github phaserjs/phaser v3.60.0-beta.22
Phaser v3.60.0 Beta 22

latest releases: v3.80.1, v3.80.0, v3.80.0-beta.2...
pre-release13 months ago

Version 3.60.0 - Miku - in development

New Features - Timeline Class

Phaser 3.60 has a new Timeline Class which allows for fine-grained control of sequenced events. Previously in 3.55 the Timeline was part of the Tween system and it never quite worked as intended. In 3.60 it has been removed from Tweens entirely, replaced with the much more solid and reliable Tween Chains and Timeline has now becomes its own first-class citizen within Phaser. It allows you to sequence any event you like, not just tweens.

A Timeline is a way to schedule events to happen at specific times in the future. You can think of it as an event sequencer for your game, allowing you to schedule the running of callbacks, events and other actions at specific times in the future.

A Timeline is a Scene level system, meaning you can have as many Timelines as you like, each belonging to a different Scene. You can also have multiple Timelines running at the same time.

If the Scene is paused, the Timeline will also pause. If the Scene is destroyed, the Timeline will be automatically destroyed. However, you can control the Timeline directly, pausing, resuming and stopping it at any time.

Create an instance of a Timeline via the Game Object Factory:

const timeline = this.add.timeline();

The Timeline always starts paused. You must call play on it to start it running.

You can also pass in a configuration object on creation, or an array of them:

const timeline = this.add.timeline({
    at: 1000,
    run: () => {
        this.add.sprite(400, 300, 'logo');
    }
});

timeline.play();

In this example we sequence a few different events:

const timeline = this.add.timeline([
    {
        at: 1000,
        run: () => { this.logo = this.add.sprite(400, 300, 'logo'); },
        sound: 'TitleMusic'
    },
    {
        at: 2500,
        tween: {
            targets: this.logo,
            y: 600,
            yoyo: true
        },
        sound: 'Explode'
    },
    {
        at: 8000,
        event: 'HURRY_PLAYER',
        target: this.background,
        set: {
            tint: 0xff0000
        }
    }
]);

timeline.play();

There are lots of options available to you via the configuration object. See the TimelineEventConfig typedef for more details.

New Features - ESM Support

Phaser 3.60 uses the new release of Webpack 5 in order to handle the builds. The configurations have been updated to follow the new format this upgrade introduced. As a bonus, Webpack 5 also bought a new experimental feature called 'output modules', which will take a CommonJS code-base, like Phaser uses and wrap the output in modern ES Module declarations.

We are now using this as part of our build. You will find in the dist folder a new phaser.esm.js file, which is also linked in from our package.json module property. Using this build you can access any of the Phaser modules directly via named imports, meaning you can code like this:

import { AUTO, Scene, Game } from './phaser.esm.js';

class Test extends Scene
{
    constructor ()
    {
        super();
    }

    create ()
    {
        this.add.text(10, 10, 'Welcome to Phaser ESM');
    }
}

const config = {
    type: AUTO,
    width: 800,
    height: 600,
    parent: 'phaser-example',
    scene: [ Test ]
};

const game = new Game(config);

Note that we're importing from the local esm bundle. By using this approach you don't need to even use a bundler for quick local prototyping or testing, you can simply import and code directly.

The dist folder still also contains phaser.js which, as before, uses a UMD export.

Because the Webpack feature is experimental we won't make the ESM version the default just yet, but if you're curious and want to explore, please go ahead!

New Features - Built-in Special FX

We have decided to bundle a selection of highly flexible special effect shaders in to Phaser 3.60 and provide access to them via an easy to use set of API calls. The FX included are:

  • Barrel - A nice pinch / bulge distortion effect.
  • Bloom - Add bloom to any Game Object, with custom offset, blur strength, steps and color.
  • Blur - 3 different levels of gaussian blur (low, medium and high) and custom distance and color.
  • Bokeh / TiltShift - A bokeh and tiltshift effect, with intensity, contrast and distance settings.
  • Circle - Add a circular ring around any Game Object, useful for masking / avatar frames, with custom color, width and background color.
  • ColorMatrix - Add a ColorMatrix to any Game Object with access to all of its methods, such as sepia, greyscale, lsd and lots more.
  • Displacement - Use a displacement texture, such as a noise texture, to drastically (or subtly!) alter the appearance of a Game Object.
  • Glow - Add a smooth inner or outer glow, with custom distance, strength and color.
  • Gradient - Draw a gradient between two colors across any Game Object, with optional 'chunky' mode for classic retro style games.
  • Pixelate - Make any Game Object appear pixelated, to a varying degree.
  • Shadow - Add a drop shadow behind a Game Object, with custom depth and color.
  • Shine - Run a 'shine' effect across a Game Object, either additively or as part of a reveal.
  • Vignette - Apply a vignette around a Game Object, with custom offset position, radius and color.
  • Wipe - Set a Game Object to 'wipe' or 'reveal' with custom line width, direction and axis of the effect.

What's more, the FX can be stacked up. You could add, for example, a Barrel followed by a Blur and then topped-off with a Circle effect. Just by adjusting the ordering you can achieve some incredible and unique effects, very quickly.

We've worked hard to make the API as easy to use as possible, too. No more messing with pipelines or importing plugins. You can simply do:

const player = this.add.sprite(x, y, texture);

player.preFX.addGlow(0xff0000, 32);

This will add a 32 pixel red glow around the player Sprite.

Each effect returns a new FX Controller instance, allowing you to easily adjust the special effects in real-time via your own code, tweens and similar:

const fx = container.postFX.addWipe();

this.tweens.add({
    targets: fx,
    progress: 1
});

This will add a Wipe Effect to a Container instance and then tween its progress value from 0 to 1, causing the wipe to play out.

All texture-based Game Objects have access to Pre FX (so that includes Images, Sprites, TileSprites, Text, RenderTexture and Video). However, all Game Objects have access to Post FX, as do cameras. The difference is just when the effect is applied. For a 'pre' effect, it is applied before the Game Object is drawn. For a 'post' effect, it's applied after it has been drawn. All of the same effects are available to both.

this.cameras.main.postFX.addTiltShift();

For example, this will apply a Tilt Shift effect to everything being rendered by the Camera. Which is a much faster way of doing it than applying the same effect to every child in a Scene. You can also apply them to Containers, allowing more fine-grained control over the display.

The full list of new methods are as follows:

Available only to texture-based Game Objects:

  • GameObject.preFX.addGlow adds a Glow Pre FX effect to the Game Object.
  • GameObject.preFX.addShadow adds a Shadow Pre FX effect to the Game Object.
  • GameObject.preFX.addPixelate adds a Pixelate Pre FX effect to the Game Object.
  • GameObject.preFX.addVignette adds a Vignette Pre FX effect to the Game Object.
  • GameObject.preFX.addShine adds a Shine Pre FX effect to the Game Object.
  • GameObject.preFX.addBlur adds a Blur Pre FX effect to the Game Object.
  • GameObject.preFX.addGradient adds a Gradient Pre FX effect to the Game Object.
  • GameObject.preFX.addBloom adds a Bloom Pre FX effect to the Game Object.
  • GameObject.preFX.addColorMatrix adds a ColorMatrix Pre FX effect to the Game Object.
  • GameObject.preFX.addCircle adds a Circle Pre FX effect to the Game Object.
  • GameObject.preFX.addBarrel adds a Barrel Pre FX effect to the Game Object.
  • GameObject.preFX.addDisplacement adds a Displacement Pre FX effect to the Game Object.
  • GameObject.preFX.addWipe adds a Wipe Pre FX effect to the Game Object.
  • GameObject.preFX.addReveal adds a Reveal Pre FX effect to the Game Object.
  • GameObject.preFX.addBokeh adds a Bokeh Pre FX effect to the Game Object.
  • GameObject.preFX.addTiltShift adds a TiltShift Pre FX effect to the Game Object.

Available to all Game Objects:

  • GameObject.postFX.addGlow adds a Glow Post FX effect to the Game Object.
  • GameObject.postFX.addShadow adds a Shadow Post FX effect to the Game Object.
  • GameObject.postFX.addPixelate adds a Pixelate Post FX effect to the Game Object.
  • GameObject.postFX.addVignette adds a Vignette Post FX effect to the Game Object.
  • GameObject.postFX.addShine adds a Shine Post FX effect to the Game Object.
  • GameObject.postFX.addBlur adds a Blur Post FX effect to the Game Object.
  • GameObject.postFX.addGradient adds a Gradient Post FX effect to the Game Object.
  • GameObject.postFX.addBloom adds a Bloom Post FX effect to the Game Object.
  • GameObject.postFX.addColorMatrix adds a ColorMatrix Post FX effect to the Game Object.
  • GameObject.postFX.addCircle adds a Circle Post FX effect to the Game Object.
  • GameObject.postFX.addBarrel adds a Barrel Post FX effect to the Game Object.
  • GameObject.postFX.addDisplacement adds a Displacement Post FX effect to the Game Object.
  • GameObject.postFX.addWipe adds a Wipe Post FX effect to the Game Object.
  • GameObject.postFX.addReveal adds a Reveal Post FX effect to the Game Object.
  • GameObject.postFX.addBokeh adds a Bokeh Post FX effect to the Game Object.
  • GameObject.postFX.addTiltShift adds a TiltShift Post FX effect to the Game Object.

New Features - Spatial Sound

Thanks to a contribution from @alxwest the Web Audio Sound system now supports spatial sound.

TODO - List all of the new properties and methods!

New Features - Spine 4 Support

Thanks to a contribution from @justintien we now have a Spine 4 Plugin available.

You can find it in the plugins/spine4.1 folder in the main repository. There are also a bunch of new npm scripts to help build this plugin:

npm run plugin.spine4.1.full.dist - To build new dist files for both canvas and WebGL.
npm run plugin.spine4.1.dist - To build new dist files.
npm run plugin.spine4.1.watch - To enter watch mode when doing dev work on the plugin.
npm run plugin.spine4.1.runtimes - To build new versions of the Spine 4 runtimes.

The core plugin API remains largely the same. You can find lots of updated examples in the Phaser 3 Examples repo in the 3.60/spine4.1 folder.

We will maintain both the Spine 3 and 4 plugins for the forseeable future.

Additional Spine 3 Bug Fixes

  • Using drawDebug on a Spine Game Object to view its skeleton would cause the next object in the display list to be skipped for rendering, if it wasn't a Spine Game Object too. This is because the Spine 3 skeleton debug draw ends the spine batch but the Scene Renderer wasn't rebound. Fix #6380 (thanks @spayton)
  • The Spine Plugin add and make functions didn't clear and rebind the WebGL pipeline. This could cause two different visual issues: The first is that a Phaser Game Object (such as a Sprite) could be seen to change its texture to display the Spine atlas texture instead for a single frame, and then on the next pass revert back to normal again. The second issue is that if the Spine skeleton wasn't added to the display list, but just created (via addToScene: false) then the Sprite would take on the texture frame entirely from that point on. Fix #6362 (thanks @frissonlabs)
  • Previously, it wasn't possible for multiple Spine Atlases to use PNGs with the exact same filename, even if they were in different folders. The SpineFile loader has now been updated so that the always-unique Spine key is pre-pended to the filename, for example if the key was bonus and the PNG in the atlas was coin.png then the final key (as stored in the Texture Manager) is now bonus:coin.png. The SpinePlugin.getAtlasCanvas and getAtlasWebGL methods have been updated to reflect this change. Fix #6022 (thanks @orjandh)
  • If a SpineContainer had a mask applied to it and the next immediate item on the display list was another Spine object (outside of the Container) then it would fail to rebind the WebGL pipeline, causing the mask to break. It will now rebind the renderer at the end of the SpineContainer batch, no matter what, if it has a mask. Fix #5627 (thanks @FloodGames)

New Features - Plane Game Object

Phaser v3.60 contains a new native Plane Game Object. The Plane Game Object is a helper class that takes the Mesh Game Object and extends it, allowing for fast and easy creation of Planes. A Plane is a one-sided grid of cells, where you specify the number of cells in each dimension. The Plane can have a texture that is either repeated (tiled) across each cell, or applied to the full Plane.

