Luchanso / bunny-funny-runner

Simple runner
https://luchanso.github.io/bunny-funny-runner/
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Update phaser to the latest version šŸš€ #63

Closed greenkeeper[bot] closed 6 years ago

greenkeeper[bot] commented 6 years ago

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Version 3.4.0 of phaser was just published.

Dependency phaser
Current Version 2.6.2
Type dependency

The version 3.4.0 is not covered by your current version range.

If you donā€™t accept this pull request, your project will work just like it did before. However, you might be missing out on a bunch of new features, fixes and/or performance improvements from the dependency update.

It might be worth looking into these changes and trying to get this project onto the latest version of phaser.

If you have a solid test suite and good coverage, a passing build is a strong indicator that you can take advantage of these changes directly by merging the proposed change into your project. If the build fails or you donā€™t have such unconditional trust in your tests, this branch is a great starting point for you to work on the update.


Release Notes Phaser v3.4.0 Release

New Features

A beta release of the new Container Game Object arrives in this version. We've flagged it as beta because there are known issues in using Containers in Scenes that have multiple cameras or irregular camera viewports. However, in all other instances we've tested they are operating normally, so we felt it would be best to release them into this build to give developers a chance to get used to them. Using a Container will issue a single console warning as a reminder. We will remove this once they leave beta in a future release. In the meantime they are fully documented and you can find numerous examples in the Phaser 3 Examples repo too.

  • A new property was added to Matter.World, correction which is used in the Engine.update call and allows you to adjust the time being passed to the simulation. The default value is 1 to remain consistent with previous releases.
  • Matter Physics now has a new config property getDelta which allows you to specify your own function to calculate the delta value given to the Matter Engine when it updates.
  • Matter Physics has two new methods: set60Hz and set30Hz which will set an Engine update rate of 60Hz and 30Hz respectively. 60Hz being the default.
  • Matter Physics has a new config and run-time property autoUpdate, which defaults to true. When enabled the Matter Engine will update in sync with the game step (set by Request Animation Frame). The delta value given to Matter is now controlled by the getDelta function.
  • Matter Physics has a new method step which manually advances the physics simulation by one iteration, using whatever delta and correction values you pass in to it. When used in combination with autoUpdate=false you can now explicitly control the update frequency of the physics simulation and unbind it from the game step.
  • Matter Physics has two new debug properties: debugShowJoint and debugJointColor. If defined they will display joints in Matter bodies during the postUpdate debug phase (only if debug is enabled) (thanks @OmarShehata)
  • Group.destroy has a new optional argument destroyChildren which will automatically call destroy on all children of a Group if set to true (the default is false, hence it doesn't change the public API). Fix #3246 (thanks @DouglasLapsley)
  • WebAudioSound.setMute is a chainable way to mute a single Sound instance.
  • WebAudioSound.setVolume is a chainable way to set the volume of a single Sound instance.
  • WebAudioSound.setSeek is a chainable way to set seek to a point of a single Sound instance.
  • WebAudioSound.setLoop is a chainable way to set the loop state of a single Sound instance.
  • HTML5AudioSound.setMute is a chainable way to mute a single Sound instance.
  • HTML5AudioSound.setVolume is a chainable way to set the volume of a single Sound instance.
  • HTML5AudioSound.setSeek is a chainable way to set seek to a point of a single Sound instance.
  • HTML5AudioSound.setLoop is a chainable way to set the loop state of a single Sound instance.
  • BitmapText has a new property letterSpacing which accepts a positive or negative number to add / reduce spacing between characters (thanks @wtravO)
  • You can now pass a Sprite Sheet or Canvas as the Texture key to Tilemap.addTileset and it will work in WebGL, where-as before it would display a corrupted tilemap. Fix #3407 (thanks @Zykino)
  • Graphics.slice allows you to easily draw a Pacman, or slice of pie shape to a Graphics object.
  • List.addCallback is a new optional callback that is invoked every time a new child is added to the List. You can use this to have a callback fire when children are added to the Display List.
  • List.removeCallback is a new optional callback that is invoked every time a new child is removed from the List. You can use this to have a callback fire when children are removed from the Display List.
  • ScenePlugin.restart allows you to restart the current Scene. It's the same result as calling ScenePlugin.start without any arguments, but is more clear.
  • Utils.Array.Add allows you to add one or more items safely to an array, with optional limits and callbacks.
  • Utils.Array.AddAt allows you to add one or more items safely to an array at a specified position, with optional limits and callbacks.
  • Utils.Array.BringToTop allows you to bring an array element to the top of the array.
  • Utils.Array.CountAllMatching will scan an array and count all elements with properties matching the given value.
  • Utils.Array.Each will pass each element of an array to a given callback, with optional arguments.
  • Utils.Array.EachInRange will pass each element of an array in a given range to a callback, with optional arguments.
  • Utils.Array.GetAll will return all elements from an array, with optional property and value comparisons.
  • Utils.Array.GetFirst will return the first element in an array, with optional property and value comparisons.
  • Utils.Array.GetRandomElement has been renamed to GetRandom and will return a random element from an array.
  • Utils.Array.MoveDown will move the given array element down one position in the array.
  • Utils.Array.MoveTo will move the given array element to the given position in the array.
  • Utils.Array.MoveUp will move the given array element up one position in the array.
  • Utils.Array.Remove will remove the given element or array of elements from the array, with an optional callback.
  • Utils.Array.RemoveAt will remove the element from the given position in the array, with an optional callback.
  • Utils.Array.RemoveBetween will remove the elements between the given range in the array, with an optional callback.
  • Utils.Array.Replace will replace an existing element in an array with a new one.
  • Utils.Array.SendToBack allows you to send an array element to the bottom of the array.
  • Utils.Array.SetAll will set a property on all elements of an array to the given value, with optional range limits.
  • Utils.Array.Swap will swap the position of two elements in an array.
  • TransformMatrix.destroy is a new method that will clear out the array and object used by a Matrix internally.
  • BaseSound, and by extension WebAudioSound and HTMLAudioSound, will now emit a destroy event when they are destroyed (thanks @rexrainbow)
  • A new property was added to the Scene config: mapAdd which is used to extend the default injection map of a scene instead of overwriting it (thanks @sebashwa)
  • GetBounds getTopLeft, getTopRight, getBottomLeft and getBottomRight all have a new optional argument includeParent which will factor in all ancestor transforms to the returned point.

Bug Fixes

  • In the WebGL Render Texture the tint of the texture was always set to 0xffffff and therefore the alpha values were ignored. The tint is now calculated using the alpha value. Fix #3385 (thanks @ger1995)
  • The RenderTexture now uses the ComputedSize component instead of Size (which requires a frame), allowing calls to getBounds to work. Fix #3451 (thanks @kuoruan)
  • PathFollower.start has been renamed to startFollow, but PathFollower.setPath was still using PathFollower.start (thanks @samid737)
  • BaseSoundManager.rate and BaseSoundManager.detune would incorrectly called setRate on its sounds, instead of calculateRate.
  • The Gamepad Axis getValue method now correctly applies the threshold and zeroes out the returned value.
  • The HueToComponent module was not correctly exporting itself. Fix #3482 (thanks @jdotrjs)
  • Matter.World was using setZ instead of setDepth for the Debug Graphics Layer, causing it to appear behind objects in some display lists.
  • Game.destroy now checks to see if the renderer exists before calling destroy on it. Fix #3498 (thanks @Huararanga)
  • Keyboard.JustDown and Keyboard.JustUp were being reset too early, causing them to fail when called in update loops. Fix #3490 (thanks @belen-albeza)
  • RenderTexture.destroy no longer throws an error when called. Fix #3475 (thanks @kuoruan)
  • The WebGL TileSprite batch now modulates the tilePosition to avoid large values being passed into the UV data, fixing corruption when scrolling TileSprites over a long period of time. Fix #3402 (thanks @vinerz @FrancescoNegri)
  • LineCurve.getResolution was missing the divisions argument and always returning 1, which made it fail when used as part of a Path. It now defaults to return 1 unless specified otherwise (thanks _ok)
  • A Game Object enabled for drag would no longer fire over and out events after being dragged, now it does (thanks @jmcriat)
  • Line.getPointA and Line.getPointB incorrectly set the values into the Vector2 (thanks @Tomas2h)
  • DynamicTilemapLayer now uses the ComputedSize component, which stops it breaking if you call setDisplaySize (thanks Babsobar)
  • StaticTilemapLayer now uses the ComputedSize component, which stops it breaking if you call setDisplaySize (thanks Babsobar)
  • CanvasPool.first always returned null, and now returns the first available Canvas. Fix #3520 (thanks @mchiasson)
  • When starting a new Scene with an optional data argument it wouldn't get passed through if the Scene was not yet available (i.e. the game had not fully booted). The data is now passed to the Scene init and create methods and stored in the Scene Settings data property. Fix #3363 (thanks @pixelhijack)
  • Tween.restart handles removed tweens properly and reads them back into the active queue for the TweenManager (thanks @wtravO)
  • Tween.resume will now call Tween.play on a tween that was paused due to its config object, not as a result of having its paused method called. Fix #3452 (thanks @jazen)
  • LoaderPlugin.isReady referenced a constant that no longer exists. Fix #3503 (thanks @Twilrom)
  • Tween Timeline.destroy was trying to call destroy on Tweens instead of stop (thanks @Antriel)
  • Calling setOffset on a Static Arcade Physics Body would break because the method was missing. It has been added and now functions as expected. Fix #3465 (thanks @josephjaniga and @DouglasLapsley)
  • Calling Impact.World.remove(body) during a Body.updateCallback would cause the internal loop to crash when trying to access a now missing body. Two extra checks are in place to avoid this (thanks @iamDecode)
  • If setInteractive is called on a Game Object that fails to set a hit area, it will no longer try to assign dropZone to an undefined input property.
  • The Matter SetBody Component will no longer try to call setOrigin unless the Game Object has the origin component (which not all do, like Graphics and Container)
  • Matter Image and Matter Sprite didn't define a destroy method, causing an error when trying to destroy the parent Game Object. Fix #3516 (thanks @RollinSafary)

