Version 3.85.1 - Itsuki - 5th September 2024
MatterJS
- MatterJS has been updated to version 0.20.0 - Here are all the details about this update.
- A new
wrap
method has been natively integrated into theBody
class to replace the existingMatterWrap
plugin. Here's how it works. - The Matter
attractors
plugin has been natively integrated into theBody
class and Matter engine. More details here. - Integrated
MatterCollisionEvents
plugin functionality directly into theMatter.World
class to handle collisions more effectively. More details here. - Updated
Matter.World
to improve the performance, accuracy, and reliability of theupdate
method in handling physics simulations or animations. More details here. - Fixed
Matter.World
bug wheregroup.length
returnsundefined
. Changed togroup.getLength()
to correctly return number of children in a group. - Calling
Matter.World.pause
would stop the world updating, but the RunnertimeLastTick
wasn't reset whenresume
was called, causing all the bodies to advance. The time is now reset correctly. Fix #6892 (thanks @philipgriffin)
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 tofalse
. - 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 MatrixsetQuad
method. - The Multi Pipeline
batchSprite
andbatchTexture
methods will now applyMath.floor
to the sprite matrix calculations if camera round pixels is enabled. BaseCamera.preRender
has been removed. This method was completely overridden byCamera.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 - Loader
The Loader now has a new feature called maxRetries
. This specifies the number of times a single File will retry loading itself should it error for whatever reason, such as poor network connectivity. The default value is 2. You can change this in the Game Config, on the LoaderPlugin instance, on the FileConfig or on the File level itself. Thanks to @pavle-goloskokovic for the suggestion.
loader.maxRetries
is a new Game Config option to set the number of retries a file will attempt to load. The default is 2.LoaderPlugin.maxRetries
is a new property that holds the number of times to retry loading a single file before it fails. This property is set via the Game Config, but can also be adjusted manually. Changing it doesn't not impact files already in the load queue, only those added later.FileConfig.maxRetries
is a new File Config option to set the number of retries a file will attempt to load. If not specified in the config, the value is read from theLoaderPlugin.maxRetries
property.Loader.File.retryAttempts
is the internal property holding the counter for the number of times to retry loading this file before it fails. This value is decreased after each attempt. When it reaches zero, the file is considered as failed.
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 propertyWebGLRenderer.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 propertyWebGLRenderer.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
andcontextRestored
. These allow you to overwrite the defaultcontextLostHandler
andcontextRestoreHandler
handlers. (thanks @yaustar)Phaser.Textures.Frame#setCutPosition
is a new internal method with 2 optional parameters:x
andy
. 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
andheight
. These sets the width, and height of the area in the source image to cut. (thanks @FelipeIzolan)- Introduced new constants in
ORIENTATION_CONST
. The constantsLANDSCAPE_SECONDARY
andPORTRAIT_SECONDARY
have been added to thePhaser.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 inParticleEmitter
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. - Added functionality to the
Phaser.Textures.DynamicTexture#clear
method. Clear a specific area within aDynamic Texture
by specifyingx
,y
,width
, andheight
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 theRenderTarget
by specifyingx
,y
,width
, andheight
parameters. - Added Default Image Handling in
TextureManager
. In the gameconfig
, setdefaultImage
tonull
to ignore loading thedefaultImage
. - Added Missing Image Handling in
TextureManager
. In the gameconfig
, setmissingImage
tonull
to ignore loading themissingImage
. - Added White Image Support in
TextureManager
. In the gameconfig
, setwhiteImage
tonull
to ignore loading thewhiteImage
. 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 parameterpauseDuration
which is the duration, in ms, that the game was paused for (thanks @samme) - Added
Phaser.Loader.LoaderPlugin#removePack
method toLoaderPlugin
that removes resources listed in an Asset Pack.(thanks @samme) - When using
Scene.switch
you can now optionally specify adata
argument, just like with Scene start, which will be passed along to the Scene that was switched to (thanks @wooseok123) PRE_RENDER_CLEAR
is a new event dispatched by the WebGL and Canvas Renderer. It's dispatched at the start of the render step, immediately before the canvas is cleared. This allows you to toggle theclearBeforeRender
property as required, to have fine-grained control over when the canvas is cleared during render.Video.getFirstFrame
is a new method that can be used to load the first frame of the Video into its texture without starting playback. This is useful if you want to display the first frame of a video behind a 'Play' button, without calling the 'play' method.GameObject.getDisplayList
is a new method that will return the underlying list object that the Game Object belongs to, either the display list or its parent container.GameObject.setToTop
is a new method that will move the Game Object to the top of the display list, or its parent container (thanks @rexrainbow)GameObject.setToBack
is a new method that will move the Game Object to the bottom of the display list, or its parent container (thanks @rexrainbow)GameObject.setAbove
is a new method that will move the Game Object to appear above a given Game Object (thanks @rexrainbow)GameObject.setBelow
is a new method that will move the Game Object to appear below a given Game Object (thanks @rexrainbow)
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 - Input System
- The
GameObject.disableInteractive
method has a new optional parameterresetCursor
. If set, this will reset the current custom input cursor - regardless if the Game Object was the one that set it, or not. - The
GameObject.removeInteractive
method has a new optional parameterresetCursor
. If set, this will reset the current custom input cursor - regardless if the Game Object was the one that set it, or not. - The
InputManager.resetCursor
method has a new optional booleanforceReset
which will reset the state of the CSS canvas cursor, regardless if there is a given Interactive Object, or not. - The
InputPlugin.isActive
method will now check if the InputPlugin has the InputManager reference set, and if that is also enabled, as well as checking its own enabled state and that of the Scene. InputPlugin.resetCursor
is a new method that will reset a custom CSS cursor from the main canvas, regardless of the interactive state of any Game Objects.- The
InputPlugin.disable
method has a new optional boolean parameterresetCursor
which will reset the CSS custom cursor if true. InputPlugin.setCursor
is a new method that will immediately set the CSS cursor to the given Interactive Objects cursor. Previously, this was hidden behind a private method in the Input Manager.
