake being present, please adapt it.
Mobile Pipeline
- The Mobile Pipeline is a new pipeline that extends the Multi Tint pipeline, but uses customized shaders and a single-bound texture specifically for mobile GPUs. This should restore mobile performance back to the levels it was around v3.22, before Multi Tint improved it all for desktop at the expense of mobile.
shaders/Mobile.vert
andshaders/Mobile.frag
are the two shaders used for the Mobile Pipeline.PipelineManager#MOBILE_PIPELINE
is a new constant-style reference to the Mobile Pipeline instance.autoMobilePipeline
is a new Game Configuration boolean that toggles if the Mobile Pipeline should be automatically deployed, or not. By default it is enabled, but you can set it tofalse
to force use of the Multi Tint pipeline (or if you need more advanced conditions to check when to enable it)defaultPipeline
is a new Game Configuration property that allows you to set the default Game Object Pipeline. This is set to Multi Tint as standard, but you can set it to your own pipeline from this value.PipelineManager.default
is a new propery that is used by most Game Objects to determine which pipeline they will init with.PipelineManager.setDefaultPipeline
is a new method that allows you to change the default Game Object pipeline. You could use this to allow for more fine-grained conditional control over when to use Multi or Mobile (or another pipeline)- The
PipelineManager.boot
method is now passed the default pipeline and auto mobile setting from the Game Config.
Multi Tint Pipeline
- If you have a customised Multi Tint Pipeline fragment shader that uses the
%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. - The
Multi.frag
shader now uses ahighp
precision, ormediump
if the device doesn't support it (thanks @arbassic) - The
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)
. - The
WebGL.Utils.parseFragmentShaderMaxTextures
function no longer supports the%forloop%
declaration. - The internal WebGL Utils function
GenerateSrc
has been removed as it's no longer required internally. - Previously, the Multi Tint methods `batchSpr...
Phaser v3.60 Beta 10
Version 3.60.0 - Miku - in development
New Features - Sprite FX
- When defining the
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.- The
WebGLPipeline.setShader
method has a new optional parameterbuffer
that allows you to set the vertex buffer to be bound before the shader is activated. - The
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. - The
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.- The Pipeline Manager will now create a bunch of
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.- The
WebGLRenderer.compression
property now holds a more in-depth object containing supported compression formats. - The
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
- If you have a customised Multi Tint Pipeline fragment shader that uses the
%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. - The
Multi.frag
shader now uses ahighp
precision instead ofmediump
. - The
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)
. - The
WebGL.Utils.parseFragmentShaderMaxTextures
function no longer supports the%forloop%
declaration. - The internal WebGL Utils function
GenerateSrc
has been removed as it's no longer required internally.
Removed - Graphics Pipeline
The WebGL Graphics Pipeline has been removed. This pipeline wasn't used in v3.55, as all Graphics rendering is handled by the MultiTint pipeline, for better batching support. No Phaser Game Objects use the Graphics pipeline any longer, so to save space it has been removed and is no longer installed by the Pipeline Manager.
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:
- Up to ~40% performance improvement (on average measured over all examples, in Node on a Mac Air M1)
- Replaces
Matter.Grid
with a faster and more efficient broadphase inMatter.Detector
. - Reduced memory usage and garbage collection.
- Resolves issues in
Matter.SAT
related to collision reuse. - Removes performance issues from
Matter.Grid
. - Improved collision accuracy.
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.- The
Matter.Body.previousPositionImpulse
property has been removed as it's no longer used.
New Features - New Tween Manager
TODO - TweenData to class
TODO - TweenData and Tween State methods
TODO - CONST removals
The Phaser 3.60 Tween system has been recoded to help with performance and resolving some of its lingering issues and unifying the Tween events and callbacks.