Updates

  • The RTree library (rbush) used by Phaser 3 suffered from violating CSP policies by dynamically creating Functions at run-time in an eval-like manner. These are now defined via generators. Fix #3441 (thanks @jamierocks @Colbydude @jdotrjs)
  • BaseSound has had its rate and detune properties removed as they are always set in the overriding class.
  • BaseSound setRate and setDetune from the 3.3.0 release have moved to the WebAudioSound and HTML5AudioSound classes respectively, as they each handle the values differently.
  • The file InteractiveObject.js has been renamed to CreateInteractiveObject.js to more accurately reflect what it does and to avoid type errors in the docs.
  • Renamed the Camera Controls module exports for Fixed to FixedKeyControl and Smoothed to SmoothedKeyControl to match the class names. Fix #3463 (thanks @seivan)
  • The ComputedSize Component now has setSize and setDisplaySize methods. This component is used for Game Objects that have a non-texture based size.
  • The GamepadManager now extends EventEmitter directly, just like the KeyboardManager does.
  • The Gamepad Axis threshold has been increased from 0.05 to 0.1.
  • Utils.Array.FindClosestInSorted has a new optional argument key which will allow you to scan a top-level property of any object in the given sorted array and get the closest match to it.
  • Vector2.setTo is a method alias for Vector2.set allowing it to be used inter-changeably with Geom.Point.
  • List.add can now take an array or a single child. If an array is given it's passed over to List.addMultiple.
  • List.add has a new optional argument skipCallback.
  • List.addAt has a new optional argument skipCallback.
  • List.addMultiple has a new optional argument skipCallback.
  • List.remove has a new optional argument skipCallback.
  • List.removeAt has a new optional argument skipCallback.
  • List.removeBetween has a new optional argument skipCallback.
  • List.removeAll has a new optional argument skipCallback.
  • When using the extend property of a Scene config object it will now block overwriting the Scene sys property.
  • When using the extend property of a Scene config object, if you define a property called data that has an object set, it will populate the Scenes Data Manager with those values.
  • SceneManager._processing has been renamed to isProcessing which is now a boolean, not an integer. It's also now public and read-only.
  • SceneManager.isBooted is a new boolean read-only property that lets you know if the Scene Manager has performed its initial boot sequence.
  • TransformMatrix has the following new getter and setters: a, b, c, d, tx and ty. It also has the following new getters: scaleX, scaleY and rotation.
  • List.getByKey has been removed. Use List.getFirst instead which offers the exact same functionality.
  • List.sortIndexHandler has been removed because it's no longer required.
  • List.sort no longer takes an array as its argument, instead it only sorts the List contents by the defined property.
  • List.addMultiple has been removed. Used List.add instead which offers the exact same functionality.
  • List is now internally using all of the new Utils.Array functions.
  • Rectangle.Union will now cache all vars internally so you can use one of the input rectangles as the output rectangle without corrupting it.
  • When shutting down a Matter World it will now call MatterEvents.off, clearing all events, and also removeAllListeners for any local events.
  • Removed InputPlugin.sortInteractiveObjects because the method isn't used anywhere internally.

Animation System Updates

We have refactored the Animation API to make it more consistent with the rest of Phaser 3 and to fix some issues. All of the following changes apply to the Animation Component:

  • Animation durations, delays and repeatDelays are all now specified in milliseconds, not seconds like before. This makes them consistent with Tweens, Sounds and other parts of v3. You can still use the frameRate property to set the speed of an animation in frames per second.
  • All of the Animation callbacks have been removed, including onStart, onRepeat, onUpdate and onComplete and the corresponding params arrays like onStartParams and the property callbackScope. The reason for this is that they were all set on a global level, meaning that if you had 100 Sprites sharing the same animation, it was impossible to set the callbacks to fire for just one of those Sprites, but instead they would fire for all 100 and it was up to you to figure out which Sprite you wanted to update. Instead of callbacks animations now dispatch events on the Game Objects in which they are running. This means you can now do sprite.on('animationstart') and it will be invoked at the same point the old onStart callback would have been. The new events are: animationstart, animtionrepeat, animationupdate and animationcomplete. They're all dispatched from the Game Object that has the animation playing, not from the animation itself. This allows you far more control over what happens in the callbacks and we believe generally makes them more useful.
  • The AnimationFrame.onUpdate callback has been removed. You can now use the animationupdate event dispatched from the Game Object itself and check the 2nd argument, which is the animation frame.
  • Animation.stopAfterDelay is a new method that will stop a Sprites animation after the given time in ms.
  • Animation.stopOnRepeat is a new method that will stop a Sprites animation when it goes to repeat.
  • Animation.stopOnFrame is a new method that will stop a Sprites animation when it sets the given frame.
  • Animation.stop no longer has the dispatchCallbacks argument, because it dispatches an event which you can choose to ignore.
  • delay method has been removed.
  • setDelay allows you to define the delay before playback begins.
  • getDelay returns the animation playback delay value.
  • delayedPlay now returns the parent Game Object instead of the component.
  • load now returns the parent Game Object instead of the component.
  • pause now returns the parent Game Object instead of the component.
  • resume now returns the parent Game Object instead of the component.
  • isPaused returns a boolean indicating the paused state of the animation.
  • paused method has been removed.
  • play now returns the parent Game Object instead of the component.
  • progress method has been removed.
  • getProgress returns the animation progress value.
  • setProgress lets you jump the animation to a specific progress point.
  • repeat method has been removed.
  • getRepeat returns the animation repeat value.
  • setRepeat sets the number of times the current animation will repeat.
  • repeatDelay method has been removed.
  • getRepeatDelay returns the animation repeat delay value.
  • setRepeatDelay sets the delay time between each repeat.
  • restart now returns the parent Game Object instead of the component.
  • stop now returns the parent Game Object instead of the component.
  • timeScale method has been removed.
  • getTimeScale returns the animation time scale value.
  • setTimeScale sets the time scale value.
  • totalFrames method has been removed.
  • getTotalFrames returns the total number of frames in the animation.
  • totalProgres method has been removed as it did nothing and was mis-spelt.
  • yoyo method has been removed.
  • getYoyo returns if the animation will yoyo or not.
  • setYoyo sets if the animation will yoyo or not.
  • updateFrame will now call setSizeToFrame on the Game Object, which will adjust the Game Objects width and height properties to match the frame size. Fix #3473 (thanks @wtravO @jp-gc)
  • updateFrame now supports animation frames with custom pivot points and injects these into the Game Object origin.
  • destroy now removes events, references to the Animation Manager and parent Game Object, clears the current animation and frame and empties internal arrays.
  • Changing the yoyo property on an Animation Component would have no effect as it only ever checked the global property, it now checks the local one properly allowing you to specify a yoyo on a per Game Object basis.
  • Animation.destroy now properly clears the global animation object.
  • Animation.getFrameByProgress will return the Animation Frame that is closest to the given progress value. For example, in a 5 frame animation calling this method with a value of 0.5 would return the middle frame.

Examples, Documentation and TypeScript

My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:

@gabegordon @melissaelopez @samid737 @nbs @tgrajewski @pagesrichie @hexus @mbrickn @erd0s @icbat @Matthew-Herman @ampled @mkimmet @PaNaVTEC

Commits

The new version differs by 4691 commits.

  • de99579 Updated release name
  • 443a12e Phaser 3.4 release
  • 9774b6e Updated change log
  • a6ef9e0 Shorter warning
  • 703f040 Added warning to docs
  • 5612336 Containers flag
  • 1802f8b GetBounds getTopLeft, getTopRight, getBottomLeft and getBottomRight all have a new optional argument includeParent which will factor in all ancestor transforms to the returned point.
  • 2e722b0 debugging tests
  • 9269aa7 Swapped to using public properties
  • efe6330 Added scaleX/Y getters
  • 112a1ea Typo
  • f13bbca Fix getWorldBounds clash
  • c571124 eslint override
  • ad4109a Updated sortHandlerGO to handle any depth containers.
  • 9c0c037 Added getIndexList method.

There are 250 commits in total.

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Luchanso commented 6 years ago

Update? #12

greenkeeper[bot] commented 6 years ago

Version 3.5.0 just got published.

Update to this version instead šŸš€

Release Notes Phaser v3.5.0 Release

Changes to Cameras

  • The Camera class and all Camera effects are now fully covered by 100% complete JS Docs.
  • All Camera effects have been recoded from scratch. They now follow a unified effects structure and each effect is encapsulated in its own class found in the 'effects' folder. Currently there are Fade, Flash and Shake effects.
  • The new effects classes are accessed via the Camera properties fadeEffect, flashEffect and shakeEffect. You can still use the friendly Camera level methods: shake, fade and flash.
  • The new structure means you can replace the default effects with your own by simply overwriting the properties with your own class.
  • The effects now work properly under any combination. For example, you can fade out then in, or in then out, and still flash or shake while a fade is happening. The renderers now properly stack the effects in order to allow this.
  • All of the effect related Camera properties (like _fadeAlpha) have been removed. If you need access to these values you can get it much more cleanly via the camera effects classes themselves. They were always private anyway, but we know some of you needed to modify them, so have been doing so from your code. This code will now need updating.
  • Removed Camera.clearBeforeRender property as it was never used internally. This setting can be enabled on a Game-wide basis.
  • Camera now extends the Event Emitter, allowing it to emit events.
  • Camera.cullHitTest has been removed. It was never used internally and duplicates the code in Camera.cull.
  • The callback property of the Camera effects methods has changed purpose. It is no longer an onComplete callback, but is now an onUpdate callback. It is invoked every frame for the duration of the effect. See the docs for argument details.
  • Camera effects now dispatch events. They dispatch 'start' and 'complete' events, which can be used to handle any actions you may previously have been doing in the callback. See the effects docs and examples for the event names and arguments.
  • The Camera Shake effect now lets you specify a different intensities for the x and y dimensions.
  • You can track the progress of all events via the progress property on the effect instance, allowing you to sync effect duration with other in-game events.

New Feature: Scene Transitions

There is a new method available in the ScenePlugin, available via: this.scene.transition which allows you to transition from one Scene to another over the duration specified. The method takes a configuration object which lets you control various aspects of the transition, from moving the Scenes around the display list, to specifying an onUpdate callback.

The calling Scene can be sent to sleep, stopped or removed entirely from the Scene Manager at the end of the transition, and you can even lock down input events in both Scenes while the transition is happening, if required. There are various events dispatched from both the calling and target Scene, which combined with the onUpdate callback give you the flexibility to create some truly impressive transition effects both into and out of Scenes.

Please see the complete JSDocs for the ScenePlugin for more details, as well as the new examples in the Phaser 3 Labs.

More New Features

  • GameObject.ignoreDestroy allows you to control if a Game Object is destroyed or not. Setting the flag will tell it to ignore destroy requests from Groups, Containers and even the Scene itself. See the docs for more details.
  • The Scene Input Plugin has a new property enabled which allows you to enable or disable input processing on per Scene basis.