The Plane can then be manipulated in 3D space, with rotation across all 3 axis.

This allows you to create effects not possible with regular Sprites, such as perspective distortion. You can also adjust the vertices on a per-vertex basis. Plane data becomes part of the WebGL batch, just like standard Sprites, so doesn't introduce any additional shader overhead. Because the Plane just generates vertices into the WebGL batch, like any other Sprite, you can use all of the common Game Object components on a Plane too, such as a custom pipeline, mask, blend mode or texture.

You can use the uvScroll and uvScale methods to adjust the placement and scaling of the texture if this Plane is using a single texture, and not a frame from a texture atlas or sprite sheet.

The Plane Game Object also has the Animation component, allowing you to play animations across the Plane just as you would with a Sprite.

As of Phaser 3.60 this Game Object is WebGL only. Please see the new examples and documentation for how to use it.

New Features - Nine Slice Game Object

Phaser v3.60 contains a new native Nine Slice Game Object. A Nine Slice Game Object allows you to display a texture-based object that can be stretched both horizontally and vertically, but that retains fixed-sized corners. The dimensions of the corners are set via the parameters to the class. When you resize a Nine Slice Game Object only the middle sections of the texture stretch. This is extremely useful for UI and button-like elements, where you need them to expand to accommodate the content without distorting the texture.

The texture you provide for this Game Object should be based on the following layout structure:

    A                          B
  +---+----------------------+---+
C | 1 |          2           | 3 |
  +---+----------------------+---+
  |   |                      |   |
  | 4 |          5           | 6 |
  |   |                      |   |
  +---+----------------------+---+
D | 7 |          8           | 9 |
  +---+----------------------+---+

When changing this objects width and / or height:

areas 1, 3, 7 and 9 (the corners) will remain unscaled
areas 2 and 8 will be stretched horizontally only
areas 4 and 6 will be stretched vertically only
area 5 will be stretched both horizontally and vertically

You can also create a 3 slice Game Object:

This works in a similar way, except you can only stretch it horizontally. Therefore, it requires less configuration:

    A                          B
  +---+----------------------+---+
  |   |                      |   |
C | 1 |          2           | 3 |
  |   |                      |   |
  +---+----------------------+---+

When changing this objects width (you cannot change its height)

areas 1 and 3 will remain unscaled
area 2 will be stretched horizontally

The above configuration concept is adapted from the Pixi NineSlicePlane.

To specify a 3 slice object instead of a 9 slice you should only provide the leftWidth and rightWidth parameters. To create a 9 slice
you must supply all parameters.

The minimum width this Game Object can be is the total of leftWidth + rightWidth. The minimum height this Game Object
can be is the total of topHeight + bottomHeight. If you need to display this object at a smaller size, you can scale it.

In terms of performance, using a 3 slice Game Object is the equivalent of having 3 Sprites in a row. Using a 9 slice Game Object is the equivalent of having 9 Sprites in a row. The vertices of this object are all batched together and can co-exist with other Sprites and graphics on the display list, without incurring any additional overhead.

As of Phaser 3.60 this Game Object is WebGL only. Please see the new examples and documentation for how to use it.

New Features - Pre FX Pipeline

  • When defining the renderTargets in a WebGL Pipeline config, you can now set optional width and height properties, which will create a Render Target of that exact size, ignoring the scale value (if also given).
  • WebGLPipeline.isPreFX is a new boolean property that defines if the pipeline is a Sprite FX Pipeline, or not. The default is false.
  • 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 method setFXPadding allow you to set extra padding to be added to the texture the Game Object renders with. This is especially useful for Pre FX shaders that modify the sprite beyond its bounds, such as glow or shadow effects.
  • The WebGLPipeline.setShader method has a new optional parameter buffer that allows you to set the vertex buffer to be bound before the shader is activated.
  • The WebGLPipeline.setVertexBuffer method has a new optional parameter buffer 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 parameter forceClamp 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 of RenderTarget objects that all PreFX 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 the RenderTargets 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 its boot method. These are sized incrementally from 32px and up (use the frameInc value to alter this). These targets are shared by all Sprite FX Pipelines.
  • PipelineManager.getRenderTarget is a new method that will return the a RenderTarget that best fits the dimensions given. This is typically called by Pre 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 Pre 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 Pre FX pipelines and not typically called directly.
  • The WebGLPipeline.setTime method has a new optional parameter shader, which allows you to control the shader on which the time value is set.
  • If you add #define SHADER_NAME to the start of your shader then it will be picked up as the WebGLShader name during the setShadersFromConfig process within WebGLPipeline.
  • Calling setPostPipeline on a Game Object will now pass the pipelineData configuration object (if provided) to the pipeline instance being created.
  • PipelineManager.getPostPipeline now has an optional 3rd parameter, a config object that is passed to the pipeline instance in its constructor, which can be used by the pipeline during its set-up.

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 a Texture 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 the CompressedTextureData data objects and creates WebGL textures from them.
  • WebGLRenderer.getCompressedTextures is a new method that will populate the WebGLRenderer.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 - Updated Particle System

The Particle system has been mostly rewritten to give it a much needed overhaul. This makes the API cleaner, the Game Objects a lot more memory efficient and also introduces several great new features. In order to do this, we had to make some breaking changes. The largest being the way in which particles are now created.

Previously when you used the this.add.particles command it would create a ParticleEmitterManager instance. You would then use this to create an Emitter, which would actually emit the particles. While this worked and did allow a Manager to control multiple emitters we found that in discussion developers seldom used this feature and it was common for a Manager to own just one single Emitter.

In order to streamline memory and the display list we have removed the ParticleEmitterManager entirely. When you call this.add.particles you're now creating a ParticleEmitter instance, which is being added directly to the display list and can be manipulated just like any other Game Object, i.e. scaled, rotated, positioned, added to a Container, etc. It now extends the GameObject base class, meaning it's also an event emitter, which allowed us to create some handy new events for particles.

So, to create an emitter, you now give it an xy coordinate, a texture and an emitter configuration object (you can also set this later, but most commonly you'd do it on creation). I.e.:

const emitter = this.add.particles(100, 300, 'flares', {
    frame: 'red',
    angle: { min: -30, max: 30 },
    speed: 150
});

This will create a 'red flare' emitter at 100 x 300.

Prior to 3.60 it would have looked like:

const manager = this.add.particles('flares');

const emitter = manager.createEmitter({
    x: 100,
    y: 300,
    frame: 'red',
    angle: { min: -30, max: 30 },
    speed: 150
});

The change is quite subtle but makes a big difference internally.

The biggest real change is with the particle x/y coordinates. It's important to understand that if you define x/y coordinates within the emitter configuration, they will be relative to those given in the add.particles call:

const emitter = this.add.particles(100, 300, 'flares', {
    x: 100,
    y: 100,
    frame: 'red',
    angle: { min: -30, max: 30 },
    speed: 150
});

In the above example the particles will emit from 200 x 400 in world space, because the emitter is at 100 x 300 and the particles emit from an offset of 100 x 100.

By making this change it now means you're able to do things like tween the x/y coordinates of the emitter (something you couldn't do before), or add a single emitter to a Container.

Other new features include:

Animated Particles

The Particle class now has an instance of the Animation State component within it. This allows a particle to play an animation when it is emitted, simply by defining it in the emitter config.

For example, this will make each particle play the 'Prism' animation on emission:

const emitter = this.add.particles(400, 300, 'gems', {
    anim: 'prism'
    ...
});

You can also allow it to select a random animation by providing an array:

const emitter = this.add.particles(400, 300, 'gems', {
    anim: [ 'prism', 'square', 'ruby', 'square' ]
    ...
});

You've also the ability to cycle through the animations in order, so each new particle gets the next animation in the array:

const emitter = this.add.particles(400, 300, 'gems', {
    anim: { anims: [ 'prism', 'square', 'ruby', 'square' ], cycle: true }
    ...
});

Or even set a quantity. For example, this will emit 10 'prism' particles, then 10 'ruby' particles and then repeat:

const emitter = this.add.particles(400, 300, 'gems', {
    anim: { anims: [ 'prism', 'ruby' ], cycle: true, quantity: 10 }
    ...
});

The Animations must have already been created in the Global Animation Manager and must use the same texture as the one bound to the Particle Emitter. Aside from this, you can still control them in the same way as any other particle - scaling, tinting, rotation, alpha, lifespan, etc.

Fast Forward Particle Time

  • You can now 'fast forward' a Particle Emitter. This can be done via either the emitter config, using the new advance property, or by calling the new ParticleEmitter.fastForward method. If, for example, you have an emitter that takes a few seconds to 'warm up' and get all the particles into position, this allows you to 'fast forward' the emitter to a given point in time. The value is given in ms. All standard emitter events and callbacks are still handled, but no rendering takes place during the fast-forward until it has completed.
  • The ParticleEmitter.start method has a new optional parameter advance that allows you to fast-forward the given amount of ms before the emitter starts flowing.

Particle Interpolation

  • It's now possible to create a new Interpolation EmitterOp. You do this by providing an array of values to interpolate between, along with the function name:
const emitter = this.add.particles(0, 0, 'texture', {
    x: { values: [ 50, 500, 200, 800 ], interpolation: 'catmull' }
    ...
});

This will interpolate the x property of each particle through the data set given, using a catmull rom interpolation function. You can also use linear or bezier functions. Interpolation can be combined with an ease type, which controls the progression through the time value. The related EmitterOpInterpolationConfig types have also been added.

Particle Emitter Duration

  • The Particle Emitter config has a new optional parameter duration:
const emitter = this.add.particles(0, 0, 'texture', {
    speed: 24,
    lifespan: 1500,
    duration: 500
});

This parameter is used for 'flow' emitters only and controls how many milliseconds the emitter will run for before automatically turning itself off.

  • ParticleEmitter.duration is a new property that contains the duration that the Emitter will emit particles for in flow mode.
  • The ParticleEmitter.start method has a new optional parameter duration, which allows you to set the emitter duration when you call this method. If you do this, it will override any value set in the emitter configuration.
  • The ParticleEmitter.stop method has a new optional parameter kill. If set it will kill all alive particles immediately, rather than leaving them to die after their lifespan expires.

Stop After a set number of Particles

  • The Particle Emitter config has a new optional stopAfter property. This, combined with the frequency property allows you to control exactly how many particles are emitted before the emitter then stops:
const emitter = this.add.particles(0, 0, 'texture', {
    x: { start: 400, end: 0 },
    y: { start: 300, end: 0 },
    lifespan: 3000,
    frequency: 250,
    stopAfter: 6,
    quantity: 1
});

In the above code the emitter will launch 1 particle (set by the quantity property) every 250 ms (set by the frequency property) and move it to xy 0x0. Once it has fired 6 particles (the stopAfter property) the emitter will stop and emit the COMPLETE event.

  • The stopAfter counter is reset each time you call the start or flow methods.

Particle Hold

  • You can configure a Particle to be frozen or 'held in place' after it has finished its lifespan for a set number of ms via the new hold configuration option:
const emitter = this.add.particles(0, 0, 'texture', {
    lifespan: 2000,
    scale: { start: 0, end: 1 },
    hold: 1000
    ...
});

The above will scale a Particle in from 0 to 1 over the course of its lifespan (2 seconds). It will then hold it on-screen for another second (1000 ms) before the Emitter recycles it and removes it from display.