All of the core Input Plugin process methods have been rewritten. The methods that have changed are:
InputPlugin.processMoveEvents
InputPlugin.processWheelEvent
InputPlugin.processOverEvents
InputPlugin.processOutEvents
InputPlugin.processOverOutEvents
InputPlugin.processUpEvents
InputPlugin.processDownEvents
And they all now do the following flow:
- They will now iterate over the array of objects to be inspected. If the object doesn't have an input handler, or their handler has been disabled, they are skipped for event consideration.
- If they have an input handler, the Game Object specific event is dispatched (i.e.
sprite.on('pointerdown')
) - The result of this call is checked. If the Event has been cancelled, or if the Input Plugin now returns
isActive() false
then it will break from the handler loop. This will only happen if the user explicitly tells the event to stop propogation, or if they disable either the Input Plugin, or the entire Input Manager, during the event handler. Previously, only the state of cancelled event was checked. Also previously, if the Game Objects own input handler was removed or disabled as a result of their event handler, it would break from the process loop. This no longer happens. It will carry on inspecting the remaining interactive objects in the loop, as long as the Input system itself wasn't disabled. - After this, the Game Object is checked to see if it is still input enabled. If it is, the Scene level events, like
this.input.on('gameobjectdown')
are emitted. - The results of this call are also checked. Again, if the Event has been cancelled, or if the Input Plugin now returns
isActive() false
then it will break from the handler loop, otherwise it carries on. - After the loop is complete it does one final check to see if the Event was cancelled, or if the Input Plugin is no longer active. If both of those pass, it emits the final event from the Input Plugin itself (i.e.
this.input.on('pointerdown')
from a Scene)
The above flow is new in v3.85 and will catch a lot more strange edge-cases, where Game Objects, or the Event, or the whole Input system is disabled during an active event handler. The above fixes #6833 (thanks @ddanushkin), #6766 (thanks @pabloNeuronup) and #6754 (thanks @orcomarcio)
InputPlugin.forceDownState
is a new method that will force the given Game Object into the 'down' input state, regardless of what state it is currently in. This will emit the relevant events accordingly.InputPlugin.forceUpState
is a new method that will force the given Game Object into the 'up' input state, regardless of what state it is currently in. This will emit the relevant events accordingly.InputPlugin.forceOverState
is a new method that will force the given Game Object into the 'over' input state, regardless of what state it is currently in. This will emit the relevant events accordingly.InputPlugin.forceOutState
is a new method that will force the given Game Object into the 'out' input state, regardless of what state it is currently in. This will emit the relevant events accordingly.InputPlugin.forceState
is a new internal method that forces a Game Object into the given state.