Bug Fixes

  • MatterEvents.off() would cause a TypeError if you destroyed the Matter world. Fix #3562 (thanks @pixelscripter)
  • DynamicBitmapText was missing the letterSpacing property, causing it to only render the first character in WebGL (thanks @Antriel)
  • The Animation component didn't properly check for the animation state in its update, causing pause / resume to fail. Fix #3556 (thanks @Antriel @siolfyr)
  • The Scene Manager would never reach an isBooted state if you didn't add any Scenes into the Game Config. Fix #3553 (thanks @rgk)
  • Fixed issue in HTMLAudioSound where mute would get into a recursive loop.
  • Every RenderTexture would draw the same content due to a mis-use of the CanvasPool (this also impacted TileSprites). Fix #3555 (thanks @kuoruan)
  • Group.add and Group.addMultiple now respect the Group.maxSize property, stopping you from over-populating a Group (thanks @samme)
  • When using HTML5 Audio, sound manager now tries to unlock audio after every scene loads, instead of only after first one. Fix #3309 (thanks @pavle-goloskokovic)
  • Group.createMultiple would insert null entries if the Group became full during the operation, causing errors later. Now it stops creating objects if the Group becomes full (thanks @samme)
  • Group.remove didn't check if the passed Game Object was already a member of the group and would call removeCallback and (if specified) destroy in any case. Now it does nothing if the Game Object isn't a member of the group (thanks @samme)
  • If a Group size exceeded maxSize (which can happen if you reduce maxSize beneath the current size), isFull would return false and the group could continue to grow. Now isFull returns true in that case (thanks @samme)
  • Camera.fadeIn following a fadeOut wouldn't work, but is now fixed as a result of the Camera effects rewrite. Fix #3527 (thanks @Jerenaux)
  • Particle Emitters with large volumes of particles would throw the error GL_INVALID_OPERATION: Vertex buffer is not big enough for the draw call in WebGL.
  • Fixed issue with Game.destroy not working correctly under WebGL since 3.4. Fix #3569 (thanks @Huararanga)

Updates

  • Removed the following properties from BaseSound as they are no longer required. Each class that extends BaseSound implements them directly as getters: mute, loop, seek and volume.
  • The Device.OS test to see if Phaser is running under node.js has been strengthened to support node-like environments like Vue (thanks @Chumper)
  • Every Plugin has been updated to correctly follow the same flow through the Scene lifecycle. Instead of listening for the Scene 'boot' event, which is only dispatched once (when the Scene is first created), they will now listen for the Scene 'start' event, which occurs every time the Scene is started. All plugins now consistently follow the same Shutdown and Destroy patterns too, meaning they tidy-up after themselves on a shutdown, not just a destroy. Overall, this change means that there should be less issues when returning to previously closed Scenes, as the plugins will restart themselves properly.
  • When shutting down a Scene all Game Objects that belong to the scene will now automatically destroy themselves. They would previously be removed from the display and update lists, but the objects themselves didn't self-destruct. You can control this on a per-object basis with the ignoreDestroy property.
  • A Matter Mouse Spring will disable debug draw of its constraint by default (you can override it by passing in your own config)
  • The RandomDataGenerator class is now exposed under Phaser.Math should you wish to instantiate it yourself. Fix #3576 (thanks @wtravO)
  • Refined the Game.destroy sequence, so it will now only destroy the game at the start of the next frame, not during processing.

Examples, Documentation and TypeScript

My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:

@samme @Antriel

Commits

The new version differs by 99 commits.

  • 1eff0b2 Phaser 3.5.0 Build
  • 5cc2ebd Fixed issue when destroying WebGLRenderer
  • 1507dcf eslint fix
  • 5ccac59 Updated docs and destroy properties
  • b28a727 Fixed Game.destroy
  • 9961636 Fixed overflowing of vertex count on particle emitter batcher
  • ea0bdce Updated jsdocs
  • c37c636 The RandomDataGenerator class is now exposed under Phaser.Math should you wish to instantiate it yourself. Fix #3576
  • 28e2764 More jsdoc fixes
  • 3f722ba Fixed color namespace
  • f02eb58 Marked all Tilemap components as private
  • 52c6a3c Updated jsdocs
  • b392dee More jsdoc fixes
  • 18585de Lots of jsdoc fixes
  • a469110 Updated github templates

There are 99 commits in total.

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greenkeeper[bot] commented 6 years ago

Version 3.5.1 just got published.

Update to this version instead šŸš€

Release Notes Phaser v3.5.1 Release

Updates

  • The change made in 3.5.0 with how the Scene systems lifecycle is handled has been tweaked. When a Scene is instantiated it will now emit a boot event, as before, and Systems that need it will listen for this event and set-up their internal properties as required. They'll also do the same under the 'start' event, allowing them to restart properly once shutdown. In 3.5 if a Scene was previously not launched or started you wouldn't be able to access all of its internal systems fully, but in 3.5.1 you can.

Bug Fixes

  • LoaderPlugin.destroy would try and remove an incorrect event listener.
  • TileSprites would try to call deleteTexture on both renderers, but it's only available in WebGL (thanks @jmcriat)
  • Using a geometry mask stopped working in WebGL. Fix #3582 (thanks @rafelsanso)
  • The particle emitter incorrectly adjusted the vertex count, causing WebGL rendering issues. Fix #3583 (thanks @murteira)

Examples, Documentation and TypeScript

My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:

@NemoStein @gabegordon @gazpachu @samme @cristlee @melissaelopez @dazigemm @tgrajewski

Commits

The new version differs by 18 commits.

There are 18 commits in total.

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greenkeeper[bot] commented 6 years ago

Version 3.6.0 just got published.

Update to this version instead šŸš€

Commits

The new version differs by 46 commits.

There are 46 commits in total.

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greenkeeper[bot] commented 6 years ago

Version 3.7.1 just got published.

Update to this version instead šŸš€

Commits

The new version differs by 237 commits.

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greenkeeper[bot] commented 6 years ago

Version 3.8.0 just got published.

Update to this version instead šŸš€

Commits

The new version differs by 62 commits.

  • 62c458d New 3.8 build files
  • 0d0846a Calling a creator, such as GraphicsCreator, without passing in a config object, would cause an error to be thrown. All Game Object creators now catch against this.
  • dfc3cb9 3.8.0 Release
  • 66810f9 Added fixed core build and updated AP config
  • 9f7d3bf Allowed get to return the class and added autoStart boolean
  • 5e667ec Fixed 'all frames' check
  • 984c90f Merge pull request #3659 from samme/fix/typescript-body
  • 26faa58 Corrected an error in Container.getBoundsTransformMatrix that called a missing method, causing a getBounds on a nested container to fail. Fix #3624
  • 0bbffdc Correct JSDoc type for GameObject#body
  • 5b0cb0f All Game Objects have a new method setRandomPosition which will randomly position them anywhere within the defined area, or if no area is given, anywhere within the game size.
  • 2f4358f The keycodes for 0 to 9 on the numeric keypad have been added. You can now use them in events
  • 9500a6e When calling generateFrameNames to define an animation from a texture atlas you can now leave out all of the config properties and it will create an animation using every frame found in the atlas. Please understand you've no control over the sequence of these frames if you do this and it's entirely dictated by the json data
  • 6d1166a lint fixes
  • 3043fd5 Added jsdocs and unified the boot process
  • ef9ab05 PluginManager updates to handle Scene system injection, PluginCache use and registering new game objects and file types

There are 62 commits in total.

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greenkeeper[bot] commented 6 years ago

Version 3.9.0 just got published.

Update to this version instead šŸš€

Release Notes Phaser v3.9.0 Release

New Features

  • The command npm run help will display a friendly list of all the scripts available (run npm install first)
  • Game has a new property hasFocus which is a read-only boolean that lets you know if the window the game is embedded in (including in an iframe) currently has focus or not.
  • Game.Config has a new property autoFocus, which is true by default, and will automatically call window.focus() when the game starts.
  • Clicking on the canvas will automatically call window.focus. This means in games that use keyboard controls if you tab or click away from the game, then click back on it again, the keys will carry on working (where-as before they would remain unfocused)
  • Arcade Physics Body has a new method setAllowDrag which toggles the allowDrag property (thanks @samme)
  • Arcade Physics Body has a new method setAllowGravity which toggles the allowGravity property (thanks @samme)
  • Arcade Physics Body has a new method setAllowRotation which toggles the allowRotation property (thanks @samme)
  • Arcade Physics Group Config has 3 new properties you can use: allowDrag, allowGravity and allowRotation (thanks @samme)
  • PluginManager.registerFileType has a new property addToScene which allows you to inject the new file type into the LoaderPlugin of the given Scene. You could use this to add the file type into the Scene in which it was loaded.
  • PluginManager.install has a new property mapping. This allows you to give a Global Plugin a property key, so that it is automatically injected into any Scenes as a Scene level instance. This allows you to have a single global plugin running in the PluginManager, that is injected into every Scene automatically.
  • Camera.lerp has been implemented and allows you to specify the linear interpolation value used when following a target, to provide for smoothed camera tracking.
  • Camera.setLerp is a chainable method to set the Camera.lerp property.
  • Camera.followOffset is a new property that allows you to specify an offset from the target position that the camera is following (thanks @hermbit)
  • Camera.setFollowOffset is a chainable method to set the Camera.followOffset property.
  • Camera.startFollow has 4 new arguments: lerpX and lerpY which allow you to set the interpolation value used when following the target. The default is 1 (no interpolation) and offsetX and offsetY which allow you to set the follow offset values.
  • Camera.startFollow will now immediately set the camera scrollX and scrollY values to be that of the target position to avoid a large initial lerps during the first few preUpdates.
  • Math.Interpolation.SmoothStep is a new method that will return the smooth step interpolated value based on the given percentage and left and right edges.
  • Math.Interpolation.SmootherStep is a new method that will return the smoother step interpolated value based on the given percentage and left and right edges.

