npm phaser 3.85.0-beta.2
Phaser v3.85.0 Beta 2

latest releases: 3.86.0, 3.85.2, 3.85.1...
3 months ago

Version 3.85.0 - Itsuki - in development

Round Pixels

Includes a Potentially Breaking Change

The way roundPixels has been handled in this release has been changed significantly. In previous versions we passed a uniform to the shaders and handled the pixel rounding on the GPU. However, this caused issues with our batching flow - for example, a Sprite would need to be rounded, but a Text or Shape object would not. This lead to complications in some parts of the render code.

In this release we have removed the shader uniform and branching and also made roundPixels default to false in the Game Config. Previously, it was true, so you may need to switch this flag if you were relying on it. Here are the results of this change:

  • The Game Config roundPixels property now defaults to false.
  • The uRoundPixels uniform has been removed from the Single, Multi and Mobile vertex shaders.
  • Setting the uRoundPixels uniform has been removed from the Single, Rope, PreFX, PostFX, Multi and Mobile WebGL Pipelines.
  • The Multi Pipeline and Blitter WebGL Renderer will now pass the camera.roundPixels value to the Transform Matrix setQuad method.
  • The Multi Pipeline batchSprite and batchTexture methods will now apply Math.floor to the sprite matrix calculations if camera round pixels is enabled.
  • BaseCamera.preRender has been removed. This method was completely overridden by Camera.preRender which is the method that contained the correct rendering logic. As the Base Camera variant was not used internally outside of Dynamic Textures, we have removed it to save space.
  • Camera.preRender has been updated to use both zoomX and zoomY for the matrix transform.
  • Camera.preRender has been updated to apply Math.floor to the scroll factor when rounding is enabled on the Camera. This fixes an issue where following sprites with Camera lerp, or heavy zoom factors, would cause 'stuttering' at sub-pixel values.

New Features

  • BaseSoundManager.isPlaying is a new method that will return a boolean if the given sound key is playing. If you don't provide a key, it will return a boolean if any sound is playing (thanks @samme)
  • WebGLRenderer.dispatchContextLost is a new internal method that is called when the WebGL context is lost. By default this is bound to the property WebGLRenderer.contextLostHandler. If you override the context loss handler, be sure to invoke this method in due course.
  • WebGLRenderer.dispatchContextRestore is a new internal method that is called when the WebGL context is restored. By default this is bound to the property WebGLRenderer.contextRestoreHandler. If you override the context restore handler, be sure to invoke this method in due course.
  • WebGLRenderer.setContextHandlers is a new internal method with 2 optional parameters: contextLost and contextRestored. These allow you to overwrite the default contextLostHandler and contextRestoreHandler handlers. (thanks @yaustar)
  • Phaser.Textures.Frame#setCutPosition is a new internal method with 2 optional parameters: x and y. These sets the x and y position within the source image to cut from.
  • Phaser.Textures.Frame#setCutSize is a new internal method with 2 parameters: width and height. These sets the width, and height of the area in the source image to cut. (thanks @FelipeIzolan)
  • Introduced new constants in ORIENTATION_CONST. The constants LANDSCAPE_SECONDARY and PORTRAIT_SECONDARY have been added to the Phaser.Scale.Orientation object. These constants represent the secondary landscape and portrait orientations respectively. This addition provides more granular control over device orientation handling in Phaser. Fix #6837 (thanks @rexrainbow)
  • Introduced updateConfig method in ParticleEmitter to allow dynamic updating of Particle Emitter configurations. This method enables existing properties to be overridden and new properties to be added to the emitter's configuration. It ensures that the emitter is reset with the updated configuration for more flexible particle effects management.
  • A new wrap method has been natively integrated into the Body class to replace the existing MatterWrap plugin. Here's how it works.
  • The Matter attractors plugin has been natively integrated into the Body class and Matter engine. More details here.
  • Added functionality to the Phaser.Textures.DynamicTexture#clear method. Clear a specific area within a Dynamic Texture by specifying x, y, width, and height parameters to clear only a portion of the texture. Fix #6853 (thanks @SelfDevTV)
  • Added functionality to the Phaser.Renderer.WebGL.RenderTarget#clear method. Clear a specific area within the RenderTarget by specifying x, y, width, and height parameters.
  • Added Default Image Handling in TextureManager. In the game config, set defaultImage to null to ignore loading the defaultImage.
  • Added Missing Image Handling in TextureManager. In the game config, set missingImage to null to ignore loading the missingImage.
  • Added White Image Support in TextureManager. In the game config, set whiteImage to null to ignore loading the whiteImage.
  • Phaser.Core.TimeStep#pauseDuration is a new property that holds the duration of the most recent game pause, if any, in ms (thanks @samme)
  • The Game Events#RESUME event now contains a new parameter pauseDuration which is the duration, in ms, that the game was paused for (thanks @samme)
  • Added Phaser.Loader.LoaderPlugin#removePack method to LoaderPlugin that removes resources listed in an Asset Pack.(thanks @samme)