The following are breaking changes:
- Tween Timelines have been removed entirely. Due to the way they were implemented they tended to cause a range of esoteric timing bugs which were non-trivial to resolve. To that end, we made the decision to remove Timelines entirely and introduced the ability to chain tweens together using the new
chain
method. This should give most developers the same level of sequencing they had using Timelines, without the timing issues. - When creating a Tween, you can no longer pass a function for the following properties:
duration
,hold
,repeat
andrepeatDelay
. These should be numbers only. You can, however, still provide a function fordelay
, to keep it compatible with the StaggerBuilder. - The
TweenManager#getAllTweens
method has been renamed toTweenManager#getTweens
. Functionally, it is the same. - The property and feature
Tween.useFrames
has been removed and is no longer a valid Tween Config option. Tweens are now entirely ms/time based. - The
TweenOnUpdateCallback
now has the following parameters:tween
,targets
,key
(the property being tweened),current
(the current value of the property),previous
(the previous value of the property) and finally any of the params that were passed in theonUpdateParams
array when the Tween was created. - The
TweenOnYoyoCallback
now has the following parameters:tween
,targets
,key
(the property being tweened),current
(the current value of the property),previous
(the previous value of the property) and finally any of the params that were passed in theonYoyoParams
array when the Tween was created. - The
TweenOnRepeatCallback
now has the following parameters:tween
,targets
,key
(the property being tweened),current
(the current value of the property),previous
(the previous value of the property) and finally any of the params that were passed in theonRepeatParams
array when the Tween was created. - `Tween...
Phaser v3.60 Beta 9
Version 3.60.0 - Miku - in development
New Features - Sprite FX
- When defining the
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.- The
WebGLPipeline.setShader
method has a new optional parameterbuffer
that allows you to set the vertex buffer to be bound before the shader is activated. - The
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. - The
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.- The Pipeline Manager will now create a bunch of
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.- The
WebGLRenderer.compression
property now holds a more in-depth object containing supported compression formats. - The
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
- If you have a customised Multi Tint Pipeline fragment shader that uses the
%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. - The
Multi.frag
shader now uses ahighp
precision instead ofmediump
. - The
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)
. - The
WebGL.Utils.parseFragmentShaderMaxTextures
function no longer supports the%forloop%
declaration. - The internal WebGL Utils function
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:
- Up to ~40% performance improvement (on average measured over all examples, in Node on a Mac Air M1)
- Replaces
Matter.Grid
with a faster and more efficient broadphase inMatter.Detector
. - Reduced memory usage and garbage collection.
- Resolves issues in
Matter.SAT
related to collision reuse. - Removes performance issues from
Matter.Grid
. - Improved collision accuracy.
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.- The
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)- When starting a Scene and using an invalid key, Phaser will now raise a console warning informing you of this, instead of silently failing. Fix #5811 (thanks @ubershmekel)
GameObjects.Layer.addToDisplayList
andremoveFromDisplayList
are new methods that allows for you to now add a Layer as a child of another Layer. Fix #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)- You can now set
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) - You can now control the drawing offset of tiles in a Tileset using the new optional property
Tileset.tileOffset
(which is a Vector2). This property is set automatically when Tiled data is parsed and found to contain it. Fix #5633 (thanks @moJiXiang @kainage) - You can now set the alpha value of the Camera Flash effect before running it, where-as previously it was always 1 (thanks @kainage)
- The
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.- The
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 #5719 (thanks @patrickkeenan) - The
KeyboardPlugin.removeKey
method has a new optional parameterremoveCapture
. This will remove any keyboard capture events for the given Key. Fix #5693 (thanks @cyantree) - The
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 hold...
Phaser v3.60 Beta 8
Version 3.60.0 - Miku - in development
New Features - Sprite FX
- When defining the
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.- The
WebGLPipeline.setShader
method has a new optional parameterbuffer
that allows you to set the vertex buffer to be bound before the shader is activated. - The
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. - The
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.- The Pipeline Manager will now create a bunch of
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.- The
WebGLRenderer.compression
property now holds a more in-depth object containing supported compression formats. - The
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
- If you have a customised Multi Tint Pipeline fragment shader that uses the
%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. - The
Multi.frag
shader now uses ahighp
precision instead ofmediump
. - The
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)
. - The
WebGL.Utils.parseFragmentShaderMaxTextures
function no longer supports the%forloop%
declaration. - The internal WebGL Utils function
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:
- Up to ~40% performance improvement (on average measured over all examples, in Node on a Mac Air M1)
- Replaces
Matter.Grid
with a faster and more efficient broadphase inMatter.Detector
. - Reduced memory usage and garbage collection.
- Resolves issues in
Matter.SAT
related to collision reuse. - Removes performance issues from
Matter.Grid
. - Improved collision accuracy.