Updates

  • Container.setInteractive can now be called without any arguments as long as you have called Container.setSize first (thanks rex)
  • Bob.reset will now reset the position, frame, flip, visible and alpha values of the Bob.
  • VisibilityHandler now takes a game instance as its sole argument, instead of an event emitter.
  • PluginManager.createEntry is a new private method to create a plugin entry and return it. This avoids code duplication in several other methods, which now use this instead.
  • The Plugin File Type has a new optional argument mapping, which allows a global plugin to be injected into a Scene as a reference.
  • TileSprite.destroy has been renamed to preDestroy to take advantage of the preDestroy callback system.
  • RenderTexture.destroy has been renamed to preDestroy to take advantage of the preDestroy callback system.
  • Group.destroy now respects the ignoreDestroy property.
  • Graphics.preDestroy now clears the command buffer array.
  • Container addHandler will now remove a child's Scene shutdown listener and only listens to destroy once.
  • Container removeHandler will re-instate a child's Scene shutdown listener.
  • Container preDestroy now handles the pre-destroy calls, such as clearing the container.
  • Blitter preDestroy will now clear the children List and renderList.
  • The AudioContextMonkeyPatch has been updated to use an iife. Fix #3437 (thanks @NebSehemvi)

Bug Fixes

  • PluginManager.destroy didn't reference the plugin correctly, throwing an Uncaught TypeError if you tried to destroy a game instance. Fix #3668 (thanks @Telokis)
  • If a Container and its child were both input enabled they will now be sorted correctly in the InputPlugin (thanks rex)
  • Fix TypeError when colliding a Group as the only argument in Arcade Physics. Fix #3665 (thanks @samme)
  • The Particle tint value was incorrectly calculated, causing the color channels to be inversed. Fix #3643 (thanks @rgk)
  • All Game Objects that were in Containers were being destroyed twice when a Scene was shutdown. Although not required it still worked in most cases, except with TileSprites. TileSprites specifically have been hardened against this now but all Game Objects inside Containers now have a different event flow, stopping them from being destroyed twice (thanks @laptou @PaNaVTEC)
  • Camera.cull will now accurately return only the Game Objects in the camera view, instead of them all. Fix #3646 (thanks @KingCosmic @Yora)
  • The dragend event would be broadcast even if the drag distance or drag time thresholds were not met. Fix #3686 (thanks @RollinSafary)
  • Restarting a Tween immediately after creating it, without it having first started, would cause it to get stuck permanently in the Tween Managers add queue (thanks @Antriel @zacharysarette)
  • Setting an existing Game Object as a static Arcade Physics body would sometimes incorrectly pick-up the dimensions of the object, such as with TileSprites. Fix #3690 (thanks @fariazz)
  • Interactive Objects were not fully removed from the Input Plugin when cleared, causing the internal list array to grow. Fix #3645 (thanks @tjb295 for the fix and @rexrainbow for the issue)
  • Camera.shake would not effect dynamic tilemap layers. Fix #3669 (thanks @kainage)

Examples, Documentation and TypeScript

Thanks to the work of @hexus we have now documented nearly all of the Math namespace. This is hundreds of functions now covered by full docs and is work we'll continue in the coming weeks.

My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:

@mikez @wtravO @thomastanck

Commits

The new version differs by 98 commits.

  • 23d3fe3 3.9.0 Release
  • 6cfc5d4 The AudioContextMonkeyPatch has been updated to use an iife. Fix #3437
  • 3d9da06 Camera.shake would not effect dynamic tilemap layers. Fix #3669
  • 05f55dc Minor parameter renaming for SmoothStep interpolation functions.
  • 2e0b50e Simplified implementations of SmoothStepInterpolation and SmootherStepInterpolation.
  • 2f3c35c Fixed SmoothStepInterpolation and SmootherStepInterpolation implementations.
  • f38a068 Updated SmoothStep and SmootherStep documentation. Fixed lint errors.
  • 424b5d7 Added SmootherStep interpolation function.
  • 603483e Merge branch 'master' of https://github.com/photonstorm/phaser
  • 7d692bc Added Camera.followOffset property and helper methods setLerp and setFollowOffset.
  • 9834e9d Added followOffset property to Camera target
  • bed3968 Added SmoothStep interpolation function
  • 2684e7d Updated docs and added native clamping
  • e6d1df5 Started documenting Matrix3 and Matrix4.
  • 3a56fc3 Described all easing functions.

There are 98 commits in total.

See the full diff

greenkeeper[bot] commented 6 years ago

Version 3.10.0 just got published.

Update to this version instead šŸš€

Release Notes Phaser v3.10.0 Release

Version 3.10.0 - Hayashi - 13th June 2018

Input System New Features + Updates

  • All Input classes are now covered 100% by JSDocs.
  • The Input Manager and Input Plugin have been updated to support multiple simultaneous Pointers. Before, only one active pointer (mouse or touch) was supported. Now, you can have as many active pointers as you need, allowing for complex multi-touch games. These are stored in the Input Manager pointers array.
  • addPointer allows you to add one, or more, new pointers to the Input Manager. There is no hard-coded limit to the amount you can have, although realistically you should never need more than 10. This method is available on both the Input Manager and Plugin, allowing you to use this.input.addPointer from within your game code.
  • InputManager pointersTotal contains the total number of active pointers, which can be set in the Game Config using the input.activePointers property. Phaser will create 2 pointers on start unless a different value is given in the config, or you can add them at run-time.
  • mousePointer is a new property that is specifically allocated for mouse use only. This is perfect for desktop only games but should be ignored if you're creating a mouse + touch game (use activePointer instead).
  • activePointer will now reflect the most recently active pointer on the game, which is considered as being the pointer to have interacted with the game canvas most recently.
  • The InputManager and InputPlugin have three new methods: addUpCallback, addDownCallback and addMoveCallback. These methods allow you to add callbacks to be invoked whenever native DOM mouse or touch events are received. Callbacks passed to this method are invoked immediately when the DOM event happens, within the scope of the DOM event handler. Therefore, they are considered as 'native' from the perspective of the browser. This means they can be used for tasks such as opening new browser windows, or anything which explicitly requires user input to activate. However, as a result of this, they come with their own risks, and as such should not be used for general game input, but instead be reserved for special circumstances. The callbacks can be set as isOnce so you can control if the callback is called once then removed, or every time the DOM event occurs.
  • Pointer has two new properties worldX and worldY which contain the position of the Pointer, translated into the coordinate space of the most recent Camera it interacted with.
  • When checking to see if a Pointer has interacted with any objects it will now iterate through the Camera list. Previously, it would only check against the top-most Camera in the list, but now if the top-most camera doesn't return anything, it will move to the next camera and so on. This also addresses #3631 (thanks @samid737)
  • InputManager.dirty is a new internal property that reflects if any of the Pointers have updated this frame.
  • InputManager.update now uses constants internally for the event type checking, rather than string-based like before.
  • InputManager.startPointer is a new internal method, called automatically by the update loop, that handles touch start events.
  • InputManager.updatePointer is a new internal method, called automatically by the update loop, that handles touch move events.
  • InputManager.stopPointer is a new internal method, called automatically by the update loop, that handles touch end events.
  • InputManager.hitTest has had its arguments changed. It no longer takes x/y properties as the first two arguments, but instead takes a Pointer object (from which the x/y coordinates are extracted).
  • TouchManager.handler has been removed as it's no longer used internally.
  • TouchManager.onTouchStart, onTouchMove and onTouchEnd are the new DOM Touch Event handlers. They pass the events on to the InputManagers queueTouchStart, queueTouchMove and queueTouchEnd methods respectively.
  • MouseManager.handler has been removed as it's no longer used internally.
  • MouseManager.onMouseDown, onMouseMove and onMouseUp are the new DOM Mouse Event handlers. They pass the events on to the InputManagers queueMouseDown, queueMouseMove and queueMouseUp methods respectively.
  • Setting enabled to false on either the TouchManager, MouseManager or KeyboardManager will prevent it from handling any native DOM events until you set it back again.
  • InputPlugin has the following new read-only properties: mousePointer, pointer1, pointer2, pointer3, pointer4, pointer5, pointer6, pointer7, pointer8, pointer9 and pointer10. Most of these will be undefined unless you call addPointer first, or set the active pointers quantity in your Game Config.
  • InputManager has a new method transformPointer which will set the transformed x and y properties of a Pointer in one call, rather than the 2 calls it took before. This is now used by all Pointer event handlers.
  • InputPlugin has a new method makePixelPerfect which allows you to specify a texture-based Game Object as being pixel perfect when performing all input checks against it. You use it like this: this.add.sprite(x, y, key).setInteractive(this.input.makePixelPerfect()), or the easier: setInteractive({ pixelPerfect: true }) - you can also pass or set an optional alpha tolerance level. See the method docs for full details and the new examples to see it in action. Note that as a pointer interacts with the Game Object it will constantly poll the texture, extracting a single pixel from the given coordinates and checking its color values. This is an expensive process, so should only be enabled on Game Objects that really need it.

Input - Custom Cursors

  • You can now set a custom cursor for your game via this.input.setDefaultCursor(). This will take any valid CSS cursor string, including URLs to cursor image files.
  • You can now set a custom cursor for specific Game Objects. This will take any valid CSS cursor string, including URLs to cursor image files, and is used when-ever a pointer is over that Game Object. For example, to have a hand cursor appear when over a button Sprite, you can do: button.input.cursor = 'pointer', or to have a help cursor appear: button.input.cursor = 'help', or to have a custom image: button.input.cursor = 'url(assets/cursors/sword.cur), pointer'.
  • You can also set a custom cursor in the new Input Configuration Object. To use the pointer (hand cursor) there is a new short-cut: setInteractive({ useHandCursor: true }). To use anything else: setInteractive({ cursor: CSSString }) where CSSString is any valid CSS for setting a cursor.
  • Please be aware of limitations when it comes to image based cursors between browsers. It's up to you to find a suitable format and size that fits the browsers you wish to support (note: virtually all modern browsers no longer support animated CSS cursors.)

Input - Configuration Objects

  • The setInteractive method can now take an Input Configuration object as its only argument. This allows you to set multiple input related properties in a single call, i.e.: setInteractive({ draggable: true, pixelPerfect: true }). The available properties are:
  • hitArea - The object / shape to use as the Hit Area. If not given it will try to create a Rectangle based on the texture frame.
  • hitAreaCallback - The callback that determines if the pointer is within the Hit Area shape or not.
  • draggable - If true the Interactive Object will be set to be draggable and emit drag events.
  • dropZone - If true the Interactive Object will be set to be a drop zone for draggable objects.
  • useHandCursor - If true the Interactive Object will set the pointer hand cursor when a pointer is over it. This is a short-cut for setting cursor: 'pointer'.
  • cursor - The CSS string to be used when the cursor is over this Interactive Object.
  • pixelPerfect - If true the a pixel perfect function will be set for the hit area callback. Only works with texture based Game Objects.
  • alphaTolerance - If pixelPerfect is set, this is the alpha tolerance threshold value used in the callback.