WebGL Rendering Updates

  • WebGLTextureWrapper.update expanded:
    • source parameter is now type ?object, so it can be used for anything that is valid in the constructor.
    • New format parameter can update the texture format.

Updates

  • MatterJS updated to 0.20.0 and integrated into Phaser. Here are details about the update.
  • Integrated MatterCollisionEvents plugin functionality directly into the Matter.World class to handle collisions more effectively. More details here.
  • Updated Matter.World to improve the performance, accuracy, and reliability of the update method in handling physics simulations or animations. More details here.
  • Calling Timeline.pause will now pause any currently active Tweens that the Timeline had started (thanks @monteiz)
  • Calling Timeline.resume will now resume any currently paused Tweens that the Timeline had started (thanks @monteiz)
  • Calling Timeline.clear and Timeline.destroy will now destroy any currently active Tweens that the Timeline had created. Previously, active tweens would continue to play to completion (thanks @monteiz)
  • TimelineEvent has a new property called tweenInstance. If the Timeline event has a tween that has been activated, this will hold a reference to it.
  • If you create a BitmapText with an invalid key it will now throw a runtime error. Previously it just issued a console warning and then crashed (thanks @samme)
  • The console warnings when Audio files are missing/incorrect have been improved (thanks @samme)
  • The requestVideoFrame polyfill has been updated to the latest release, which should resolve some SSR framework issues. Fix #6776 (thanks @lantictac)
  • ScaleManager listeners includes checks for the screen.orientation object and adds/removes a change eventListener method to handle screen orientation changes on mobile devices. The orientationchange event is still maintained for backwards compatibility. Fix #6837 (thanks @rexrainbow)
  • When creating a new TileSprite, setting either width or height to 0 results in both values being set to the displayFrame.width and displayFrame.height. The updated logic now checks for width and height separately. If width is 0, it is set to displayFrame.width. If height is 0, it is set to displayFrame.height. Fix #6857 (thanks @GaryStanton)
  • Updated GetBitmapTextSize with improved maxWidth calculations for wrapped text.
  • Vector3.subVectors is a new method that will take 2 Vector3s, subtract them from each other and store the result in the Vector3 it was called on.
  • The TextStyle.setStyle method will no longer mutate the given style object if it includes a numeric fontSize value. Fix #6863 (thanks @stormpanda)
  • Calling the Shape.Ellipse.setSize method will internally call updateDisplayOrigin to retain position after a size change.
  • The BitmapText BatchChar function now inlines all of the matrix math, avoiding 16 function calls per character rendered.