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.- The
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)- When starting a Scene and using an invalid key, Phaser will now raise a console warning informing you of this, instead of silently failing. Fix #5811 (thanks @ubershmekel)
GameObjects.Layer.addToDisplayList
andremoveFromDisplayList
are new methods that allows for you to now add a Layer as a child of another Layer. Fix #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)- You can now set
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) - You can now control the drawing offset of tiles in a Tileset using the new optional property
Tileset.tileOffset
(which is a Vector2). This property is set automatically when Tiled data is parsed and found to contain it. Fix #5633 (thanks @moJiXiang @kainage) - You can now set the alpha value of the Camera Flash effect before running it, where-as previously it was always 1 (thanks @kainage)
- The
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.- The
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 #5719 (thanks @patrickkeenan) - The
KeyboardPlugin.removeKey
method has a new optional parameterremoveCapture
. This will remove any keyboard capture events for the given Key. Fix #5693 (thanks @cyantree) - The
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 hold...
Phaser v3.60 Beta 7
Version 3.60.0 - Miku - in development
New Features - Sprite FX
- When defining the
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.- The
WebGLPipeline.setShader
method has a new optional parameterbuffer
that allows you to set the vertex buffer to be bound before the shader is activated. - The
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. - The
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.- The Pipeline Manager will now create a bunch of
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.- The
WebGLRenderer.compression
property now holds a more in-depth object containing supported compression formats. - The
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
- If you have a customised Multi Tint Pipeline fragment shader that uses the
%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. - The
Multi.frag
shader now uses ahighp
precision instead ofmediump
. - The
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)
. - The
WebGL.Utils.parseFragmentShaderMaxTextures
function no longer supports the%forloop%
declaration. - The internal WebGL Utils function
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:
- Up to ~40% performance improvement (on average measured over all examples, in Node on a Mac Air M1)
- Replaces
Matter.Grid
with a faster and more efficient broadphase inMatter.Detector
. - Reduced memory usage and garbage collection.
- Resolves issues in
Matter.SAT
related to collision reuse. - Removes performance issues from
Matter.Grid
. - Improved collision accuracy.
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.- The
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)- When starting a Scene and using an invalid key, Phaser will now raise a console warning informing you of this, instead of silently failing. Fix #5811 (thanks @ubershmekel)
GameObjects.Layer.addToDisplayList
andremoveFromDisplayList
are new methods that allows for you to now add a Layer as a child of another Layer. Fix #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)- You can now set
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) - You can now control the drawing offset of tiles in a Tileset using the new optional property
Tileset.tileOffset
(which is a Vector2). This property is set automatically when Tiled data is parsed and found to contain it. Fix #5633 (thanks @moJiXiang @kainage) - You can now set the alpha value of the Camera Flash effect before running it, where-as previously it was always 1 (thanks @kainage)
- The
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.- The
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 #5719 (thanks @patrickkeenan) - The
KeyboardPlugin.removeKey
method has a new optional parameterremoveCapture
. This will remove any keyboard capture events for the given Key. Fix #5693 (thanks @cyantree) - The
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 hold...
Phaser v3.60.0 Beta 6
Version 3.60.0 - Miku - in development
New Features - Sprite FX
- When defining the
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.- The
WebGLPipeline.setShader
method has a new optional parameterbuffer
that allows you to set the vertex buffer to be bound before the shader is activated. - The
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. - The
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.- The Pipeline Manager will now create a bunch of
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.- The
WebGLRenderer.compression
property now holds a more in-depth object containing supported compression formats. - The
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
- If you have a customised Multi Tint Pipeline fragment shader that uses the
%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. - The
Multi.frag
shader now uses ahighp
precision instead ofmediump
. - The
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)
. - The
WebGL.Utils.parseFragmentShaderMaxTextures
function no longer supports the%forloop%
declaration. - The internal WebGL Utils function
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:
- Up to ~40% performance improvement (on average measured over all examples, in Node on a Mac Air M1)
- Replaces
Matter.Grid
with a faster and more efficient broadphase inMatter.Detector
. - Reduced memory usage and garbage collection.
- Resolves issues in
Matter.SAT
related to collision reuse. - Removes performance issues from
Matter.Grid
. - Improved collision accuracy.
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.- The
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)- When starting a Scene and using an invalid key, Phaser will now raise a console warning informing you of this, instead of silently failing. Fix #5811 (thanks @ubershmekel)
GameObjects.Layer.addToDisplayList
andremoveFromDisplayList
are new methods that allows for you to now add a Layer as a child of another Layer. Fix #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)- You can now set
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) - You can now control the drawing offset of tiles in a Tileset using the new optional property
Tileset.tileOffset
(which is a Vector2). This property is set automatically when Tiled data is parsed and found to contain it. Fix #5633 (thanks @moJiXiang @kainage) - You can now set the alpha value of the Camera Flash effect before running it, where-as previously it was always 1 (thanks @kainage)
- The
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.- The
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 #5719 (thanks @patrickkeenan) - The
KeyboardPlugin.removeKey
method has a new optional parameterremoveCapture
. This will remove any keyboard capture events for the given Key. Fix #5693 (thanks @cyantree) - The
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 hold...