Particle Emitter Events

  • The Particle Emitter will now fire 5 new events. Listen for the events as follows:
const emitter = this.add.particles(0, 0, 'flares');

emitter.on('start', (emitter) => {
    //  emission started
});

emitter.on('explode', (emitter, particle) => {
    //  emitter 'explode' called
});

emitter.on('deathzone', (emitter, particle, deathzone) => {
    //  emitter 'death zone' called
});

emitter.on('stop', (emitter) => {
    //  emission has stopped
});

emitter.on('complete', (emitter) => {
    //  all particles fully dead
});
  • The Particles.Events.START event is fired whenever the Emitter begins emission of particles in flow mode. A reference to the ParticleEmitter is included as the only parameter.
  • The Particles.Events.EXPLODE event is fired whenever the Emitter explodes a bunch of particles via the explode method. A reference to the ParticleEmitter and a reference to the most recently fired Particle instance are the two parameters.
  • The Particles.Events.DEATH_ZONE event is fired whenever a Particle is killed by a Death Zone. A reference to the ParticleEmitter, the killed Particle and the DeathZone that caused it are the 3 parameters.
  • The Particles.Events.STOP event is fired whenever the Emitter finishes emission of particles in flow mode. This happens either when you call the stop method, or when an Emitter hits its duration or stopAfter limit. A reference to the ParticleEmitter is included as the only parameter.
  • The Particles.Events.COMPLETE event is fired when the final alive particle expires.

Multiple Emit Zones

  • In v3.60 a Particle Emitter can now have multiple emission zones. Previously, an Emitter could have only a single emission zone. The zones can be created either via the Emitter Config by passing an array of zone objects, or via the new ParticleEmitter.addEmitZone method:
const circle = new Phaser.Geom.Circle(0, 0, 160);

const emitter = this.add.particles(400, 300, 'metal');

emitter.addEmitZone({ type: 'edge', source: circle, quantity: 64 });
  • When an Emitter has more than one emission zone, the Particles will cycle through the zones in sequence. For example, an Emitter with 3 zones would emit its first particle from zone 1, the second from zone 2, the third from zone 3, the fourth from zone 1, etc.
  • You can control how many particles are emitted from a single zone via the new total property. EdgeZone.total and RandomZone.total are new properties that control the total number of particles the zone will emit, before passing control over to the next zone in the list, if any. The default is -1.
  • Because an Emitter now supports multiple Emit Zones, the method setEmitZone now performs a different task than before. It's now an alias for addEmitZone. This means if you call it multiple times, it will add multiple zones to the emitter, where-as before it would just replace the zone each time.
  • ParticleEmitter#removeEmitZone is a new method that allows you to remove an Emit Zone from an Emitter without needing to modify the internal zones array.
  • ParticleEmitter.getEmitZone is a new method that Particles call when they are 'fired' in order to set their starting position, if any.
  • The property ParticleEmitter.emitZone has been removed. It has been replaced with the new ParticleEmitter.emitZones array-based property.

Multiple Death Zones

  • In v3.60 a Particle Emitter can now have multiple death zones. Previously, an Emitter could have only a single death zone. The zones can be created either via the Emitter Config by passing an array of zone objects, or via the new ParticleEmitter.addDeathZone method:
const circle = new Phaser.Geom.Circle(0, 0, 160);

const emitter = this.add.particles(400, 300, 'metal');

emitter.addDeathZone({ type: 'onEnter', source: circle });
  • When an Emitter has more than one Death Zone, the Particles will check themselves against all of the Death Zones, to see if any of them kills them.
  • Because an Emitter now supports multiple Emit Zones, the method setEmitZone now performs a different task than before. It's now an alias for addEmitZone. This means if you call it multiple times, it will add multiple zones to the emitter, where-as before it would just replace the zone each time.
  • ParticleEmitter#removeDeathZone is a new method that allows you to remove a Death Zone from an Emitter without needing to modify the internal zones array.
  • ParticleEmitter.getDeathZone is a new method that Particles call when they are updated in order to check if they intersect with any of the Death Zones.
  • The property ParticleEmitter.deathZone has been removed. It has been replaced with the new ParticleEmitter.deathZones array-based property.

Particle Colors

  • You can now specify a new color property in the Emitter configuration. This takes the form of an array of hex color values that the particles will linearly interpolate between during theif lifetime. This allows you to now change the color of a particle from birth to death, which gives you far more control over your emitter visuals than ever before. You'd use it as follows:
const flame = this.add.particles(150, 550, 'flares',
{
    frame: 'white',
    color: [ 0xfacc22, 0xf89800, 0xf83600, 0x9f0404 ],
    colorEase: 'quad.out',
    lifespan: 2400,
    angle: { min: -100, max: -80 },
    scale: { start: 0.70, end: 0, ease: 'sine.out' },
    speed: 100,
    advance: 2000,
    blendMode: 'ADD'
});

Here you can see the array of 4 colors it will interpolate through.

  • The new colorEase configuration property allows you to define the ease used to calculate the route through the interpolation. This can be set to any valid ease string, such as sine.out or quad.in, etc. If left undefined it will use linear as default.
  • EmitterColorOp is a brand new Emitter Op class that specifically controls the handling of color values, it extends EmitterOp and uses the same methods but configured for faster color interpolation.
  • If you define color in your config it will override any Emitter tint values you may have set. In short, use color if you wish to adjust the color of the particles during their lifespan and use tint if you wish to modify either the entire emitter at once, or the color of the particles on birth only.
  • ParticleEmitter.particleColor is a new property that allows you to get and set the particle color op value.
  • ParticleEmitter.colorEase is a new property that allows you to get and set the ease function used by the color op.

Particle Sort Order

  • You now have much more control over the sorting order of particles in an Emitter. You can set the new ParticleEmitter.sortProperty and sortOrderAsc properties to set how (and if) particles should be sorted prior to rendering. For example, setting sortProperty to y would mean that the particles will be sorted based on their y value prior to rendering. The sort order controls the order in which the particles are rendered. For example:
const emitter = this.add.particles(100, 300, 'blocks', {
    frame: 'redmonster',
    lifespan: 5000,
    angle: { min: -30, max: 30 },
    speed: 150,
    frequency: 200
});

emitter.setSortProperty('y', true);
  • The new ParticleEmitter.setSortProperty method allows you to modify the sort property and order at run-time.
  • The new ParticleEmitter.setSortCallback method allows you to set a callback that will be invoked in order to sort the particles, rather than using the built-in one. This gives you complete freedom over the logic applied to particle render sorting.

Particle Bounds, Renderer Culling and Overlap

  • Particles now have the ability to calculate their bounding box, based on their position, scale, rotation, texture frame and the transform of their parent. You can call the new Particle.getBounds method to return the bounds, which also gets stored in the new Particle.bounds Rectangle property.
  • ParticleEmitter.getBounds is a new method that will return the bounds of the Emitter based on all currently active particles. Optional parameters allow you to pad out the bounds and/or advance time in the particle flow, to allow for a more accurate overall bounds generation.
  • ParticleEmitter.viewBounds is a new property that is a Geom Rectangle. Set this Rectangle to define the overall area the emitter will render to. If this area doesn't intersect with the Camera then the emitter will be culled from rendering. This allows you to populate large Scenes with active emitters that don't consume rendering resources even though they are offscreen. Use the new getBounds method to help define the viewBounds area.
  • ParticleEmitter.overlap is a new method that will run a rectangle intersection test against the given target and all alive particles, returning those that overlap in an array. The target can be a Rectangle Geometry object or an Arcade Physics Body.
  • Particle.kill is a new method that will set the life of the particle to zero, forcing it to be immediately killed on the next Particle Emitter update.
  • ParticleEmitter.getWorldTransformMatrix is a new method that allows a Particle Emitter to calculate its world transform, factoring in any parents.
  • ParticleEmitter.worldMatrix is a new property that holds a TransformMatrix used for bounds calculations.

Particle Emitter Bounds

  • Prior to v3.60 a Particle Emitter had a bounds property. This was a Rectangle and if a Particle hit any of its edges it would rebound off it based on the Particles bounce value. In v3.60 this action has been moved to a Particle Processor. You can still configure the bounds via the Emitter config using the bounds property, as before. And you can configure which faces collide via the collideLeft etc properties. However, the following internal changes have taken place:
  • ParticleBounds is a new Particle Processor class that handles updating the particles.
  • The ParticleEmitter.setBounds method has been replaced with ParticleEmitter.addParticleBounds which now returns a new ParticleBounds Particle Processor instance.
  • The ParticleEmitter.bounds property has been removed. Please see the addParticleBounds method if you wish to retain this object.
  • The ParticleEmitter.collideLeft property has been removed. It's now part of the ParticleBounds Particle Processor.
  • The ParticleEmitter.collideRight property has been removed. It's now part of the ParticleBounds Particle Processor.
  • The ParticleEmitter.collideTop property has been removed. It's now part of the ParticleBounds Particle Processor.
  • The ParticleEmitter.collideBottom property has been removed. It's now part of the ParticleBounds Particle Processor.
  • The Particle.checkBounds method has been removed as it's now handled by the Particle Processors.

Particle Processors

  • ParticleProcessor is a new base class that you can use to create your own Particle Processors, which are special processors capable of manipulating the path of Particles based on your own logic or math. It provides the structure required to handle the processing of particles and should be used as a base for your own classes.
  • GravityWell now extends the new ParticleProcessor class.
  • ParticleEmitter.addParticleProcessor is a new method that allows you to add a Particle Processor instance to the Emitter. The old createGravityWell method now uses this.
  • ParticleEmitter.removeParticleProcessor is a new method that will remove a Particle Processor from an Emitter.
  • ParticleEmitter.processors is a new List property that contains all of the Particle Processors belonging to the Emitter.
  • The ParticleEmitter.wells property has been removed. You should now use the new processors property instead, they are functionally identical.
  • ParticleProcessor.update is the method that handles all of the particle manipulation. It now has a new 4th parameter t that is the normalized lifespan of the Particle being processed.

Particle System EmitterOp Breaking Changes and Updates:

All of the following properties have been replaced on the ParticleEmitter class. Previously they were EmitterOp instances. They are now public getter / setters, so calling, for example, emitter.particleX will now return a numeric value - whereas before it would return the EmitterOp instance. This gives developers a lot more freedom when using Particle Emitters. Before v3.60 it was impossible to do this, for example:

this.tweens.add({
    targets: emitter,
    particleX: 400
});

I.e. you couldn't tween an emitters particle spawn position by directly accessing its x and y properties. However, now that all EmitterOps are getters, you're free to do this, allowing you to be much more creative and giving a nice quality-of-life improvement.

If, however, your code used to access EmitterOps, you'll need to change it as follows:

//  Phaser 3.55
emitter.x.onChange(value)
//  Phaser 3.60
emitter.particleX = value

//  Phaser 3.55
let x = emitter.x.propertyValue
//  Phaser 3.60
let x = emitter.particleX

//  Phaser 3.55
emitter.x.onEmit()
emitter.x.onUpdate()
//  Phaser 3.60
emitter.ops.x.onEmit()
emitter.ops.x.onUpdate()

All of following EmitterOp functions can now be found in the new ParticleEmitter.ops property and have been replaced with getters:

  • accelerationX
  • accelerationY
  • alpha
  • angle
  • bounce
  • color
  • delay
  • lifespan
  • maxVelocityX
  • maxVelocityY
  • moveToX
  • moveToY
  • quantity
  • rotate
  • scaleX
  • scaleY
  • speedX
  • speedY
  • tint
  • x
  • y

Which means you can now directly access, modify and tween any of the above emitter properties at run-time while the emitter is active.