Input - Keyboard Manager Updates

  • The KeyboardManager class has been removed. It has been replaced with KeyboardPlugin which is now an Input level plugin, that registers itself with the new InputPluginCache. The Input Plugin class (which belongs to a Scene) will now automatically inject registered plugins into itself on boot. Every Scene has its own instance of the Input Plugin (if enabled in the scene plugins), which in turn has its own instance of the KeyboardPlugin. The InputManager no longer has any reference to the Keyboard class at all. The benefits of this are two-fold: First, it allows you to now entirely exclude all of the keyboard classes from a custom build, saving a lot of space if not required. Secondly, it means that the Scenes themselves are now responsible for keyboard events, where-as before they were entirely global. This means a Scene can be paused and stop processing keyboard events, and stop having its Key objects updated, while another Scene can still carry on doing this. It also prevents key related callbacks in sleeping Scenes from being fired (which resolves issue #3733, thanks @JoeMoov2)
  • KeyboardManager.handler has been renamed to onKeyHandler.
  • The KeyboardManager.captures property has been removed as it can be more effectively handled by polling the keys object instead.
  • The Keyboard Manager will no longer process key down or up events if its enabled property is set to false, or if the Scene to which it belongs is not active.
  • The Keyboard Manager will now call event.preventDefault on the native DOM event as long as the Key exists in the keys array and has its preventDefault property set to true (which is the default). This means you can now control specifically which key prevents default on the browser, where-as before every key added did so.
  • KeyboardManager addKeyCapture and removeKeyCapture have been removed as you now control which keys prevent capture by using the addKey or addKeys methods (see entry above). The act of creating a Key is now enough to enable capture of it and can be toggled (at run-time) on a per-Key basis.
  • KeyboardManager.addKeys can now take either an object, or key codes, or a comma-separated string as its input. This means you can now do: keyboard.addKeys('W,S,A,D') and get an object back with the properties WSAD mapped to the relevant Key objects.
  • KeyboardManager.addKey can now take either a Key object, a string, such as A or SPACE, or a key code value.
  • KeyboardManager.removeKey can now take either a Key object, a string, such as A or SPACE, or a key code value.

Input - Gamepad Manager Updates

  • The GamepadManager class has been removed. It has been replaced with GamepadPlugin which is now an Input level plugin, that registers itself with the new InputPluginCache. The Input Plugin class (which belongs to a Scene) will now automatically inject the registered plugins into itself on boot. Every Scene has its own instance of the Input Plugin (if enabled in the scene plugins), which in turn has its own instance of the GamepadPlugin. The InputManager no longer has any reference to the Gamepad class at all. The benefits of this are two-fold: First, it allows you to now entirely exclude all of the gamepad classes from a custom build, saving a lot of space if not required. Secondly, it means that the Scenes themselves are now responsible for gamepad events, where-as before they were entirely global. This means a Scene can be paused and stop processing gamepad events, and stop having its Gamepad objects updated, while another Scene can still carry on doing this. It also prevents gamepad related callbacks in sleeping Scenes from being fired.
  • The Gamepad Plugin has been rewritten from scratch. It now offers a lot more features and far easier access to the Gamepads and their properties. You can now access the first 4 gamepads connected to the browser via the pad1 to pad4 properties, meaning you can do: this.input.gamepad.pad1 for direct access to a pad once it's connected.
  • The Gamepad class has also been rewritten from scratch. It will no longer create Buttons or Axes dynamically, instead doing so on instantiation.
  • The Gamepad class now has a bunch of new properties for easy access to the various standard mapping buttons. These include left, right, up, down for directions, A, Y, X and B for buttons, L1, L2, R1 and R2 for shoulder buttons, and leftStick and rightStick for the axis sticks. You can still use Gamepad.getButtonValue() to get the value from a button and Gamepad.getButtonTotal() to get the total number of buttons available on the pad.
  • Gamepad.getAxisTotal and Gamepad.getAxisValue will return the total number of axis, and an axis value, accordingly.
  • Gamepad.setAxisThreshold will now let you set the threshold across all axis of a Gamepad in one call.
  • The Gamepad Button objects will now emit 2 events, one from the button itself and another from the Gamepad. This means you can listen for button events in 3 ways: 1) By directly polling the button value in an update loop, 2) Listening for events on the Gamepad Plugin: this.input.gamepad.on('down'), or 3) By listening for events on the Gamepad itself: gamepadReference.on('down').

Arcade Physics New Features + Updates

  • Arcade Physics now uses a fixed time-step for all internal calculations. There is a new fps config value and property (defaults to 60fps), which you can change at run-time using the setFPS method. The core update loop has been recoded so that it steps based entirely on the given frame rate, and not the wall-clock or game step delta. This fixed time step allows for a straightforward implementation of a deterministic game state. Meaning you can now set the fps rate to a high value such as 240, regardless of the browser update speed (it will simply perform more physics steps per game step). This is handy if you want to increase the accuracy of the simulation in certain cases.
  • You can also optionally call the step function directly, to manually advance the simulation.
  • There is a new property timeScale which will scale all time-step calculations at run-time, allowing you to speed-up or slow-down your simulation at will, without adjusting the frame rate.
  • You can now disable the use of the RTree for dynamic bodies via the config property useTree. In certain situations, i.e. densely packed worlds, this may give better performance. Static bodies will always use an RTree.
  • collideSpriteVsGroup has been rewritten. If you are using an RTree it now uses the results directly from the tree search, instead of iterating all children in the Group, which dramatically reduces the work it does. If you have disabled the RTree it performs a brute-force O(N2) Sprite vs. Group iteration sweep. We tested multiple axis sorting variants but the cost of the array allocation and/or sorting, with large amounts of bodies (10,000+), far outweighed the simple math involved in the separation logic.
  • Body.useDamping is a new boolean property that allows you to use a damping effect for drag, rather than the default linear deceleration. This gives much better results if you need smooth deceleration across both axis, such as the way the ship slows down in the game Asteroids, without the tell-tale axis drift associated with linear drag.
  • GetOverlapX and GetOverlapY now use the calculated delta values, not the deltaX/Y methods.
  • collideSpriteVsGroup aborts early if the Sprite body has been disabled.
  • updateMotion has a new argument delta which should typically be a fixed-time delta value.
  • intersects has been restructured to prioritize rect vs. rect checks.
  • Body update and postUpdate have been recoded to handle the new fixed time-step system in place. update now takes a new argument, delta, which is used internally for calculations.
  • Body.dirty has been removed as a property as it's no longer used internally.
  • Body.deltaAbsX and deltaAbsY now return the cached absolute delta value from the previous update, and no longer calculate it during the actual call.
  • World.enable has been recoded to remove all the hasOwnProperty checks and streamline the internal flow.
  • World.disable has been recoded to remove all the hasOwnProperty checks and streamline the internal flow.
  • World.add is a new method that adds an existing body to the simulation and enableBody now passes its newly created bodies to this method.
  • World.disableGameObjectBody has been removed as it duplicated what the disable method did.
  • There is a new internal flow with regard to the creation and disabling of bodies. Calling World.enable will pass the objects to enableBody, which will create a new Body object, if required, and finally pass it to add. World.disable does the same, but removes the bodies from the simulation. It passes the bodies to disableBody, which in turn passes it to remove. Both of these work for single objects, an array of objects, Groups or even arrays of Groups.
  • World.computeAngularVelocity is a new method that specifically calculates the angular velocity of a Body.
  • World.computeVelocity has had its signature changed. Rather than taking a bunch of arguments all it now takes is a Body and a delta value. Internally it now calculates both the x and y velocity components together in the same single call, where-as before it was split into two calls and multiple assignments.
  • World.computeVelocity no longer returns the new velocities, they are now set directly on the body within the method.
  • World.computeVelocity has been recoded to use Fuzzy Greater Than and Less Than calls when applying drag to a previously accelerated body. Using a fuzzy epsilon allows us to mitigate the ping-pong issue, where a decelerating body would constantly flip between a small negative and positive velocity value and never come to an actual rest.
  • World.computeVelocity now checks the Body.useDamping property to perform either linear deceleration or damping on the Body.
  • World.updateMotion has changed to call the new computeAngularVelocity and computeVelocity methods.
  • Bodies set to bounce would eventually run out of velocity and stop. This has been fixed as part of the refactoring of the time step and compute velocity updates. Fix #3593 (thanks @helmi77)
  • If a Body collides with a Static Body it will now set the blocked properties accordingly (before it only set the touching properties.) This means you can now use checks like Body.onFloor() when traversing static bodies (thanks @fariazz)

Data Manager New Features and Updates

  • You can now access anything set in the DataManager using the new values property. For example, if you set a new value such as this: data.set('gold', 50) you can now access it via: data.values.gold, where it is treated as a normal property, allowing you to use it in conditional evaluations if (data.values.level === 2), or modify it: data.values.gold += 50.
  • Each time a value is updated it emits a changedata event, regardless if it is changed via the set method, or the new values approach.
  • Each time a value is updated it emits a new event named after the value. For example, if the value was called PlayerLives, it will emit the event changedata_PlayerLives. This happens regardless if it is changed via the set method, or the new values approach.
  • The set method can now take an object containing key value pairs as the first argument. This means you can now set a bunch of values all at once, i.e: data.set({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 }).
  • The get method can now take an array of keys, and will return an array of matching values. This is handy for array destructuring in ES6.
  • The remove method can now take an array of keys, and will remove all matching values, emitting the removedata event for each.
  • The order of events has been updated. When a value is first set, and doesn't already exist in the Data Manager, it will emit a setdata event. If a value is set that already exists, it instead emits a changedata and related changedata_key event. Setting a new value no longer emits both events.
  • The resetFunction function has been removed from the changedata event arguments. Previously this was used to allow you to stop a value being updated by calling the reset function instead. However, it created brand new anonymous functions every single time a value was updated. As you can now access stored data via the values property you can use this for much easier conditional checks and sets.
  • The blockSet property has been removed as it's no longer used internally.

Loader and Scene Updates

  • Internally, the Loader has changed slightly. Rather than have each file cause the new batch to load, an update method is polled every frame, which does the same job instead. This avoids load-time race conditions where pre-populated files would trigger loads part way during an existing load, fixing #3705 in the process (thanks @the-simian)
  • The Scene Manager has been updated so that it will call Scene.Systems.step during the init, preload and create phase of your Scene. This means that any plugins, or custom code, written to use the Scene Systems preupdate, update or postupdate events will need to be aware that these are now fired from init onwards, not just once create has finished.
  • As a result of these two changes, there is a new Systems property called sceneUpdate, which is a reference that maps to your Scene.update function. During init, preload and create this is always mapped to NOOP. Once create has finished it gets re-mapped to your Scene's update function. If your Scene doesn't have one, it remains mapped to NOOP. In practise, this means nothing has changed from before. Scene.update never ran until create was completed, and it still doesn't. However, because the internal Scene systems are now updating right from init, it means that things like the update list and physics systems are fully operational during your Preloader. This allows you to create far more elaborate preloaders than ever before. Although, with great power comes great responsibility, as the onus is now on you to be careful which events you consume (especially input events) during your preloader.
  • Another side-effect of these changes is that Scenes no longer need an 'update' function at all. Previously, if they were missing one, the Scene Manager would inject one into them automatically. It no longer does this.