Phaser v3.60.0 Beta 4
Version 3.60.0 - Miku - in development
New Features - Sprite FX
- When defining the
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.- The
WebGLPipeline.setShader
method has a new optional parameterbuffer
that allows you to set the vertex buffer to be bound before the shader is activated. - The
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. - The
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.- The Pipeline Manager will now create a bunch of
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.- The
WebGLRenderer.compression
property now holds a more in-depth object containing supported compression formats. - The
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
- If you have a customised Multi Tint Pipeline fragment shader that uses the
%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. - The
Multi.frag
shader now uses ahighp
precision instead ofmediump
. - The
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)
. - The
WebGL.Utils.parseFragmentShaderMaxTextures
function no longer supports the%forloop%
declaration. - The internal WebGL Utils function
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:
- Up to ~40% performance improvement (on average measured over all examples, in Node on a Mac Air M1)
- Replaces
Matter.Grid
with a faster and more efficient broadphase inMatter.Detector
. - Reduced memory usage and garbage collection.
- Resolves issues in
Matter.SAT
related to collision reuse. - Removes performance issues from
Matter.Grid
. - Improved collision accuracy.
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.- The
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)- When starting a Scene and using an invalid key, Phaser will now raise a console warning informing you of this, instead of silently failing. Fix #5811 (thanks @ubershmekel)
GameObjects.Layer.addToDisplayList
andremoveFromDisplayList
are new methods that allows for you to now add a Layer as a child of another Layer. Fix #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)- You can now set
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) - You can now control the drawing offset of tiles in a Tileset using the new optional property
Tileset.tileOffset
(which is a Vector2). This property is set automatically when Tiled data is parsed and found to contain it. Fix #5633 (thanks @moJiXiang @kainage) - You can now set the alpha value of the Camera Flash effect before running it, where-as previously it was always 1 (thanks @kainage)
- The
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.- The
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 #5719 (thanks @patrickkeenan) - The
KeyboardPlugin.removeKey
method has a new optional parameterremoveCapture
. This will remove any keyboard capture events for the given Key. Fix #5693 (thanks @cyantree) - The
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 hold...
Phaser v3.60.0 Beta 3
Version 3.60.0 - Miku - in development
New Features - Sprite FX
- When defining the
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 propertis 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.- The
WebGLPipeline.setShader
method has a new optional parameterbuffer
that allows you to set the vertex buffer to be bound before the shader is activated. - The
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. - The
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.- The Pipeline Manager will now create a bunch of
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.- The
WebGLRenderer.compression
property now holds a more in-depth object containing supported compression formats. - The
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
- If you have a customised Multi Tint Pipeline fragment shader that uses the
%forloop%
declaration, you should update it to follow the new format defined inMulti.frag
. This new shader uses a function calledgetSampler
instead of the often massive if/else glsl blocks from before. Please see the shader code and update your own shaders accordingly. - The
Multi.frag
shader now uses ahighp
precision instead ofmediump
. - The
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)
. - The
WebGL.Utils.parseFragmentShaderMaxTextures
function no longer supports the%forloop%
declaration. - The internal WebGL Utils function
GenerateSrc
has been removed as it's no longer required internally.
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)- When starting a Scene and using an invalid key, Phaser will now raise a console warning informing you of this, instead of silently failing. Fix #5811 (thanks @ubershmekel)
GameObjects.Layer.addToDisplayList
andremoveFromDisplayList
are new methods that allows for you to now add a Layer as a child of another Layer. Fix #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)- You can now set
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) - You can now control the drawing offset of tiles in a Tileset using the new optional property
Tileset.tileOffset
(which is a Vector2). This property is set automatically when Tiled data is parsed and found to contain it. Fix #5633 (thanks @moJiXiang @kainage) - You can now set the alpha value of the Camera Flash effect before running it, where-as previously it was always 1 (thanks @kainage)
- The
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)
Updates
- When you try to use a frame that is missing on the Texture, it will now give the key of the Texture in the console warning (thanks @samme)
- The
Display.Masks.BitmapMask
destroy
method will now remove the context-lost event handler. - The
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.- The
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 #5816 (thanks @prakol16 @samme)- Phaser 3 is now built with webpack 5 and all related packages have been updated.