Another potentially breaking change is the removal of two internal private counters. These should never have been used directly anyway, but they are:

  • ParticleEmitter._counter - Now available via ParticleEmitter.flowCounter
  • ParticleEmitter._frameCounter - Now available via ParticleEmitter.frameCounter
  • EmitterOp._onEmit is a new private reference to the emit callback function, if specified in the emitter configuration. It is called by the new EmitterOp.proxyEmit method, to ensure that the Emitter current property remains current.
  • EmitterOp._onUpdate is a new private reference to the update callback function, if specified in the emitter configuration. It is called by the new EmitterOp.proxyUpdate method, to ensure that the Emitter current property remains current.
  • EmitterOp.destroy is a new method that nulls all references. This is called automatically when a ParticleEmitter is itself destroyed.

Further Particle System Updates and Fixes:

  • The Particle DeathZone.willKill method now takes a Particle instance as its only parameter, instead of x and y coordinates, allowing you to perform more complex checks before deciding if the Particle should be killed, or not.
  • The Particle.resetPosition method has been renamed to setPosition and it now takes optional x/y parameters. If not given, it performs the same task as resetPosition did in earlier versions.
  • The ParticleEmitter class now has the AlphaSingle Component. This allows you to call setAlpha on the Emitter instance itself and have it impact all particles being rendered by it, allowing you to now 'fade in/out' a whole Emitter.
  • Setting frequency wasn't working correctly in earlier versions. It should allow you to specify a time, in ms, between which each 'quantity' of particles is emitted. However, the preUpdate loop was calculating the value incorrectly. It will now count down the right amount of time before emiting another batch of particles.
  • Calling ParticleEmitter.start wouldn't reset the _frameCounter value internally, meaning the new emission didn't restart from the first texture frame again.
  • ParticleEmitter.counters is a new Float32Array property that is used to hold all of the various internal counters required for emitter operation. Both the previous _counter and _frameCounter properties have been merged into this array, along with new ones required for new features.
  • The WebGL Renderer will now use the new setQuad feature of the Transform Matrix. This vastly reduces the amount of math and function calls per particle, from 8 down to 1, increasing performance.
  • Particles with a scaleX or scaleY value of zero will no longer be rendered.
  • ParticleEmitter.preDestroy is a new method that will now clean-up all resources and internal arrays and destroy all Particles that the Emitter owns and clean-up all external references.
  • Particle.destroy is a new method that will clean up all external references and destroy the Animation State controller.
  • The ParticleEmitter._frameLength property is now specified on the class, rather than added dynamically at run-time, helping preserve class shape.
  • The ParticleEmitter.defaultFrame property has been removed as it's not required.
  • Calling ParticleEmitter.setFrame no longer resets the internal _frameCounter value to zero. Instead, the counter comparison has been hardened to >= instead of === to allow this value to change mid-emission and never reach the total.
  • The ParticleEmitter.configFastMap property has been moved to a local var within the ParticleEmitter JS file. It didn't need to be a property on the class itself, reducing the overall size of the class and saving memory.
  • The ParticleEmitter.configOpMap property has been moved to a local var within the ParticleEmitter JS file. It didn't need to be a property on the class itself, reducing the overall size of the class and saving memory.
  • Particle.scene is a new property that references the Scene the Particle Emitter belongs to.
  • Particle.anims is a new property that is an instance of the AnimationState component.
  • Particle.emit is a new proxy method that passes all Animation related events through to the Particle Emitter Manager to emit, as Particles cannot emit events directly.
  • Particle.isCropped is a new read-only property. Do not modify.
  • Particle.setSizeToFrame is a new internal NOOP method. Do not call.
  • ParticleEmitter.anims is a new property that contains the Animation keys that can be assigned to Particles.
  • ParticleEmitter.currentAnim is a new property that contains the index of the current animation, as tracked in cycle playback.
  • ParticleEmitter.randomAnim is a new boolean property that controls if the animations are selected randomly, or in a cycle.
  • ParticleEmitter.animQuantity is a new property that controls the number of consecutive particles that are emitted with the current animation.
  • ParticleEmitter.counters is a new internal Float32Array that holds all the counters the Emitter uses.
  • ParticleEmitter.getAnim is a new method, called by Particles when they are emitted, that will return the animation to use, if any.
  • ParticleEmitter.setAnim is a new method, called with the Emitter Manager, that sets the animation data into the Emitter.
  • The Particles.EmitterOp.toJSON method will now JSON stringify the property value before returning it.
  • Particles.EmitterOp.method is a new property that holds the current operation method being used. This is a read-only numeric value.
  • Particles.EmitterOp.active is a new boolean property that defines if the operator is alive, or not. This is now used by the Emitter instead of nulling Emitter properties, helping maintain class shape.
  • Particles.EmitterOp.getMethod is a new internal method that returns the operation function being used as a numeric value. This is then cached in the method property.
  • The Particles.EmitterOp.setMethods method has been updated so it now has a non-optional 'method' parameter. It has also been rewritten to be much more efficient, now being just a single simple select/case block.
  • The Particles.EmitterOp.onChange method will now use the cached 'method' property to avoid running through the setMethods function if not required, allowing each Particle EmitterOp to skip a huge chunk of code.
  • We've also greatly improved the documentation around the Particle classes.
  • ParticleEmitter.setConfig is a new method that allows you to set the configuration of the Emitter. Previously this was known as fromJSON.
  • The ParticleEmitter.setPosition method no longer changes the position of the particle emission point, but of the Emitter itself.
  • The ParticleEmitter.setBounds method has been renamed to setParticleBounds.
  • The ParticleEmitter.setSpeed method has been renamed to setParticleSpeed.
  • The ParticleEmitter.setScale method has been renamed to setParticleScale as setScale will now set the scale of the whole Emitter.
  • The ParticleEmitter.setScaleX and setScaleY methods have been removed. Please use setParticleScale.
  • The ParticleEmitter.setGravity method has been renamed to setParticleGravity.
  • The ParticleEmitter.setGravityX and setGravityY methods have been removed. Please use setParticleGravity.
  • The ParticleEmitter.setAlpha method has been renamed to setParticleAlpha as setAlpha will now set the alpha of the whole Emitter.
  • The ParticleEmitter.setTint method has been renamed to setParticleTint.
  • The ParticleEmitter.setLifespan method has been renamed to setParticleLifespan.
  • The ParticleEmitter.on property has been renamed to emitting to avoid conflicts with the Event Emitter.
  • The ParticleEmitter.x property has been renamed to particleX and is a new EmitterOp capable of being tweened.
  • The ParticleEmitter.y property has been renamed to particleY and is a new EmitterOp capable of being tweened.
  • The ParticleEmitter.scaleX property has been renamed to particleScaleX and is a new EmitterOp capable of being tweened.
  • The ParticleEmitter.scaleY property has been renamed to particleScaleY and is a new EmitterOp capable of being tweened.
  • The ParticleEmitter.tint property has been renamed to particleTint and is a new EmitterOp capable of being tweened.
  • The ParticleEmitter.alpha property has been renamed to particleAlpha and is a new EmitterOp capable of being tweened.
  • The ParticleEmitter.angle property has been renamed to particleAngle and is a new EmitterOp capable of being tweened.
  • The ParticleEmitter.rotate property has been renamed to particleRotate and is a new EmitterOp capable of being tweened.

New Features - Vastly Improved Mobile Performance and WebGL Pipeline Changes

TODO

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 the resetTextures argument removed.
  • The WebGLRenderer.setFramebuffer method has had the resetTextures argument removed.
  • The WebGLRenderer.popFramebuffer method has had the resetTextures argument removed.
  • The WebGLRenderer.deleteTexture method has had the reset 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.

  • The RenderTarget class will now create a Framebuffer that includes a Depth Stencil Buffer attachment by default. Previously, it didn't. By attaching a stencil buffer it allows things like Geometry Masks to work in combination with Post FX and other Pipelines. Fix #5802 (thanks @mijinc0)
  • When calling PipelineManager.clear and rebind it will now check if the vao extension is available, and if so, it'll bind a null vertex array. This helps clean-up from 3rd party libs that don't do this directly, such as ThreeJS.
  • The mipmapFilter property in the Game Config now defaults to '' (an empty string) instead of 'LINEAR'. The WebGLRenderer has been updated so that it will no longer create mipmaps at all with a default config. This potential saves a lot of VRAM (if your game has a lot of power-of-two textures) where before it was creating mipmaps that may never have been used. However, you may notice scaling doesn't look as crisp as it did before if you were using this feature without knowing it. To get it back, just add mipmapFilter: 'LINEAR' to your game config. Remember, as this is WebGL1 it only works with power-of-two sized textures.

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 and shaders/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 to false 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

  • The batchLine method in the Multi Pipeline will now check to see if the dxdy len is zero, and if so, it will abort drawing the line. This fixes issues on older Android devices, such as the Samsung Galaxy S6 or Kindle 7, where it would draw erroneous lines leading up to the top-left of the canvas under WebGL when rendering a stroked rounded rectangle. Fix #5429 (thanks @fkoch-tgm @sreadixl)
  • The Multi.frag shader now uses a highp precision, or mediump 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 in gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS).
  • The internal WebGL Utils function GenerateSrc has been removed as it's no longer required internally.
  • Previously, the Multi Tint methods batchSprite, batchTexture, batchTextureFrame and batchFillRect would all make heavy use of the TransformMatrix.getXRound and getYRound methods, which in turn called getX and getY and applied optional rounding to them. This is all now handled by one single function (setQuad) with no branching, meaning rendering one single sprite has cut down 16 function calls and 48 getters to just 1 function.

Lights Pipeline

  • The Light fragment shader will now use the outTintEffect attribute meaning the Light Pipeline will now correctly light both tinted and fill-tinted Game Objects. Fix #5452 (thanks @kainage)
  • The Light Pipeline will now check to see if a Light2D enabled Game Object has a parent Container, or not, and factor the rotation and scale of this into the light calculation. Fix #6086 (thanks @irongaze)
  • The Light Pipeline no longer creates up to maxLights copies of the Light shader on boot. Previously it would then pick which shader to use, based on the number of visible lights in the Scene. Now, the number of lights is passed to the shader and branches accordingly. This means rather than compiling n shaders on boot, it now only ever needs to create one.
  • You can now have no lights in a Scene, but the Scene will still be impacted by the ambient light. Previously, you always needed at least 1 light to trigger ambient light (thanks jstnldrs)
  • The Light.frag shader now uses a new uLightCount uniform to know when to stop iterating through the max lights.
  • The LightPipeline.LIGHT_COUNT constant has been removed as it's not used internally.
  • The LightPipeline previous created a global level temporary vec2 for calculations. This is now part of the class as the new tempVec2 property.

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 in Matter.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 the Collision module, which now handles all Matter collision events.
  • MatterPhysics.grid has been removed as this is now handled by the Collision module.
  • MatterPhysics.sat has been removed as this is now handled by the Collision 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 rewritten to help with performance, resolve some of its lingering issues and unifies 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.
  • The Tween.seek method used to take a value between 0 and 1, based on how far through the Tween you wished to seek. However, it did not work with infinitely looping or repeating Tweens and would crash the browser tab. The new seek method takes a value in milliseconds instead and works perfectly on infinite Tweens.
  • When creating a Tween, you can no longer pass a function for the following properties: duration, hold, repeat and repeatDelay. These should be numbers only. You can, however, still provide a function for delay, to keep it compatible with the StaggerBuilder.
  • The TweenManager#getAllTweens method has been renamed to TweenManager#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 millisecond 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 the onUpdateParams 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 the onYoyoParams 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 the onRepeatParams array when the Tween was created.
  • Tween.stop has had the resetTo parameter removed from it. Calling stop on a Tween will now prepare the tween for immediate destruction. If you only wish to pause the tween, see Tween.pause instead.
  • Tweens will now be automatically destroyed by the Tween Manager upon completion. This helps massively in reducing stale references and memory consumption. However, if you require your Tween to live-on, even after playback, then you can now specify a new persists boolean flag when creating it, or toggle the Tween.persist property before playback. This will force the Tween to not be destroyed by the Tween Manager, allowing you to replay it at any later point. The trade-off is that you are now entirely responsible for destroying the Tween when you are finished with it, in order to free-up resources.
  • All of the 'Scope' tween configuration callback properties have been removed, including onActiveScope, onCompleteScope, onLoopScope, onPauseScope, onRepeatScope, onResumeScope, onStartScope, onStopScope, onUpdateScope and onYoyoScope. You should set the callbackScope property instead, which will globally set the scope for all callbacks. You can also set the Tween.callbackScope property.