New Features

  • RenderTexture.resize will allow you to resize the underlying Render Texture to the new dimensions given. Doing this also clears the Render Texture at the same time (thanks @saqsun).
  • Rectangle.RandomOutside is a new function that takes two Rectangles, outer and inner, and returns a random point that falls within the outer rectangle but is always outside of the inner rectangle.
  • The Update List has a new read-only property length, making it consistent with the Display List (thanks @samme)
  • The 2D Camera class has two new read-only properties centerX and centerY which return the coordinates of the center of the viewport, relative to the canvas (thanks @samme)
  • Camera has a new property visible. An invisible Camera will skip rendering and input tests of everything it can see. This allows you to create say a mini-cam and then toggle it on and off without needing to re-create it each time.
  • Camera has a new method setVisible which toggles its visible property.
  • CameraManager.fromJSON will now set the visible property is defined in the config.
  • ScenePlugin.run is a new method that will run the given Scene and not change the state of the current Scene at all. If the scene is asleep, it will be woken. If it's paused, it will be resumed. If not running at all, it will be started.
  • TextureManager.getPixelAlpha is a new method that will return the alpha value of a pixel from the given texture and frame. It will return null if the coordinates were out of bounds, otherwise a value between 0 and 255.
  • Game.isOver is a new read-only boolean property that indicates if the mouse pointer is currently over the game canvas or not. It is set by the VisibilityHandler and is only reliable on desktop systems.
  • A new event Game.mouseout is dispatched if the mouse leaves the game canvas. You can listen to it from this.sys.game.events.on('mouseout') from within a Scene.
  • A new event Game.mouseover is dispatched if the mouse enters the game canvas, having previously been outside of it. You can listen to it from this.sys.game.events.on('mouseover') from within a Scene.
  • You can now use PhysicsEditor (https://www.codeandweb.com/physicseditor) to create complex Matter.js bodies. Load them as normal JSON and then just pass it to the Matter Sprite as a shape property: this.matter.add.sprite(x, y, texture, frame, { shape: shapes.banana }) (where shapes.banana is one of the exported PhysicsEditor shapes in the JSON you loaded). See the 'physics/matterjs/advanced shape creation.js' example for more details.

Updates

  • The ForwardDiffuseLightPipeline, used by the Lights system, now sets a flag if the Scene doesn't contain any lights. All of the Game Objects now check this flag and don't even bother adding themselves to the batch if there are no lights in the Scene, as they'd never render anyway. This also avoids the ghost-image problem if you swap Scenes to a new Scene with the Light Manager enabled, but no actual lights defined. Fix #3707 (thanks @samvieten).
  • CameraManager.getCameraBelowPointer has been renamed to getCamerasBelowPointer and it now returns an array of all the cameras below the given pointer, not just the top-most one. The array is sorted so that the top-most camera is at the start of the array.
  • In TimeStep.step the rawDelta and delta values are checked to make sure they are non-negative, which can happen in Chrome when the delta is reset and out of sync with the value passed to Request Animation Frame. Fix #3088 (thanks @Antriel)
  • Cameras.Controls.Fixed has been removed. It's was deprecated a few versions ago. Please use FixedKeyControl instead.
  • Cameras.Controls.Smoothed has been removed. It's was deprecated a few versions ago. Please use SmoothedKeyControl instead.

Bug Fixes

  • The Canvas RenderTexture.drawImage method incorrectly set the values of the frame, causing them to appear wrongly scaled in the canvas renderer. Fix #3710 (thanks @saqsun).
  • Fixed Math.Matrix4.makeRotationAxis() (thanks @hexus)
  • Fixed an incorrect usage of Math.abs() in Math.Quaternion.calculateW() (thanks @qxzkjp).
  • Particle Emitter Managers can now be added to Containers (thanks @TadejZupancic)
  • Fixed a method signature issue with the Animation component's remove() handler when Animations are removed from the AnimationManager. This prevented removed animations from stopping correctly.
  • If you set Phaser to use a pre-existing Canvas element it is no longer re-added to the DOM (thanks @NQNStudios)
  • The TweenManager.getTweensOf method has been fixed to remove a potential endless loop should multiple targets be passed in to it (thanks @cyantree)
  • Interactive Objects inside of Containers would still fire their input events even if the Container (or any ancestor) was set to be invisible. Objects now check their ancestor tree during the input cull and now properly skip input events if not visible. Fix #3620 (thanks @NemoStein)
  • Fixed Device.os incorrectly reporting Linux as OS on Android devices (thanks @AleBles)

Examples, Documentation and TypeScript

Thanks to the work of @hexus we have now documented all of the Math namespace and made good progress on the Game Objects.

I personally have also documented the entire Input system, which was 328 classes, properties and methods to describe, as well as lots of other areas.

Commits

The new version differs by 172 commits.

  • 16f61b4 3.10 Release
  • 15b544f jsdoc fixes
  • 9d52b6a Fixed jsdoc errors
  • 7eac419 Fixed namespace
  • 641abd3 Updated the change log
  • 579f5bf Added the new sceneUpdate reference property.
  • eb8d3cc No longer injects update into a Scene, and now calls step from init onwards.
  • f034883 The Loader now uses an update loop to release new files to the queue, rather than doing it during the async hell-hole that was the inflight iterator. Fix #3705.
  • d6c2b11 Replace KeyboardManager with KeyboardPlugin
  • 6dba00a Updated change log
  • 7608fcd Small package update
  • c7c104b Tidied up the formatting and jsdocs for Physics Editor parser
  • 9a53daa Merge pull request #3729 from CodeAndWeb/matterjs-pe-loader
  • ff7f614 renamed to PhysicsEditorParser, added jsdocs
  • d058674 eslint fix

There are 172 commits in total.

See the full diff

greenkeeper[bot] commented 6 years ago

Version 3.10.1 just got published.

Update to this version instead šŸš€

Release Notes Phaser v3.10.1 Release

Version 3.10.1 - Hayashi - 13th June 2018

Bug Fixes

  • The InputManager would only create 1 Pointer, even if Touch input was enabled in the config, which meant you couldn't use touch events unless you first called addPointer or specified one in the config. Now, it Touch is enabled in the config, it'll always create 2 pointers by default.

Version 3.10.0 - Hayashi - 13th June 2018

Input System New Features + Updates

  • All Input classes are now covered 100% by JSDocs.
  • The Input Manager and Input Plugin have been updated to support multiple simultaneous Pointers. Before, only one active pointer (mouse or touch) was supported. Now, you can have as many active pointers as you need, allowing for complex multi-touch games. These are stored in the Input Manager pointers array.
  • addPointer allows you to add one, or more, new pointers to the Input Manager. There is no hard-coded limit to the amount you can have, although realistically you should never need more than 10. This method is available on both the Input Manager and Plugin, allowing you to use this.input.addPointer from within your game code.
  • InputManager pointersTotal contains the total number of active pointers, which can be set in the Game Config using the input.activePointers property. Phaser will create 2 pointers on start unless a different value is given in the config, or you can add them at run-time.
  • mousePointer is a new property that is specifically allocated for mouse use only. This is perfect for desktop only games but should be ignored if you're creating a mouse + touch game (use activePointer instead).
  • activePointer will now reflect the most recently active pointer on the game, which is considered as being the pointer to have interacted with the game canvas most recently.
  • The InputManager and InputPlugin have three new methods: addUpCallback, addDownCallback and addMoveCallback. These methods allow you to add callbacks to be invoked whenever native DOM mouse or touch events are received. Callbacks passed to this method are invoked immediately when the DOM event happens, within the scope of the DOM event handler. Therefore, they are considered as 'native' from the perspective of the browser. This means they can be used for tasks such as opening new browser windows, or anything which explicitly requires user input to activate. However, as a result of this, they come with their own risks, and as such should not be used for general game input, but instead be reserved for special circumstances. The callbacks can be set as isOnce so you can control if the callback is called once then removed, or every time the DOM event occurs.
  • Pointer has two new properties worldX and worldY which contain the position of the Pointer, translated into the coordinate space of the most recent Camera it interacted with.
  • When checking to see if a Pointer has interacted with any objects it will now iterate through the Camera list. Previously, it would only check against the top-most Camera in the list, but now if the top-most camera doesn't return anything, it will move to the next camera and so on. This also addresses #3631 (thanks @samid737)
  • InputManager.dirty is a new internal property that reflects if any of the Pointers have updated this frame.
  • InputManager.update now uses constants internally for the event type checking, rather than string-based like before.
  • InputManager.startPointer is a new internal method, called automatically by the update loop, that handles touch start events.
  • InputManager.updatePointer is a new internal method, called automatically by the update loop, that handles touch move events.
  • InputManager.stopPointer is a new internal method, called automatically by the update loop, that handles touch end events.
  • InputManager.hitTest has had its arguments changed. It no longer takes x/y properties as the first two arguments, but instead takes a Pointer object (from which the x/y coordinates are extracted).
  • TouchManager.handler has been removed as it's no longer used internally.
  • TouchManager.onTouchStart, onTouchMove and onTouchEnd are the new DOM Touch Event handlers. They pass the events on to the InputManagers queueTouchStart, queueTouchMove and queueTouchEnd methods respectively.
  • MouseManager.handler has been removed as it's no longer used internally.
  • MouseManager.onMouseDown, onMouseMove and onMouseUp are the new DOM Mouse Event handlers. They pass the events on to the InputManagers queueMouseDown, queueMouseMove and queueMouseUp methods respectively.
  • Setting enabled to false on either the TouchManager, MouseManager or KeyboardManager will prevent it from handling any native DOM events until you set it back again.
  • InputPlugin has the following new read-only properties: mousePointer, pointer1, pointer2, pointer3, pointer4, pointer5, pointer6, pointer7, pointer8, pointer9 and pointer10. Most of these will be undefined unless you call addPointer first, or set the active pointers quantity in your Game Config.
  • InputManager has a new method transformPointer which will set the transformed x and y properties of a Pointer in one call, rather than the 2 calls it took before. This is now used by all Pointer event handlers.
  • InputPlugin has a new method makePixelPerfect which allows you to specify a texture-based Game Object as being pixel perfect when performing all input checks against it. You use it like this: this.add.sprite(x, y, key).setInteractive(this.input.makePixelPerfect()), or the easier: setInteractive({ pixelPerfect: true }) - you can also pass or set an optional alpha tolerance level. See the method docs for full details and the new examples to see it in action. Note that as a pointer interacts with the Game Object it will constantly poll the texture, extracting a single pixel from the given coordinates and checking its color values. This is an expensive process, so should only be enabled on Game Objects that really need it.