- Previously, an Array Matrix would enforce it had more than 2 rows. This restriction has been removed, allowing you to define and rotate single-row array matrices (thanks @andriibarvynko)
- The Gamepad objects now have full TypeScript definitions thanks to @sylvainpolletvillard
- Lots of configuration objects now have full TypeScript definitions thanks to @16patsle
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 #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 #5838 (thanks @samme @monteiz)SceneManager.stop
will now ignore the call if the Sce...
Phaser 3.60.0 Beta 2
Version 3.60.0 - Miku - in development
New Features - Sprite FX
- When defining the
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 propertis 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.- The
WebGLPipeline.setShader
method has a new optional parameterbuffer
that allows you to set the vertex buffer to be bound before the shader is activated. - The
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. - The
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.
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, too, so you can use compressed texture atlases. Currently, Texture Packer is the best tool for creating these.
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.- The
WebGLRenderer.compression
property now holds a more in-depth object containing supported compression formats. - The
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
ScaleManager.getViewPort
is a new method that will return a Rectangle geometry object that matches the visible area of the screen (thanks @rexrainbow)- When starting a Scene and using an invalid key, Phaser will now raise a console warning informing you of this, instead of silently failing. Fix #5811 (thanks @ubershmekel)
GameObjects.Layer.addToDisplayList
andremoveFromDisplayList
are new methods that allows for you to now add a Layer as a child of another Layer. Fix #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)- You can now set
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) - You can now control the drawing offset of tiles in a Tileset using the new optional property
Tileset.tileOffset
(which is a Vector2). This property is set automatically when Tiled data is parsed and found to contain it. Fix #5633 (thanks @moJiXiang @kainage) - You can now set the alpha value of the Camera Flash effect before running it, where-as previously it was always 1 (thanks @kainage)
- The
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)
Updates
- When you try to use a frame that is missing on the Texture, it will now give the key of the Texture in the console warning (thanks @samme)
- The
Display.Masks.BitmapMask
destroy
method will now remove the context-lost event handler. - The
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.- The
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 #5816 (thanks @prakol16 @samme)- Phaser 3 is now built with webpack 5 and all related packages have been updated.
- Previously, an Array Matrix would enforce it had more than 2 rows. This restriction has been removed, allowing you to define and rotate single-row array matrices (thanks @andriibarvynko)
- The Gamepad objects now have full TypeScript definitions thanks to @sylvainpolletvillard
- Lots of configuration objects now have full TypeScript definitions thanks to @16patsle
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 #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 #5838 (thanks @samme @monteiz)SceneManager.stop
will now ignore the call if the Scene has already been shut down, avoiding potential problems with duplicate event handles. Fix #5826 (thanks @samme)- Removed the
Tint
andFlip
components from theCamera
class. Neither were ever used internally, or during rendering, so it was just confusing having them in the API.
Bug Fixes
Animation.createFromAseprite
would calculate an incorrect frame duration if the frames didn't all have the same speed.- The URL scheme
capacitor://
has been added to the protocol check to prevent malformed double-urls in some environments (thanks @consolenaut) - Removed
Config.domBehindCanvas
property as it's never used internally. Fix #5749 (thanks @iamallenchang) dispatchTweenEvent
would overwrite one of the callback's parameters. This fix ensures thatTween.setCallback
now works consistently. Fix #5753 (thanks @andrei-pmbcn @samme)- The context restore event handler is now turned off when a Game Object is destroyed. This helps avoid memory leakage from Text and TileSprite Game Objects, especially if you consistently destroy and recreate your Game instance in a single-page app (thanks @rollinsafary-inomma @rexrainbow @samme)
- When the device does not support WebGL, creating a game with the renderer type set to
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 #5583 (thanks @samme) - The
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 #5789 (thanks @samme) - The
CanvasRenderer.snapshotCanvas
method used an incorrect reference to the canvas, causing the operation to fail. It will now snapshot a canvas correctly. Fix #5792 #5448 (thanks @rollinsafary-inomma @samme @akeboshi1) - The
Tilemap.tileToWorldY
method incorrectly had the parametertileX
. It will worked, but didn't make sense. It is nowtileY
(thanks @mayacoda) - The
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 #5764 (thanks @mayacoda) - The
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) - The Spine Plugin would not work with multiple instances of the same game on a singl...