The following are to do with the new Chained Tweens feature:

  • TweenManager.chain - TODO

  • Tween.getChainedTweens is a new method that will return all of the tweens in a chained sequence, starting from the point of the Tween this is called on.

  • TweenManager.getChainedTweens(tween) is a new method that will return all of the tweens in a chained sequence, starting from the given tween.

  • You can now specify a target property as 'random' to have the Tween pick a random float between two given values, for example: alpha: 'random(0.25, 0.75)'. If you wish to force it to select a random integer, use 'int' instead: x: 'int(300, 600)'.

The following are further updates within the Tween system:

  • TweenManager.add and TweenManager.create can now optionally take an array of Tween Configuration objects. Each Tween will be created, added to the Tween Manager and then returned in an array. You can still pass in a single config if you wish.
  • Tween.pause is a new method that allows you to pause a Tween. This will emit the PAUSE event and, if set, fire the onPause callback.
  • Tween.resume is a new method that allows you to resume a paused Tween. This will emit the RESUME event and, if set, fire the onResume callback.
  • There is a new TweenOnPauseCallback available when creating a Tween (via the onPause property). This comes with associated onPauseParams and onPauseScope properties, too, like all other callbacks and can also be added via the Tween.setCallbacks method. This callback is invoked if you pause the Tween.
  • There is a new TweenOnResumeCallback available when creating a Tween (via the onResume property). This comes with associated onResumeParams and onResumeScope properties, too, like all other callbacks and can also be added via the Tween.setCallbacks method. This callback is invoked if you resume a previously paused Tween.
  • The property value of a Tween can now be an array, i.e. x: [ 100, 300, 200, 600 ] in which case the Tween will use interpolation to determine the value.
  • You can now specify an interpolation property in the Tween config to set which interpolation method the Tween will use if an array of numeric values have been given as the tween value. Valid values includes linear, bezier and catmull (or catmullrom), or you can provide your own function to use.
  • You can now specify a scale property in a Tween config and, if the target does not have a scale property itself (i.e. a GameObject) then it will automatically apply the value to both scaleX and scaleY together during the tween. This is a nice short-cut way to tween the scale of Game Objects by only specifying one property, instead of two.
  • killTweensOf(targets) now supports deeply-nested arrays of items as the target parameter. Fix #6016 (thanks @michalfialadev)
  • killTweensOf(target) did not stop target tweens if called immediately after tween creation. Fix #6173 (thanks @michalfialadev)
  • It wasn't possible to resume a Tween that was immediately paused after creation. Fix #6169 (thanks @trynx)
  • Calling Tween.setCallback() without specifying the params argument would cause an error invoking the callback params. This parameter is now fully optional. Fix #6047 (thanks @orcomarcio)
  • Calling Tween.play immediately after creating a tween with paused: true in the config wouldn't start playback. Fix #6005 (thanks @MartinEyebab)
  • Fixed an issue where neither Tweens or Timelines would factor in the Tween Manager timeScale value unless they were using frame-based timing instead of delta timing.
  • The first parameter to Tween.seek, toPosition now defaults to zero. Previously, you had to specify a value.
  • The TweenBuilder now uses the new GetInterpolationFunction function internally.
  • The TweenBuilder has been optimized to perform far less functions when creating the TweenData instances.
  • The keyword interpolation has been added to the Reserved Words list and Defaults list (it defaults to null).
  • The keyword persists has been added to the Reserved Words list and Defaults list (it defaults to false).
  • Tween.initTweenData is a new method that handles the initialisation of all the Tween Data and Tween values. This replaces what took place in the init and seek methods previously. This is called automatically and should not usually be invoked directly.
  • The internal Tween.calcDuration method has been removed. This is now handled as part of the initTweenData call.
  • Fixed a bug where setting repeat and hold would cause the Tween to include one final hold before marking itself as complete. It now completes as soon as the final repeat concludes, not after an addition hold.

New Features - Dynamic Textures and Render Textures

A Dynamic Texture is a special texture that allows you to draw textures, frames and most kind of Game Objects directly to it.

You can take many complex objects and draw them to this one texture, which can then be used as the base texture for other Game Objects, such as Sprites. Should you then update this texture, all Game Objects using it will instantly be updated as well, reflecting the changes immediately.

It's a powerful way to generate dynamic textures at run-time that are WebGL friendly and don't invoke expensive GPU uploads on each change.

Before Phaser 3.60 this was known as a Render Texture. Dynamic Textures have been optimized and also offer the following new features and updates. All of these are also available to the new Render Texture, via the texture property:

  • TextureManager.addDynamicTexture(key, width, height) is a new method that will create a Dynamic Texture and store it in the Texture Manager, available globally for use by any Game Object.
  • Unlike the old Render Texture, Dynamic Texture extends the native Phaser.Texture class, meaning you can use it for any texture based object and also call all of the native Texture methods, such as the ability to add frames to it, use it as the backing source for a sprite sheet or atlas, and more.
  • Dynamic Textures no longer create both Render Targets and Canvas objects, only the one that they require based on the renderer. This means Render Textures and Dynamic Textures now use 50% less memory under WebGL and don't create Canvas DOM elements.
  • You can now directly use a Dynamic Texture as the source for a Bitmap Mask.
  • Game Objects that have a mask will now reflect this when drawn to a Dynamic Texture.
  • DynamicTexture.isDrawing is a new boolean that allows you to tell if a batch draw has been started and is in process.
  • DynamicTexture.isSpriteTexture is a new boolean that informs the texture if it is being used as a backing texture for Sprite Game Objects, or not. If it is (which is the default) then items drawn to the texture are automatically inversed. Doing this ensures that images drawn to the Render Texture are correctly inverted for rendering in WebGL. Not doing so can cause inverted frames. If you use this method, you must use it before drawing anything to the Render Texture. Fix #6057 #6017 (thanks @andymikulski @Grandnainconnu)
  • DynamicTexture.setIsSpriteTexture is a new method that allows you to toggle the isSpriteTexture property in a chained manner.
  • DynamicTexture.renderTarget is a new property that holds an instance of a RenderTarget under WebGL. This encompasses a framebuffer and backing texture, rather than having them split.
  • DynamicTexture.stamp is a new method that takes a given texture key and then stamps it at the x/y coordinates provided. You can also pass in a config object that gives a lot more control, such as alpha, tint, angle, scale and origin of the stamp. This is a much cleaner way of stamping a texture to the DynamicTexture without having to first turn it into a Game Object.
  • DynamicTexture.repeat is a new method that will take a given texture and draw it to the Dynamic Texture as a fill-pattern. You can control the offset, width, height, alpha and tint of the draw (thanks xlapiz)
  • batchGameObject now splits based on the renderer, allowing us to combine lots of the rendering code together, saving space.
  • The snapshot and snapshotPixel methods now use the snapshotArea method to reduce code and filesize.
  • The snapshotPixel function, used by the Canvas and WebGL Renderers and the RenderTexture would mistakenly divide the alpha value. These values now return correctly (thanks @samme)
  • DynamicTexture.batchTextureFrame will now skip the drawImage call in canvas if the frame width or height are zero. Fix #5951 (thanks @Hoshinokoe)
  • Using DynamicTexture.fill in CANVAS mode only would produce a nearly always black color due to float conversion (thanks @andymikulski)
  • Using DynamicTexture.fill in CANVAS mode only, after using the erase method, wouldn't reset the global composite operation correctly, resulting in fills. Fix #6124 (thanks @mateuszkmiecik)
  • Drawing a frame via draw, drawFrame or batchDrawFrame and specifying a tint value would inverse the Red and Blue channels. These are now handled properly. Fix #5509 (thanks @anthonygood)

Due to the creation of the Dynamic Texture class, we have completely revamped the old Render Texture Game Object. This is now a combination of a Dynamic Texture and an Image Game Object, that uses the Dynamic Texture to display itself with.

In versions of Phaser before 3.60 a Render Texture was the only way you could create a texture like this, that had the ability to be drawn on. But in 3.60 we split the core functions out to the Dynamic Texture class as it made a lot more sense for them to reside in there. As a result, the Render Texture is now a light-weight shim that sits on-top of an Image Game Object and offers proxy methods to the features available from a Dynamic Texture.

Render Texture breaking changes:

  • Render Textures used to be able to take key and frame arguments in their constructors, which would take the texture from the Texture Manager and use that instance, instead of creating a new one. Because Dynamic Textures are always stored in the Texture Manager from the beginning, there is no need to specify these arguments. You can just get it from the Texture Manager by using its key.

  • The following RenderTexture properties have changed:

  • renderer is now available via texture.renderer.

  • textureManager has been removed.

  • globalTint has been removed.

  • globalAlpha has been removed.

  • canvas is now available via texture.canvas.

  • context is now available via texture.context.

  • dirty is now available via texture.dirty.

  • camera is now available via texture.camera.

  • renderTarget is now available via texture.renderTarget.

  • origin is now (0.5, 0.5) by default instead of (0, 0).

  • The following RenderTexture methods have changed:

  • drawGameObject has been removed, this is now handled by the batch methods.

  • resize has been renamed. Use setSize(width, height) instead.

  • setGlobalTint has been removed as it's no longer used internally.

  • setGlobalAlpha has been removed as it's no longer used internally.

  • batchGameObjectWebGL has been removed, now handled by batchGameObject.

  • batchGameObjectCanvas has been removed, now handled by batchGameObject.

When should you use a Render Texture vs. a Dynamic Texture?

You should use a Dynamic Texture if the texture is going to be used by multiple Game Objects, or you want to use it across multiple Scenes, because textures are globally stored.

You should use a Dynamic Texture if the texture isn't going to be displayed in-game, but is instead going to be used for something like a mask or shader.

You should use a Render Texture if you need to display the texture in-game on a single Game Object, as it provides the convenience of wrapping an Image and Dynamic Texture together for you.

Post Pipeline Updates

In order to add clarity in the codebase we have created a new PostPipeline Component and moved all of the relevant functions from the Pipeline component in to it. This leads to the following changes:

  • PostPipeline is a new Game Object Component that is now inherited by all Game Objects that are capable of using it.
  • Game Objects with the PostPipeline component now have a new property called postPipelineData. This object is used for storing Post Pipeline specific data in. Previously, both regular and post pipelines used the same pipelineData object, but this has now been split up for flexibility.
  • The Pipeline.resetPipeline method no longer has its first resetPostPipelines argument. It now has just one argument resetData so please be aware of this if you call this function anywhere in your code.
  • PostPipeline.initPostPipeline is a new method that should be called by any Game Object that supports Post Pipelines.
  • The following Game Objects now have the new PostPipeline Component exclusively: Container and Layer.

Input System Updates

There are breaking changes from previous versions of Phaser.