Input - Custom Cursors

  • You can now set a custom cursor for your game via this.input.setDefaultCursor(). This will take any valid CSS cursor string, including URLs to cursor image files.
  • You can now set a custom cursor for specific Game Objects. This will take any valid CSS cursor string, including URLs to cursor image files, and is used when-ever a pointer is over that Game Object. For example, to have a hand cursor appear when over a button Sprite, you can do: button.input.cursor = 'pointer', or to have a help cursor appear: button.input.cursor = 'help', or to have a custom image: button.input.cursor = 'url(assets/cursors/sword.cur), pointer'.
  • You can also set a custom cursor in the new Input Configuration Object. To use the pointer (hand cursor) there is a new short-cut: setInteractive({ useHandCursor: true }). To use anything else: setInteractive({ cursor: CSSString }) where CSSString is any valid CSS for setting a cursor.
  • Please be aware of limitations when it comes to image based cursors between browsers. It's up to you to find a suitable format and size that fits the browsers you wish to support (note: virtually all modern browsers no longer support animated CSS cursors.)

Input - Configuration Objects

  • The setInteractive method can now take an Input Configuration object as its only argument. This allows you to set multiple input related properties in a single call, i.e.: setInteractive({ draggable: true, pixelPerfect: true }). The available properties are:
  • hitArea - The object / shape to use as the Hit Area. If not given it will try to create a Rectangle based on the texture frame.
  • hitAreaCallback - The callback that determines if the pointer is within the Hit Area shape or not.
  • draggable - If true the Interactive Object will be set to be draggable and emit drag events.
  • dropZone - If true the Interactive Object will be set to be a drop zone for draggable objects.
  • useHandCursor - If true the Interactive Object will set the pointer hand cursor when a pointer is over it. This is a short-cut for setting cursor: 'pointer'.
  • cursor - The CSS string to be used when the cursor is over this Interactive Object.
  • pixelPerfect - If true the a pixel perfect function will be set for the hit area callback. Only works with texture based Game Objects.
  • alphaTolerance - If pixelPerfect is set, this is the alpha tolerance threshold value used in the callback.

Input - Keyboard Manager Updates

  • The KeyboardManager class has been removed. It has been replaced with KeyboardPlugin which is now an Input level plugin, that registers itself with the new InputPluginCache. The Input Plugin class (which belongs to a Scene) will now automatically inject registered plugins into itself on boot. Every Scene has its own instance of the Input Plugin (if enabled in the scene plugins), which in turn has its own instance of the KeyboardPlugin. The InputManager no longer has any reference to the Keyboard class at all. The benefits of this are two-fold: First, it allows you to now entirely exclude all of the keyboard classes from a custom build, saving a lot of space if not required. Secondly, it means that the Scenes themselves are now responsible for keyboard events, where-as before they were entirely global. This means a Scene can be paused and stop processing keyboard events, and stop having its Key objects updated, while another Scene can still carry on doing this. It also prevents key related callbacks in sleeping Scenes from being fired (which resolves issue #3733, thanks @JoeMoov2)
  • KeyboardManager.handler has been renamed to onKeyHandler.
  • The KeyboardManager.captures property has been removed as it can be more effectively handled by polling the keys object instead.
  • The Keyboard Manager will no longer process key down or up events if its enabled property is set to false, or if the Scene to which it belongs is not active.
  • The Keyboard Manager will now call event.preventDefault on the native DOM event as long as the Key exists in the keys array and has its preventDefault property set to true (which is the default). This means you can now control specifically which key prevents default on the browser, where-as before every key added did so.
  • KeyboardManager addKeyCapture and removeKeyCapture have been removed as you now control which keys prevent capture by using the addKey or addKeys methods (see entry above). The act of creating a Key is now enough to enable capture of it and can be toggled (at run-time) on a per-Key basis.
  • KeyboardManager.addKeys can now take either an object, or key codes, or a comma-separated string as its input. This means you can now do: keyboard.addKeys('W,S,A,D') and get an object back with the properties WSAD mapped to the relevant Key objects.
  • KeyboardManager.addKey can now take either a Key object, a string, such as A or SPACE, or a key code value.
  • KeyboardManager.removeKey can now take either a Key object, a string, such as A or SPACE, or a key code value.

Input - Gamepad Manager Updates

  • The GamepadManager class has been removed. It has been replaced with GamepadPlugin which is now an Input level plugin, that registers itself with the new InputPluginCache. The Input Plugin class (which belongs to a Scene) will now automatically inject the registered plugins into itself on boot. Every Scene has its own instance of the Input Plugin (if enabled in the scene plugins), which in turn has its own instance of the GamepadPlugin. The InputManager no longer has any reference to the Gamepad class at all. The benefits of this are two-fold: First, it allows you to now entirely exclude all of the gamepad classes from a custom build, saving a lot of space if not required. Secondly, it means that the Scenes themselves are now responsible for gamepad events, where-as before they were entirely global. This means a Scene can be paused and stop processing gamepad events, and stop having its Gamepad objects updated, while another Scene can still carry on doing this. It also prevents gamepad related callbacks in sleeping Scenes from being fired.
  • The Gamepad Plugin has been rewritten from scratch. It now offers a lot more features and far easier access to the Gamepads and their properties. You can now access the first 4 gamepads connected to the browser via the pad1 to pad4 properties, meaning you can do: this.input.gamepad.pad1 for direct access to a pad once it's connected.
  • The Gamepad class has also been rewritten from scratch. It will no longer create Buttons or Axes dynamically, instead doing so on instantiation.
  • The Gamepad class now has a bunch of new properties for easy access to the various standard mapping buttons. These include left, right, up, down for directions, A, Y, X and B for buttons, L1, L2, R1 and R2 for shoulder buttons, and leftStick and rightStick for the axis sticks. You can still use Gamepad.getButtonValue() to get the value from a button and Gamepad.getButtonTotal() to get the total number of buttons available on the pad.
  • Gamepad.getAxisTotal and Gamepad.getAxisValue will return the total number of axis, and an axis value, accordingly.
  • Gamepad.setAxisThreshold will now let you set the threshold across all axis of a Gamepad in one call.
  • The Gamepad Button objects will now emit 2 events, one from the button itself and another from the Gamepad. This means you can listen for button events in 3 ways: 1) By directly polling the button value in an update loop, 2) Listening for events on the Gamepad Plugin: this.input.gamepad.on('down'), or 3) By listening for events on the Gamepad itself: gamepadReference.on('down').

Arcade Physics New Features + Updates

  • Arcade Physics now uses a fixed time-step for all internal calculations. There is a new fps config value and property (defaults to 60fps), which you can change at run-time using the setFPS method. The core update loop has been recoded so that it steps based entirely on the given frame rate, and not the wall-clock or game step delta. This fixed time step allows for a straightforward implementation of a deterministic game state. Meaning you can now set the fps rate to a high value such as 240, regardless of the browser update speed (it will simply perform more physics steps per game step). This is handy if you want to increase the accuracy of the simulation in certain cases.
  • You can also optionally call the step function directly, to manually advance the simulation.
  • There is a new property timeScale which will scale all time-step calculations at run-time, allowing you to speed-up or slow-down your simulation at will, without adjusting the frame rate.
  • You can now disable the use of the RTree for dynamic bodies via the config property useTree. In certain situations, i.e. densely packed worlds, this may give better performance. Static bodies will always use an RTree.
  • collideSpriteVsGroup has been rewritten. If you are using an RTree it now uses the results directly from the tree search, instead of iterating all children in the Group, which dramatically reduces the work it does. If you have disabled the RTree it performs a brute-force O(N2) Sprite vs. Group iteration sweep. We tested multiple axis sorting variants but the cost of the array allocation and/or sorting, with large amounts of bodies (10,000+), far outweighed the simple math involved in the separation logic.
  • Body.useDamping is a new boolean property that allows you to use a damping effect for drag, rather than the default linear deceleration. This gives much better results if you need smooth deceleration across both axis, such as the way the ship slows down in the game Asteroids, without the tell-tale axis drift associated with linear drag.
  • GetOverlapX and GetOverlapY now use the calculated delta values, not the deltaX/Y methods.
  • collideSpriteVsGroup aborts early if the Sprite body has been disabled.
  • updateMotion has a new argument delta which should typically be a fixed-time delta value.
  • intersects has been restructured to prioritize rect vs. rect checks.
  • Body update and postUpdate have been recoded to handle the new fixed time-step system in place. update now takes a new argument, delta, which is used internally for calculations.
  • Body.dirty has been removed as a property as it's no longer used internally.
  • Body.deltaAbsX and deltaAbsY now return the cached absolute delta value from the previous update, and no longer calculate it during the actual call.
  • World.enable has been recoded to remove all the hasOwnProperty checks and streamline the internal flow.
  • World.disable has been recoded to remove all the hasOwnProperty checks and streamline the internal flow.
  • World.add is a new method that adds an existing body to the simulation and enableBody now passes its newly created bodies to this method.
  • World.disableGameObjectBody has been removed as it duplicated what the disable method did.
  • There is a new internal flow with regard to the creation and disabling of bodies. Calling World.enable will pass the objects to enableBody, which will create a new Body object, if required, and finally pass it to add. World.disable does the same, but removes the bodies from the simulation. It passes the bodies to disableBody, which in turn passes it to remove. Both of these work for single objects, an array of objects, Groups or even arrays of Groups.
  • World.computeAngularVelocity is a new method that specifically calculates the angular velocity of a Body.
  • World.computeVelocity has had its signature changed. Rather than taking a bunch of arguments all it now takes is a Body and a delta value. Internally it now calculates both the x and y velocity components together in the same single call, where-as before it was split into two calls and multiple assignments.
  • World.computeVelocity no longer returns the new velocities, they are now set directly on the body within the method.
  • World.computeVelocity has been recoded to use Fuzzy Greater Than and Less Than calls when applying drag to a previously accelerated body. Using a fuzzy epsilon allows us to mitigate the ping-pong issue, where a decelerating body would constantly flip between a small negative and positive velocity value and never come to an actual rest.
  • World.computeVelocity now checks the Body.useDamping property to perform either linear deceleration or damping on the Body.
  • World.updateMotion has changed to call the new computeAngularVelocity and computeVelocity methods.
  • Bodies set to bounce would eventually run out of velocity and stop. This has been fixed as part of the refactoring of the time step and compute velocity updates. Fix #3593 (thanks @helmi77)
  • If a Body collides with a Static Body it will now set the blocked properties accordingly (before it only set the touching properties.) This means you can now use checks like Body.onFloor() when traversing static bodies (thanks @fariazz)

