npm phaser 4.0.0-rc.5
Phaser v4.0.0 Release Candidate 5

10 days ago

New Features

  • Mask filter now supports scaleFactor parameter, allowing the creation of scaled-down framebuffers. This can save memory in large games, but you must manage scaling logic yourself. Thanks to kimdanielarthur-cowlabs for developing the initial solution.
  • Camera has the new property isObjectInversion, used internally to support special transforms for filters.
  • Shader has the new method renderImmediate, which makes it straightforward to use renderToTexture when the object is not part of a display list, or otherwise needs updating outside the regular render loop.

Improvements

  • Drawing contexts, including filters, can now be larger than 4096 if the current device supports them. Thanks to kimdanielarthur-cowlabs for suggesting this.
  • Balance rounded rectangle corners for smoothness on small corners while preventing excessive tesselation.

Fixes

  • PhysicsGroup.add and StaticPhysicsGroup.add will now check to see if the incoming child already has a body of the wrong type, and if so, will destroy it so the new correct type can be assigned.
  • Blocky filter now has a minimum size of 1, which prevents the object from disappearing.
  • TilemapGPULayer now takes the first tileset if it receives an array of tilesets (which is valid for Tilemaps but not for TilemapGPULayer). Thanks to ChrisCPI for the fix.
  • Filters now correctly transform the camera to focus objects with intricate transforms.
  • Filters now correctly handle parent transforms when focusing to the game camera.
  • DynamicTexture method startCapture now handles nested parent transforms correctly. This is used in Mask, so masks within Container objects should behave correctly too.
  • Children of filtered Container/Layer objects are correctly added to the current camera's renderList. This fixes an issue with input on overlapping interactive objects.

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