  • The InteractiveObject.alwaysEnabled property has been removed. It is no longer checked within the InputPlugin and setting it will have no effect. This property has not worked correctly since version 3.52 when the new render list was implemented. Upon further investigation we decided to remove the property entirely, rather than shoe-horn it into the render list. If you need to create a non-rendering Interactive area, use the Zone Game Object instead.

Bitmap Mask Updates

There are breaking changes from previous versions of Phaser.

  • Previously, every unique Bitmap Mask would create two full renderer sized framebuffers and two corresponding WebGL textures for them. The Bitmap Mask would listen for resize events from the renderer and then re-create these framebuffers accordingly. However, as the Bitmap Mask pipeline would clear and re-render these framebuffers every single frame it made no sense to have them use such large amounts of GPU memory. As of 3.60, the WebGL Renderer creates and manages two RenderTargets which all Bitmap Masks now use. If you previously used multiple Bitmap Masks in your game this change will dramatically reduce memory consumption at no performance cost.
  • The Bitmap Mask constructor is now capable of creating an Image Game Object from the new optional arguments: x, y, texture, frame if no masked object is provided.
  • The Bitmap Mask now registers itself with the Game Object Factory. This means you can do this.add.bitmapMask() from within a Scene, for easier creation.
  • Due to the change in ownership of the framebuffers, the following properties have been removed from the BitmapMask class: renderer, maskTexture, mainTexture, dirty, mainFramebuffer and maskFramebuffer. The following methods have also been removed: createMask and clearMask.
  • The WebGLRenderer has 2 new properties: maskSource and maskTarget. These are the new global mask framebuffers.
  • WebGLRenderer.beginBitmapMask is a new method that starts the process of using the mask target framebuffer for drawing. This is called by the BitmapMaskPipeline.
  • WebGLRenderer.drawBitmapMask is a new method that completes the process of rendering using the mask target framebuffer. This is called by the BitmapMaskPipeline.
  • The BitmapMaskPipeline now hands over most control of the framebuffers to the WebGLRenderer.
  • The GameObjects.Components.Mask.createBitmapMask method can now accept the x, y, texture and frame parameters new to the BitmapMask constructor.
  • Previously, calling createBitmapMask on a Shape Game Object would fail unless you passed the shape to the method. Now, it will correctly create a mask from the Shape without needing to pass it. Fix #5976 (thanks @samme)

TimeStep Updates

  • You can now enforce an FPS rate on your game by setting the fps: { limit: 30 } value in your game config. In this case, it will set an fps rate of 30. This forces Phaser to not run the game step more than 30 times per second (or whatever value you set) and works for both Request Animation Frame and SetTimeOut.
  • TimeStep._limitRate is a new internal private property allowing the Timestep to keep track of fps-limited steps.
  • TimeStep.hasFpsLimit is a new internal boolean so the Timestep knows if the step is fps rate limited, or not.
  • There is now a TimeStep.step method and TimeStep.setLimitFPS method. Which one is called depends on if you have fps limited your game, or not. This switch is made internally, automatically.
  • TimeStep.smoothDelta is a new method that encapsulates the delta smoothing.
  • TimeStep.updateFPS is a new method that calculates the moving frame rate average.
  • TimeStep.wake will now automatically reset the fps limits and internal update counters.
  • TimeStep.destroy will now call RequestAnimationFrame.destroy, properly cleaning it down.
  • RequestAnimationFrame.step will now no longer call requestAnimationFrame if isRunning has been set to false (via the stop method)
  • The TimeStep no longer calculates or passes the interpolation value to Game.step as it was removed several versions ago, so is redundant.
  • The RequestAnimationFrame.tick property has been removed as it's no longer used internally.
  • The RequestAnimationFrame.lastTime property has been removed as it's no longer used internally.
  • The RequestAnimationFrame class no longer calculates the tick or lastTime values and doesn't call performance.now as these values were never used internally and were not used by the receiving callback either.
  • The RequestAnimationFrame.target property has been renamed to delay to better describe what it does.
  • The TimeStep would always allocate 1 more entry than the deltaSmoothingMax value set in the game config. This is now clamped correctly (thanks @vzhou842)

New Features

  • The Hexagonal Tilemap system now supports all 4 different types of layout as offered by Tiled: staggeraxis-y + staggerindex-odd, staggeraxis-x + staggerindex-odd, staggeraxis-y + staggerindex-even and staggeraxis-x, staggerindex-even (thanks @rexrainbow)
  • The Arcade Physics World has a new property tileFilterOptions which is an object passed to the GetTilesWithin methods used by the Sprite vs. Tilemap collision functions. These filters dramatically reduce the quantity of tiles being checked for collision, potentially saving thousands of redundant math comparisons from taking place.
  • The Graphics.strokeRoundedRect and fillRoundedRect methods can now accept negative values for the corner radius settings, in which case a concave corner is drawn instead (thanks @rexrainbow)
  • AnimationManager.getAnimsFromTexture is a new method that will return all global Animations, as stored in the Animation Manager, that have at least one frame using the given Texture. This will not include animations created directly on local Sprites.
  • BitmapText.setLineSpacing is a new method that allows you to set the vertical spacing between lines in multi-line BitmapText Game Objects. It works in the same was as spacing for Text objects and the spacing value can be positive or negative. See also BitmapText.lineSpacing for the property rather than the method.
  • WebGLPipeline.vertexAvailable is a new method that returns the number of vertices that can be added to the current batch before it will trigger a flush.
  • The Tilemap and TilemapLayer classes have a new method getTileCorners. This method will return an array of Vector2s with each entry corresponding to the corners of the requested tile, in world space. This currently works for Orthographic and Hexagonal tilemaps.
  • BaseSoundManager.getAllPlaying is a new method that will return all currently playing sounds in the Sound Manager.
  • Animation.showBeforeDelay is a new optional boolean property you can set when creating, or playing an animation. If the animation has a delay before playback starts this controls if it should still set the first frame immediately, or after the delay has expired (the default).
  • InputPlugin.resetPointers is a new method that will loop through all of the Input Manager Pointer instances and reset them all. This is useful if a 3rd party component, such as Vue, has stolen input from Phaser and you need to reset its input state again.
  • Pointer.reset is a new method that will reset a Pointer instance back to its 'factory' settings.
  • When using Group.createMultiple it will now skip the post-creations options if they are not set in the config object used, or a Game Object constructor. Previously, things like alpha, position, etc would be over-written by the defaults if they weren't given in the config, but now the method will check to see if they are set and only use them if they are. This is a breaking change, but makes it more efficient and flexible (thanks @samme)
  • When running a Scene transition there is a new optional callback onStart, which is passed the parameters fromScene, toScene and duration allowing you to consolidate transition logic into a single callback, rather than split across the start and end events (thanks @rexrainbow)
  • TextureManager.silentWarnings is a new boolean property that, when set, will prevent the Texture Manager from emiting any warnings or errors to the console in the case of missing texture keys or invalid texture access. The default is to display these warnings, this flag toggles that.
  • TextureManager.parseFrame is a new method that will return a Texture Frame instance from the given argument, which can be a string, array, object or Texture instance.
  • GameConfig.stableSort and Device.features.stableSort is a new property that will control if the internal depth sorting routine uses our own StableSort function, or the built-in browser Array.sort. Only modern browsers have a stable Array.sort implementation, which Phaser requires. Older ones need to use our function instead. Set to 0 to use the legacy version, 1 to use the ES2019 version or -1 to have Phaser try and detect which is best for the browser (thanks @JernejHabjan)
  • Device.es2019 is a new boolean that will do a basic browser type + version detection to see if it supports ES2019 features natively, such as stable array sorting.
  • All of the following Texture Manager methods will now allow you to pass in a Phaser Texture as the source parameter: addSpriteSheet, addAtlas, addAtlasJSONArray, addAtlasJSONHash, addAtlasXML and addAtlasUnity. This allows you to add sprite sheet or atlas data to existing textures, or textures that came from external sources, such as SVG files, canvas elements or Dynamic Textures.
  • Game.pause is a new method that will pause the entire game and all Phaser systems.
  • Game.resume is a new method that will resume the entire game and resume all of Phaser's systems.
  • Game.isPaused is a new boolean that tracks if the Game loop is paused, or not (and can also be toggled directly)
  • ScaleManager.getViewPort is a new method that will return a Rectangle geometry object that matches the visible area of the screen, or the given Camera instance (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 and removeFromDisplayList 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 parameter crossOrigin. 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 for x-m4v playback support for video formats and store it in the Video.m4v property. This is used automatically by the VideoFile file loader. Fix #5719 (thanks @patrickkeenan)
  • The KeyboardPlugin.removeKey method has a new optional parameter removeCapture. This will remove any keyboard capture events for the given Key. Fix #5693 (thanks @cyantree)
  • The KeyboardPlugin.removeAllKeys method has a new optional parameter removeCapture. This will remove any keyboard capture events for all of the Keys owned by the plugin.
  • WebGLShader.fragSrc is a new property that holds the source of the fragment shader.
  • WebGLShader.vertSrc is a new property that holds the source of the vertex shader.
  • WebGLShader#.createProgram is a new method that will destroy and then re-create the shader program based on the given (or stored) vertex and fragment shader source.
  • WebGLShader.setBoolean is a new method that allows you to set a boolean uniform on a shader.
  • WebGLPipeline.setBoolean is a new method that allows you to set a boolean uniform on a shader.
  • Phaser.Scenes.Systems.getStatus is a new method that will return the current status of the Scene.
  • Phaser.Scenes.ScenePlugin.getStatus is a new method that will return the current status of the given Scene.
  • Math.LinearXY is a new function that will interpolate between 2 given Vector2s and return a new Vector2 as a result (thanks @GregDevProjects)
  • Curves.Path.getCurveAt is a new method that will return the curve that forms the path at the given location (thanks @natureofcode)
  • You can now use any Shape Game Object as a Geometry Mask. Fix #5900 (thanks @rexrainbow)
  • Mesh.setTint is a new method that will set the tint color across all vertices of a Mesh (thanks @rexrainbow)
  • Mesh.tint is a new setter that will set the tint color across all vertices of a Mesh (thanks @rexrainbow)
  • Mesh.clearTint is a new method that will clear the tint from all vertices of a Mesh (thanks @rexrainbow)
  • You can now use dot notation as the datakey when defining a Loader Pack File (thanks @rexrainbow)
  • Vector2.project is a new method that will project the vector onto the given vector (thanks @samme)
  • Experimental feature: The TilemapLayer now has the Mask component - meaning you can apply a mask to tilemaps (thanks @samme)
  • TilemapLayer.setTint is a new method that allows you to set the tint color of all tiles in the given area, optionally based on the filtering search options. This is a WebGL only feature.
  • UtilityPipeline.blitFrame has a new optional boolean parameter flipY which, if set, will invert the source Render Target while drawing it to the destination Render Target.
  • GameObjects.Polygon.setTo is a new method that allows you to change the points being used to render a Polygon Shape Game Object. Fix #6151 (thanks @PhaserEditor2D)
  • maxAliveParticles is a new Particle Emitter config property that sets the maximum number of alive particles the emitter is allowed to update. When this limit is reached a particle will have to die before another can be spawned.
  • Utils.Array.Flatten is a new function that will return a flattened version of an array, regardless of how deeply-nested it is.
  • GameObjects.Text.appendText is a new method that will append the given text, or array of text, to the end of the content already stored in the Text object.
  • Textures.Events.ADD_KEY is a new event dispatched by the Texture Manager when a texture with the given key is added, allowing you to listen for the addition of a specific texture (thanks @samme)
  • Textures.Events.REMOVE_KEY is a new event dispatched by the Texture Manager when a texture with the given key is removed, allowing you to listen for the removal of a specific texture (thanks @samme)

Geom Updates

The following are API-breaking, in that a new optional parameter has been inserted prior to the output parameter. If you use any of the following functions, please update your code:

  • The Geom.Intersects.GetLineToLine method has a new optional parameter isRay. If true it will treat the first line parameter as a ray, if false, as a line segment (the default).
  • The Geom.Intersects.GetLineToPoints method has a new optional parameter isRay. If true it will treat the line parameter as a ray, if false, as a line segment (the default).
  • The Geom.Intersects.GetLineToPolygon method has a new optional parameter isRay. If true it will treat the line parameter as a ray, if false, as a line segment (the default).
  • Geom.Intersects.GetRaysFromPointToPolygon uses the new isRay parameter to enable this function to work fully again.