Bug Fixes

  • The activePointers game config option is now the correct amount of touch input pointers set. Fix #6783 (thanks @samme)
  • The method TextureManager.checkKey will now return false if the key is not a string, which fixes issues where a texture could be created if a key was given that was already in use (thanks Will Macfarlane).
  • Added all of the missing Loader Config values (such as imageLoadType) to LoaderConfig, so they now appear in the TypeScript defs.
  • The EXPAND scale mode had a bug that prevented it from using the world bounds cameras, cutting rendering short. Fix #6767 (thanks @Calcue-dev @rexrainbow)
  • Calling getPipelineName() on a Game Object would cause a runtime error if running under Canvas. It now simply returns null. Fix #6799 (thanks @samme)
  • Calling the Arcade Body setPushable(false) method for circle bodies prevents the bodies from being pushed. Fix #5617 (thanks @kainage)
  • Calling addDeathZone() on a particle emitter Game Object had a bug where the DeathZone used world position coordinates. DeathZone now uses local position coordinates following the particle emitter position. Fix #6371 (thanks @vforsh)
  • Updated the GetLineToLine method in GetLineToLine to handle the case where dx1 or dy1 values is zero. This ensures the function correctly returns null in this case to prevent errors in calculations involving line segments. Fix #6579 (thanks @finscn)
  • Resolved all kerning issues in WebGL bitmap text rendering. This includes adjustments to glyph positioning and spacing, ensuring accurate and visually pleasing text display across all WebGL contexts. Fix #6631 (thanks @monteiz)
  • Fixed Matter.World bug where group.length returns undefined. Changed to group.getLength() to correctly return number of children in a group.
  • Fixed Group vs Group collisions failing when performing a bitwise & operation between body1.collisionMask and body2.collisionCategory. The default collisionMask value is changed to 2147483647 to correctly match any collisionCategory. Fix #6764 (thanks @codeimpossible)
  • Resolved an issue in BitmapText where adding a space character ' ' at the end of a line did not correctly align the vertical position of the new line. The updated calculation now correctly accounts for both line height and line spacing. Fix #6717 (thanks @wooseok123)
  • Resolved an issue in BitmapText where an extra empty line was added when setMaxWidth was called, and the width of the line was less than a word. Previously, yAdvance was incorrectly incremented by lineHeight + lineSpacing for each word, leading to an unintended increase in vertical space. The correction now calculates yAdvance based on the currentLine index, ensuring that vertical spacing accurately reflects the number of lines. Fix #6807 (thanks @AlvaroNeuronup)
  • Resolved an issue in BitmapText where adding a space character ' ' at the end of a line caused the following line of to ignore line wrapping when using setMaxWidth. Fix #6860 (thanks @bagyoni)
  • The Matrix4.lookAtRH method would fail because it called two missing Vector3 methods.
  • The RenderTarget will now automatically listen for the Renderer resize event if autoResize is true. This fixes an issue with Bitmap Masks where they wouldn't resize if the renderer resized. Fix #6769 (thanks @pavels)
  • The Texture.getFrameBounds method will now include the BASE texture in its calculations. This prevents it from returning a size of Infinity. This fixes an issue where a Tileset with margin/spacing loaded via load.spritesheet instead of load.image would have its margin and spacing ignored. Fix #6823 (thanks @damian-pastorini)

Input Bug Fixes

  • The method pointer.leftButtonReleased will now return true when multiple mouse buttons are being pressed.
  • The method pointer.rightButtonReleased will now return true when multiple mouse buttons are being pressed.
  • The method pointer.middleButtonReleased will now return true when multiple mouse buttons are being pressed.
  • The method pointer.backButtonReleased will now return true when multiple mouse buttons are being pressed.
  • The method pointer.forwardButtonReleased will now return true when multiple mouse buttons are being pressed. Fix #6027 (thanks @michalfialadev)

Examples, Documentation, Beta Testing and TypeScript

Thanks to the following for helping with the Phaser Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:

@lgtome
@samme
@AlbertMontagutCasero
@rexrainbow

Deprecation Warning for the next release

The next release of Phaser will make the following API-breaking changes:

  • We are removing Phaser.Struct.Map and replacing it with a regular JS Map instance. This means methods like contains and setAll will be gone.
  • We are removing Phaser.Struct.Set and replacing it with a regular JS Set instance. This means methods like iterateLocal will be gone.
  • The Create.GenerateTexture, all of the Create Palettes and the create folder will be removed.
  • The phaser-ie9.js entry-point will be removed along with all associated polyfills.
  • The Spine 3 and Spine 4 plugins will no longer be updated. You should now use the official Phaser Spine plugin created by Esoteric Software.

Don't miss a new phaser release

NewReleases is sending notifications on new releases.