Updates
- Added
Phaser.Scale.ScaleManager.leaveFullScreenSuccessHandler
method to separateEvents.LEAVE_FULLSCREEN
fromPhaser.Scale.ScaleManager.stopFullscreen
to ensureEvents.LEAVE_FULLSCREEN
is only emitted once when exiting fullscreen mode. (Fix #6885, thanks @Antriel) - 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
andTimeline.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 calledtweenInstance
. 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 thescreen.orientation
object and adds/removes achange
eventListener method to handle screen orientation changes on mobile devices. Theorientationchange
event is still maintained for backwards compatibility. Fix #6837 (thanks @rexrainbow)- When creating a new
TileSprite
, setting eitherwidth
orheight
to0
results in both values being set to thedisplayFrame.width
anddisplayFrame.height
. The updated logic now checks forwidth
andheight
separately. Ifwidth
is0
, it is set todisplayFrame.width
. Ifheight
is0
, it is set todisplayFrame.height
. Fix #6857 (thanks @GaryStanton) - Updated
GetBitmapTextSize
with improvedmaxWidth
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 givenstyle
object if it includes a numericfontSize
value. Fix #6863 (thanks @stormpanda) - Calling the
Shape.Ellipse.setSize
method will internally callupdateDisplayOrigin
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 returnfalse
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 returnsnull
. Fix #6799 (thanks @samme) - Calling the Arcade Body
setPushable(false)
method forcircle
bodies prevents the bodies from being pushed. Fix #5617 (thanks @kainage) - Calling
addDeathZone()
on a particle emitter Game Object had a bug where theDeathZone
used world position coordinates.DeathZone
now uses local position coordinates following the particle emitter position. Fix #6371 (thanks @vforsh) - Updated the
GetLineToLine
method inGetLineToLine
to handle the case wheredx1
ordy1
values is zero. This ensures the function correctly returnsnull
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 Group vs Group collisions failing when performing a bitwise
&
operation betweenbody1.collisionMask
andbody2.collisionCategory
. The defaultcollisionMask
value is changed to2147483647
to correctly match anycollisionCategory
. 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 whensetMaxWidth
was called, and the width of the line was less than a word. Previously,yAdvance
was incorrectly incremented bylineHeight + lineSpacing
for each word, leading to an unintended increase in vertical space. The correction now calculatesyAdvance
based on thecurrentLine
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 usingsetMaxWidth
. 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 ifautoResize
is true. This fixes an issue with Bitmap Masks where they wouldn't resize if the renderer resized. Fix #6769 #6794 (thanks @pavels @seansps) - 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 viaload.spritesheet
instead ofload.image
would have its margin and spacing ignored. Fix #6823 (thanks @damian-pastorini) - If you used letter spacing on a
Text
Game Object, combined with stroke, the stroke would be mis-aligned. The stroke is now applied to the letter-spaced text as well (thanks @RomanFrom710) - The
PreFXPipeline.batchQuad
method will now applyMath.round
to the target bounds center point. This prevents sub-pixel values during thecopyTextSubImage2D
call, preventing sprites with pre-fx from appearing mis-aligned during camera pans. Fix #6879 (thanks @Antriel) - If you had a sprite on the display list using the LightPipeline, followed by a Mesh using the LightPipeline, and you invalidated the mesh (i.e. by rotating it), it would cause a runtime error in the current batch. Fix #6822 (thanks @urueda)
- The Arcade Physics
processCallback
will now correctly handle non-Game Object physics bodies and pass them to the callback (thanks @ospira) - If you set a
WebAudioSound
to loop and setSoundManager.pauseOnBlur = false
, then if you start the sound and tab away from Phaser, the sound wouldn't then loop on return to the game, if the loop expired while the tab was out of focus. This was due to checking the audio source node target against the wrong internal property. Fix #6702 (thanks @michalfialadev) - The
Mesh
WebGLRenderer will now recalculate thevertexOffset
correctly if the batch flushes, fixing an issue where it would display missing triangles in a mesh after a batch flush. Fix #6814 (thanks @pavels) - The
NineSlice
Game Object will now guard against an invalid texture by checking for theframe
andtextureFrame
vars before trying to read values from them. Fix #6804 (thanks @IvanDem) - DOM Game Elements are now kept in the correct position when a Scene camera zooms out. Previously, they only worked if you kept their origin at 0x0, or didn't zoom the camera out. Fix #6817 #6607 (thanks @moufmouf)
Input Bug Fixes
- The method
pointer.leftButtonReleased
will now returntrue
when multiple mouse buttons are being pressed. - The method
pointer.rightButtonReleased
will now returntrue
when multiple mouse buttons are being pressed. - The method
pointer.middleButtonReleased
will now returntrue
when multiple mouse buttons are being pressed. - The method
pointer.backButtonReleased
will now returntrue
when multiple mouse buttons are being pressed. - The method
pointer.forwardButtonReleased
will now returntrue
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:
@AlbertMontagutCasero
@Andrek25
@Antriel
@leha-games
@lgtome
@monteiz
@rexrainbow
@saintflow47
@samme
@ssotangkur
@vankop
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 JSMap
instance. This means methods likecontains
andsetAll
will be gone. - We are removing
Phaser.Struct.Set
and replacing it with a regular JSSet
instance. This means methods likeiterateLocal
will be gone. - The
Create.GenerateTexture
, all of the Create Palettes and thecreate
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.
- The
Geom.Point
class and all related functions will be removed. All functionality for this can be found in the existing Vector2 math classes. All Geometry classes that currently create and return Point objects will be updated to return Vector2 objects instead. - We will be moving away from Webpack and using ESBuild to build the next version of Phaser.