Loader Updates

  • MultiFile.pendingDestroy is a new method that is called by the Loader Plugin and manages preparing the file for deletion. It also emits the FILE_COMPLETE and FILE_KEY_COMPLETE events, fixing a bug where MultiFile related files, such as an Atlas JSON or a Bitmap Font File, wouldn't emit the filecomplete events for the parent file, only for the sub-files. This means you can now listen for the file completion event for multiatlas files, among others.
  • MultiFile.destroy is a new method that clears down all external references of the file, helping free-up resources.
  • File.addToCache no longer calls File.pendingDestroy, instead this is now handled by the Loader Plugin.
  • There is a new File constant FILE_PENDING_DESTROY which is used to ensure Files aren't flagged for destruction more than once.
  • LoaderPlugin.localSchemes is a new array of scheme strings that the Loader considers as being local files. This is populated by the new Phaser.Core.Config#loaderLocalScheme game / scene config property. It defaults to [ 'file://', 'capacitor://' ] but additional schemes can be defined or pushed onto this array. Based on #6010 (thanks @kglogocki)

Updates

  • You will now get a warning from the AnimationManager and AnimationState if you try to add an animation with a key that already exists. Fix #6434.
  • Tilemap.addTilesetImage has a new optional parameter tileOffset which, if given, controls the rendering offset of the tiles. This was always available on the Tileset itself, but not from this function (thanks @imothee)
  • The GameObject.getBounds method will now return a Geom.Rectangle instance, rather than a plain Object (thanks @samme)
  • The GetBounds.getCenter method now has an optional includeParent argument, which allows you to get the value in world space.
  • The MatterTileBody class, which is created when you convert a Tilemap into a Matter Physics world, will now check to see if the Tile has flipX or flipY set on it and rotate the body accordingly. Fix #5893 (thanks @Olliebrown @phaserhelp)
  • The BaseCamera has had its Alpha component replaced with AlphaSingle. Previously you had access to properties such as alphaTopLeft that never worked, now it correctly has just a single alpha property (thanks @samme)
  • Time.Clock.startTime is a new property that stores the time the Clock (and therefore the Scene) was started. This can be useful for comparing against the current time to see how much real world time has elapsed (thanks @samme)
  • ColorMatrix._matrix and _data are now Float32Arrays.
  • Calling the ColorMatrix.set, reset and getData methods all now use the built-in Float32 Array operations, making them considerably faster.
  • ColorMatrix.BLACK_WHITE is a new constant used by blackwhite operations.
  • ColorMatrix.NEGATIVE is a new constant used by negative operations.
  • ColorMatrix.DESATURATE_LUMINANCE is a new constant used by desaturation operations.
  • ColorMatrix.SEPIA is a new constant used by sepia operations.
  • ColorMatrix.LSD is a new constant used by LSD operations.
  • ColorMatrix.BROWN is a new constant used by brown operations.
  • ColorMatrix.VINTAGE is a new constant used by vintage pinhole operations.
  • ColorMatrix.KODACHROME is a new constant used by kodachrome operations.
  • ColorMatrix.TECHNICOLOR is a new constant used by technicolor operations.
  • ColorMatrix.POLAROID is a new constant used by polaroid operations.
  • ColorMatrix.SHIFT_BGR is a new constant used by shift BGR operations.
  • If no Audio URLs match the given device a new warning is now displayed in the console (thanks @samme)
  • Texture.has will now return a strict boolean, rather than an object that can be cooerced into a boolean (thanks @samme)
  • The CanvasTexture.draw method has a new optional parameter update which allows you to control if the internal ImageData is recalculated, or not (thanks @samme)
  • The CanvasTexture.drawFrame method has a new optional parameter update which allows you to control if the internal ImageData is recalculated, or not (thanks @samme)
  • The CanvasTexture.clear method has a new optional parameter update which allows you to control if the internal ImageData is recalculated, or not (thanks @samme)
  • The Game.registry, which is a DataManager instance that can be used as a global store of game wide data will now use its own Event Emitter, instead of the Game's Event Emitter. This means it's perfectly safe for you to now use the Registry to emit and listen for your own custom events without conflicting with events the Phaser Game instance emits.
  • The GenerateVerts function has a new optional parameter flipUV which, if set, will flip the UV texture coordinates (thanks cedarcantab)
  • The GenerateVerts function no longer errors if the verts and uvs arrays are not the same size and containsZ is true (thanks cedarcantab)
  • The Device.Browser checks for Opera and Edge have been updated to use the more modern user agent strings those browsers now use. This breaks compatibility with really old versions of those browsers but fixes it for modern ones (which is more important) (thanks @
    ArtemSiz)
  • The SceneManager.processQueue method will no longer return if a new Scene was added, after starting it. This allows any other queued operations to still be run in the same frame, rather than being delayed until the next game frame. Fix #5359 (thanks @telinc1)
  • Camera.scrollX and scrollY will now only set the Camera.dirty flag to true if the new value given to them is different from their current value. This allows you to use this property in your own culling functions. Fix #6088 (thanks @Waclaw-I)
  • Face.update is a new method that updates each of the Face vertices. This is now called internally by Face.isInView.
  • Vertex.resize is a new method that will set the position and then translate the Vertex based on an identity matrix.
  • The Vertex.update method now returns this to allow it to be chained.
  • You can now optionally specify the maxSpeed value in the Arcade Physics Group config (thanks @samme)
  • You can now optionally specify the useDamping boolean in the Arcade Physics Group config (thanks @samme)
  • Removed the HexagonalTileToWorldY function as it cannot work without an X coordinate. Use HexagonalTileToWorldXY instead.
  • Removed the HexagonalWorldToTileY function as it cannot work without an X coordinate. Use HexagonalWorldToTileXY instead.
  • Earcut has been updated to version 2.2.4. This release improves performance by 10-15% and fixes 2 rare race conditions that could leave to infinite loops. Earcut is used internally by Graphics and Shape game objects when triangulating polygons for complex shapes.
  • The BaseSoundManager.getAll method used to require a key parameter, to return Sounds matching the key. This is now optional and if not given, all Sound instances are returned.
  • The WebAudioSoundManager will now detect if the Audio Context enters a 'suspended' or 'interrupted' state as part of its update loop and if so it'll try to resume the context. This can happen if you change or disable the audio device, such as plugging in headphones with built-in audio drivers then disconnecting them, or swapping tabs on iOS. Fix #5353 (thanks @helloyoucan)
  • The CONTEXT_RESTORED Game Event has been removed and the WebGL Renderer no longer listens for the contextrestored DOM event, or has a contextRestoredHandler method. This never actually worked properly, in any version of Phaser 3 - although the WebGLRenderer would be restored, none of the shaders, pipelines or textures were correctly re-created. If a context is now lost, Phaser will display an error in the console and all rendering will halt. It will no longer try to re-create the context, leading to masses of WebGL errors in the console. Instead, it will die gracefully and require a page reload.
  • The Text and TileSprite Game Objects no longer listen for the CONTEXT_RESTORED event and have had their onContextRestored methods removed.
  • Scenes.Systems.canInput is a new internal method that determines if a Scene can receive Input events, or not. This is now used by the InputPlugin instead of the previous isActive test. This allows a Scene to emit and handle input events even when it is running init or preload. Previously, it could only do this after create had finished running. Fix #6123 (thanks @yaasinhamidi)
  • The BitmapText Game Object has two new read-only properties displayWidth and displayHeight. This allows the BitmapText to correctly use the GetBounds component.
  • The BitmapText Game Object now has the GetBounds component added to it, meaning you can now correctly get its dimensions as part of a Container. Fix #6237 (thanks @likwidgames)
  • WebGLSnapshot will now flip the pixels in the created Image element if the source was a framebuffer. This means grabbing a snapshot from a Dynamic or Render Texture will now correctly invert the pixels on the y axis for an Image. Grabbing from the game renderer will skip this.
  • WebGLRenderer.snapshotFramebuffer and by extension, the snapshot methods in Dynamic Textures and Render Textures, has been updated to ensure that the width and height never exceed the framebuffer dimensions, or it'll cause a runtime error. The method snapshotArea has had this limitation removed as a result, allowing you to snapshot areas that are larger than the Canvas. Fix #5707 (thanks @teng-z)
  • Animation.stop is always called when a new animation is loaded, regardless if the animation was playing or not and the delayCounter is reset to zero. This stops animations with delays preventing other animations from being started until the delay has expired. Fix #5680 (thanks @enderandpeter)
  • ScaleManager.listeners has been renamed to domlisteners to avoid conflicting with the EventEmitter listeners object. Fix #6260 (thanks @x-wk)
  • Geom.Intersects.LineToLine will no longer create an internal Point object, as it's not required internally (thanks @Trissolo)
  • The tempZone used by GridAlign has now had setOrigin(0, 0) applied to it. This leads to more accurate / expected zone placement when aligning grid items.
  • The GetBitmapTextSize function now includes an extra property in the resulting BitmapTextCharacter object called idx which is the index of the character within the Bitmap Text, without factoring in any word wrapping (thanks @JaroVDH)
  • Camera.isSceneCamera is a new boolean that controls if the Camera belongs to a Scene (the default), or a Texture. You can set this via the Camera.setScene method. Once set the Camera.updateSystem method is skipped, preventing the WebGL Renderer from setting a scissor every frame.
  • Camera.preRender will now apply Math.floor instead of Math.round to the values, keeping it consistent with the Renderer when following a sprite.
  • When rendering a Sprite with a Camera set to roundPixels it will now run Math.floor on the Matrix position, preventing you from noticing 'jitters' as much when Camera following sprites in heavily zoomed Camera systems.
  • TransformMatrix.setQuad is a new method that will perform the 8 calculations required to create the vertice positions from the matrix and the given values. The result is stored in the new TransformMatrix.quad Float32Array, which is also returned from this method.
  • TransformMatrix.multiply now directly updates the Float32Array, leading to 6 less getter invocations.
  • The CameraManager.getVisibleChildren method now uses the native Array filter function, rather than a for loop. This should improve performance in some cases (thanks @JernejHabjan)
  • SceneManager.systemScene is a new property that is set during the game boot and is a system Scene reference that plugins and managers can use, that lives outside of the Scene list.
  • The TextureManager.get methof can now accept a Frame instance as its parameter, which will return the frames parent Texture.
  • The GameObject.setFrame method can now accept a Frame instance as its parameter, which will also automatically update the Texture the Game Object is using.
  • Device.safariVersion is now set to the version of Safari running, previously it was always undefined.
  • 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 hitArea parameter of the GameObjects.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)
  • The DOMElement.preUpdate method has been removed. If you overrode this method, please now see preRender 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 and sleep 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 and Flip components from the Camera class. Neither were ever used internally, or during rendering, so it was just confusing having them in the API.
  • A new console.error will be printed if the File, MultiFile, JSONFile or XMLFile fail to process or parse correctly, even if they manage to load. Fix #5862 #5851 (thanks @samme @ubershmekel)
  • The ScriptFile Loader File Type has a new optional parameter: type. This is a string that controls the type attribute of the <script> tag that is generated by the Loader. By default it is 'script', but you can change it to 'module' or any other valid type.
  • The JSON Hash and Array Texture Parsers will now throw a console.warn if the JSON is invalid and contains identically named frames.
  • Scene.pause will now check to see if the Scene is in either a RUNNING or CREATING state and throw a warning if not. You cannot pause non-running Scenes.
  • Mesh.addVertices will now throw a console warning if invalid vertices data is given to the method (thanks @omniowl)
  • Mesh.addVerticesFromObj will now throw a console warning if invalid vertices data is given to the method (thanks @omniowl)
  • TouchManager.onTouchOver and onTouchOut have been removed, along with all of their related event calls as they're not used by any browser any more.
  • TouchManager.isTop is a new property, copied from the MouseManager, that retains if the window the touch is interacting with is the top one, or not.
  • The InputManager.onTouchMove method will now check if the changed touch is over the canvas, or not, via the DOM elementFromPoint function. This means if the touch leaves the canvas, it will now trigger the GAME_OUT and GAME_OVER events, where-as before this would only happen for a Mouse. If the touch isn't over the canvas, no Pointer touch move happens, just like with the mouse. Fix #5592 (thanks @rexrainbow)
  • TileMap.createBlankDynamicLayer has now been removed as it was deprecated in 3.50.
  • TileMap.createDynamicLayer has now been removed as it was deprecated in 3.50.
  • TileMap.createStaticLayer has now been removed as it was deprecated in 3.50.
  • Animations.AnimationManager.createFromAseprite has a new optional 3rd parameter target. This allows you to create the animations directly on a Sprite, instead of in the global Animation Manager (thanks Telemako)
  • Animations.AnimationState.createFromAseprite is a new method that allows you to create animations from exported Aseprite data directly on a Sprite, rather than always in the global Animation Manager (thanks Telemako)
  • The path package used by the TS Defs generator has been moved to devDependencies (thanks @antkhnvsk)
  • The GetValue function has a new optional parameter altSource which allows you to provide an alternative object to source the value from.
  • The Renderer.Snapshot.WebGL function has had its first parameter changed from an HTMLCanvasElement to a WebGLRenderingContext. This is now passed in from the snapshot methods inside the WebGL Renderer. The change was made to allow it to work with WebGL2 custom contexts (thanks @andymikulski)
  • If you start a Scene that is already starting (START, LOADING, or CREATING) then the start operation is now ignored (thanks @samme)
  • If you start a Scene that is Sleeping, it is shut down before starting again. This matches how Phaser currently handles paused scenes (thanks @samme)
  • The right-click context menu used to be disabled on the document.body via the disableContextMenu function, but instead now uses the MouseManager / TouchManager targets, which if not specified defaults to the game canvas. Fix # (thanks @lukashass)
  • The Particle 'moveTo' calculations have been simplied and made more efficient (thanks @samme)
  • The Key.reset method no longer resets the Key.enabled or Key.preventDefault booleans back to true again, but only resets the state of the Key. Fix #6098 (thanks @descodifica)
  • When setting the Input Debug Hit Area color it was previously fixed to the value given when created. The value is now taken from the object directly, meaning you can set gameObject.hitAreaDebug.strokeColor in real-time (thanks @spayton)
  • You can now have a particle frequency smaller than the delta step, which would previously lead to inconsistencies in emission rates (thanks @samme)
  • The Light Game Object now has the Origin and Transform components, along with 4 new properties: width, height, displayWidth and displayHeight. This allows you to add a Light to a Container, or enable it for physics. Fix #6126 (thanks @jcoppage)
  • The Transform Component has a new boolean read-only property hasTransformComponent which is set to true by default.
  • The Arcade Physics World.enableBody method will now only create and add a Body to an object if it has the Transform component, tested by checking the hasTransformComponent property. Without the Transform component, creating a Body would error with NaN values, causing the rest of the bodies in the world to fail.
  • ProcessQueue.isActive is a new method that tests if the given object is in the active list, or not.
  • ProcessQueue.isPending is a new method that tests if the given object is in the pending insertion list, or not.
  • ProcessQueue.isDestroying is a new method that tests if the given object is pending destruction, or not.
  • ProcessQueue.add will no longer place the item into the pending list if it's already active or pending.
  • ProcessQueue.remove will check if the item is in the pending list, and simply remove it, rather than destroying it.
  • Container.addHandler will now call GameObject.addedToScene.
  • Container.removeHandler will now call GameObject.removedFromScene.
  • If defined, the width and height of an input hit area will now be changed if the Frame of a Game Object changes. Fix #6144 (thanks @rexrainbow)
  • When passing a TextStyle configuration object to the Text Game Objects setStyle method, it would ignore any metrics data it may contain and reset it back to the defaults. It will now respect the metrics config and use it, if present. Fix #6149 (thanks @michalfialadev)
  • A Texture ScaleMode will now override the Game Config antialias setting under the Canvas Renderer, where-as before if antialias was true then it would ignore the scale mode of the texture (thanks @Cirras)
  • The Device.Audio module has been rewritten to use a new internal CanPlay function that cuts down on the amount of code required greatly.
  • Device.Audio.aac is a new boolean property that defines if the browser can play aac audio files or not, allowing them to be loaded via the Loader (thanks @Ariorh1337)
  • Device.Audio.flac is a new boolean property that defines if the browser can play flac audio files or not, allowing them to be loaded via the Loader (thanks @Ariorh1337)
  • The Physics.Arcade.Body.reset() method will now call Body.checkWorldBounds as part of the process, moving the body outside of the bounds, should you have positioned it so they overlap during the reset. Fix #5978 (thanks @lukasharing)
  • The temporary canvas created in CanvasFeatures for the checkInverseAlpha test is now removed from the CanvasPool after use.
  • The CanvasFeatures tests and the TextureManager _tempContext now specify the { willReadFrequently: true } hint to inform the browser the canvas is to be read from, not composited.
  • When calling TextureManager.getTextureKeys it will now exclude the default __WHITE texture from the results (thanks @samme)
  • If the WebGL Renderer logs an error, it will now show the error string, or the code if not present in the error map (thanks @zpxp)
  • The NoAudioSoundManager now has all of the missing methods, such as removeAll and get to allow it to be a direct replacement for the HTML5 and WebAudio Sound Managers (thanks @orjandh @samme)
  • The Texture.destroy method will only destroy sources, dataSources and frames if they exist, protecting against previously destroyed instances.

Bug Fixes

  • The TilemapLayer.skipCull feature wasn't being applied correctly for Isometric, Hexagonal or Staggered tiles, only for Orthographic tiles (the default). It will now respect the skipCull property and return all tiles during culling if enabled. Fix #5524 (thanks @veleek)
  • Shutting down a Scene that didn't have the LoaderPlugin would throw an error when removing event handlers. It now checks first, before removing (thanks @samme)
  • The Container.getBounds method will now use getTextBounds if one of its children is a BitmapText Game Object, giving more accurate bounds results (thanks @EmilSV)
  • The renderFlags property, used to determine if a Game Object will render, or not, would be calculated incorrectly depending on the order of the scaleX and scaleY properties. It now works regardless of the order (thanks @mizunokazumi)
  • The SpriteSheetFromAtlas parser was using the incorrect sourceIndex to grab frames from a given texture. This caused a crash whenever a trimmed spritesheet was added from any multiatlas image other than the first (thanks @Bambosh)
  • The maxSpeed setting in Arcade Physics wasn't recalculated during the Body update, prior to being compared, leading to inconsistent results. Fix #6329 (thanks @Bambosh)
  • Several paths have been fixed in the phaser-core.js entry point (thanks @pavle-goloskokovic)
  • When a Game Object had Input Debug Enabled the debug image would be incorrectly offset if the Game Object was attached to was scaled and the hit area shape was smaller, or offset, from the Game Object. Fix #4905 #6317 (thanks @PavelMishin @justinlueders)
  • An inactive Scene is no longer updated after a Scene transition completes. Previously, it will still update the Scene one final time. This fix also prevents the POST_UPDATE event from firing after the transition is over. Fix #5550 (thanks @mijinc0 @samme)
  • Although not recommended, when adding a Layer Game Object to another Layer Game Object, it will no longer error because it cannot find the removeFromDisplayList function. Fix #5595 (thanks @tringcooler)
  • The Actions.Spread method will now place the final item correctly and abort early if the array only contains 1 or 0 items (thanks @EmilSV)
  • Calling setDisplayOrigin on a Video Game Object would cause the origins to be set to NaN if the Video was created without an asset key. It will now give Videos a default size, preventing this error, which is reset once a video is loaded. Fix #5560 (thanks @mattjennings)
  • When ImageFile loads with a linked Normal Map and the map completes first, but the Image is still in a pending state, it would incorrectly add itself to the cache instead of waiting. It now checks this process more carefully. Fix #5886 (thanks @inmylo)
  • Using a dataKey to specify a part of a JSON file when using load.pack would fail as it wouldn't correctly assign the right part of the pack file to the Loader. You can now use this parameter properly. Fix #6001 (thanks @rexrainbow)
  • The Text.advancedWordWrap function would incorrectly merge the current and next lines when wrapping words with carriage-returns in. Fix #6187 (thanks @Ariorh1337 @robinheidrich)
  • Recoded the point conversion math in the HexagonalTileToWorldXY function as it was incorrect. Now returns world coordinates correctly.
  • Tilemap.copy would error if you copied a block of tiles over itself, even partially, as it tried to copy already replaced tiles as part of the function. It will now copy correctly, regardless of source or destination areas. Fix #6188 (thanks @Arkyris)
  • Tile.copy will now use the DeepCopy function to copy the Tile.properties object, as otherwise it just gets copied by reference.
  • Recoded the point conversion math in the HexagonalWorldToTileXY function as it was incorrect. Now detects any dimension hexagon correctly. Fix #5608 (thanks @stonerich)
  • Fixed the point conversion math in the IsometricWorldToTileXY function and added optional boolean property that allows the setting of the tile origin to the top or base. Fix #5781 (thanks @benjamin-wilson)
  • Calling Tilemap.worldToTileX or worldToTileY on a Isometric or Hexagonal Tilemap will now always return null instead of doing nothing, as you cannot convert to a tile index using just one coordinate for these map types, you should use worldToTileXY instead.
  • The Game.headlessStep method will now reset SceneManager.isProcessing before PRE_RENDER. This fixes issues in HEADLESS mode where the Scene Manager wouldn't process additionally added Scenes created after the Game had started. Fix #5872 #5974 (thanks @micsun-al @samme)
  • If Rope.setPoints was called with the exact same number of points as before, it wouldn't set the dirty flag, meaning the vertices were not updated on the next render (thanks @stupot)
  • Particle.fire will now check to see if the parent Emitter is set to follow a Game Object and if so, and if the x/y EmitterOps are spread ops, then it'll space the particles out based on the follower coordinates, instead of clumping them all together. Fix #5847 (thanks @sreadixl)
  • When using RTL (right-to-left) Text Game Objects, the Text would vanish on iOS15+ if you changed the text or font style. The context RTL properties are now restored when the text is updated, fixing this issue. Fix #6121 (thanks @liorGameDev)
  • The Tilemap.destroyLayer method would throw an error "TypeError: layer.destroy is not a function". It now correctly destroys the TilemapLayer. Fix #6268 (thanks @samme)
  • MapData and ObjectLayer will now enforce that the Tilemap.objects property is always an array. Sometimes Tiled willl set it to be a blank object in the JSON data. This fix makes sure it is always an array. Fix #6139 (thanks @robbeman)
  • The ParseJSONTiled function will now run a DeepCopy on the source Tiled JSON, which prevents obje

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