Data Manager New Features and Updates

  • You can now access anything set in the DataManager using the new values property. For example, if you set a new value such as this: data.set('gold', 50) you can now access it via: data.values.gold, where it is treated as a normal property, allowing you to use it in conditional evaluations if (data.values.level === 2), or modify it: data.values.gold += 50.
  • Each time a value is updated it emits a changedata event, regardless if it is changed via the set method, or the new values approach.
  • Each time a value is updated it emits a new event named after the value. For example, if the value was called PlayerLives, it will emit the event changedata_PlayerLives. This happens regardless if it is changed via the set method, or the new values approach.
  • The set method can now take an object containing key value pairs as the first argument. This means you can now set a bunch of values all at once, i.e: data.set({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 }).
  • The get method can now take an array of keys, and will return an array of matching values. This is handy for array destructuring in ES6.
  • The remove method can now take an array of keys, and will remove all matching values, emitting the removedata event for each.
  • The order of events has been updated. When a value is first set, and doesn't already exist in the Data Manager, it will emit a setdata event. If a value is set that already exists, it instead emits a changedata and related changedata_key event. Setting a new value no longer emits both events.
  • The resetFunction function has been removed from the changedata event arguments. Previously this was used to allow you to stop a value being updated by calling the reset function instead. However, it created brand new anonymous functions every single time a value was updated. As you can now access stored data via the values property you can use this for much easier conditional checks and sets.
  • The blockSet property has been removed as it's no longer used internally.

Loader and Scene Updates

  • Internally, the Loader has changed slightly. Rather than have each file cause the new batch to load, an update method is polled every frame, which does the same job instead. This avoids load-time race conditions where pre-populated files would trigger loads part way during an existing load, fixing #3705 in the process (thanks @the-simian)
  • The Scene Manager has been updated so that it will call Scene.Systems.step during the init, preload and create phase of your Scene. This means that any plugins, or custom code, written to use the Scene Systems preupdate, update or postupdate events will need to be aware that these are now fired from init onwards, not just once create has finished.
  • As a result of these two changes, there is a new Systems property called sceneUpdate, which is a reference that maps to your Scene.update function. During init, preload and create this is always mapped to NOOP. Once create has finished it gets re-mapped to your Scene's update function. If your Scene doesn't have one, it remains mapped to NOOP. In practise, this means nothing has changed from before. Scene.update never ran until create was completed, and it still doesn't. However, because the internal Scene systems are now updating right from init, it means that things like the update list and physics systems are fully operational during your Preloader. This allows you to create far more elaborate preloaders than ever before. Although, with great power comes great responsibility, as the onus is now on you to be careful which events you consume (especially input events) during your preloader.
  • Another side-effect of these changes is that Scenes no longer need an 'update' function at all. Previously, if they were missing one, the Scene Manager would inject one into them automatically. It no longer does this.

New Features

  • RenderTexture.resize will allow you to resize the underlying Render Texture to the new dimensions given. Doing this also clears the Render Texture at the same time (thanks @saqsun).
  • Rectangle.RandomOutside is a new function that takes two Rectangles, outer and inner, and returns a random point that falls within the outer rectangle but is always outside of the inner rectangle.
  • The Update List has a new read-only property length, making it consistent with the Display List (thanks @samme)
  • The 2D Camera class has two new read-only properties centerX and centerY which return the coordinates of the center of the viewport, relative to the canvas (thanks @samme)
  • Camera has a new property visible. An invisible Camera will skip rendering and input tests of everything it can see. This allows you to create say a mini-cam and then toggle it on and off without needing to re-create it each time.
  • Camera has a new method setVisible which toggles its visible property.
  • CameraManager.fromJSON will now set the visible property is defined in the config.
  • ScenePlugin.run is a new method that will run the given Scene and not change the state of the current Scene at all. If the scene is asleep, it will be woken. If it's paused, it will be resumed. If not running at all, it will be started.
  • TextureManager.getPixelAlpha is a new method that will return the alpha value of a pixel from the given texture and frame. It will return null if the coordinates were out of bounds, otherwise a value between 0 and 255.
  • Game.isOver is a new read-only boolean property that indicates if the mouse pointer is currently over the game canvas or not. It is set by the VisibilityHandler and is only reliable on desktop systems.
  • A new event Game.mouseout is dispatched if the mouse leaves the game canvas. You can listen to it from this.sys.game.events.on('mouseout') from within a Scene.
  • A new event Game.mouseover is dispatched if the mouse enters the game canvas, having previously been outside of it. You can listen to it from this.sys.game.events.on('mouseover') from within a Scene.
  • You can now use PhysicsEditor (https://www.codeandweb.com/physicseditor) to create complex Matter.js bodies. Load them as normal JSON and then just pass it to the Matter Sprite as a shape property: this.matter.add.sprite(x, y, texture, frame, { shape: shapes.banana }) (where shapes.banana is one of the exported PhysicsEditor shapes in the JSON you loaded). See the 'physics/matterjs/advanced shape creation.js' example for more details.

Updates

  • The ForwardDiffuseLightPipeline, used by the Lights system, now sets a flag if the Scene doesn't contain any lights. All of the Game Objects now check this flag and don't even bother adding themselves to the batch if there are no lights in the Scene, as they'd never render anyway. This also avoids the ghost-image problem if you swap Scenes to a new Scene with the Light Manager enabled, but no actual lights defined. Fix #3707 (thanks @samvieten).
  • CameraManager.getCameraBelowPointer has been renamed to getCamerasBelowPointer and it now returns an array of all the cameras below the given pointer, not just the top-most one. The array is sorted so that the top-most camera is at the start of the array.
  • In TimeStep.step the rawDelta and delta values are checked to make sure they are non-negative, which can happen in Chrome when the delta is reset and out of sync with the value passed to Request Animation Frame. Fix #3088 (thanks @Antriel)
  • Cameras.Controls.Fixed has been removed. It's was deprecated a few versions ago. Please use FixedKeyControl instead.
  • Cameras.Controls.Smoothed has been removed. It's was deprecated a few versions ago. Please use SmoothedKeyControl instead.

Bug Fixes

  • The Canvas RenderTexture.drawImage method incorrectly set the values of the frame, causing them to appear wrongly scaled in the canvas renderer. Fix #3710 (thanks @saqsun).
  • Fixed Math.Matrix4.makeRotationAxis() (thanks @hexus)
  • Fixed an incorrect usage of Math.abs() in Math.Quaternion.calculateW() (thanks @qxzkjp).
  • Particle Emitter Managers can now be added to Containers (thanks @TadejZupancic)
  • Fixed a method signature issue with the Animation component's remove() handler when Animations are removed from the AnimationManager. This prevented removed animations from stopping correctly.
  • If you set Phaser to use a pre-existing Canvas element it is no longer re-added to the DOM (thanks @NQNStudios)
  • The TweenManager.getTweensOf method has been fixed to remove a potential endless loop should multiple targets be passed in to it (thanks @cyantree)
  • Interactive Objects inside of Containers would still fire their input events even if the Container (or any ancestor) was set to be invisible. Objects now check their ancestor tree during the input cull and now properly skip input events if not visible. Fix #3620 (thanks @NemoStein)
  • Fixed Device.os incorrectly reporting Linux as OS on Android devices (thanks @AleBles)

Examples, Documentation and TypeScript

Thanks to the work of @hexus we have now documented all of the Math namespace and made good progress on the Game Objects.

I personally have also documented the entire Input system, which was 328 classes, properties and methods to describe, as well as lots of other areas.

Commits

The new version differs by 5 commits.

See the full diff

greenkeeper[bot] commented 6 years ago

Version 3.11.0 just got published.

Update to this version instead šŸš€

Release Notes Phaser v3.11.0 Release

Version 3.11.0 - Leafa - 13th July 2018

Camera - New Features, Updates and Fixes

  • All of the 2D Camera classes are now 100% covered by JSDocs!
  • All of the 3D Camera classes are now deprecated and will be removed in the next version. They will be moved to a stand-alone plugin.
  • Camera.alpha (and its related method Camera.setAlpha) allows you to set an alpha level for the entire camera. This impacts everything it is rendering, even if those objects also have their own alpha values too. You can tween the property to make the camera contents fade in / out, or otherwise set it as needed in your game.
  • Camera.deadzone (and its related method Camera.setDeadzone) allows you to specify the deadzone for a camera. The deadzone is a rectangular region used when a camera is following a target. If the target is within the deadzone then the camera will not scroll. As soon as the target leaves the deadzone, the camera will begin tracking it (applying lerp if needed.) It allows you to set a region of the camera in which a player can move freely before tracking begins. The deadzone is re-centered on the camera mid point every frame, meaning you can also use the rectangle for other in-game checks as needed.
  • Camera.pan is a new Camera Effect that allows you to control automatic camera pans between points in your game world. You can specify a duration and ease type for the pan, and it'll emit events just like all other camera effects, so you can hook into the start, update and completion of the pan. See the examples and docs for more details.
  • Camera.zoom is a new Camera Effect that allows you to control automatic camera zooming. You can specify a duration and ease type for the zoom, as well as the zoom factor of course, and it'll emit events just like all other camera effects, so you can hook into the start, update and completion of the zoom. Used in combination with the new Pan effect you can zoom and pan around with ease. See the examples and docs for more details.
  • Camera.midPoint is a new Vec2 property that is updated every frame. Use it to obtain exactly where in the world the center of the camera is currently looking.
  • Camera.displayWidth is a new property that returns the display width of the camera, factoring in the current zoom level.
  • Camera.displayHeight is a new property that returns the display height of the camera, factoring in the current zoom level.
  • Camera.worldView is a new property, an instance of a Rectangle, that contains the dimensions of the area of the world currently visible by the camera. You can use it for intersection or culling tests that don't need to factor in camera rotation.
  • Camera.dirty is a new boolean property. A dirty Camera has had either its viewport size, bounds, scroll, rotation or zoom levels changed since the last frame. The flag is reset in the postCameraRender method, but until that point can be checked and used.
  • Camera.centerOn is a new method that will move the camera so its viewport is centered on the given coordinates. A handy way of jumping to different points around a map without needing to calculate the scroll offsets.
  • The Camera bounds didn't factor in the camera zoom properly, meaning you would often not be able to reach the corners of a camera bound world at a zoom level other than 1. The bounds are now calculated each frame to ensure they match the zoom level and it will no longer allow you to scroll off the edge of the bounds. Fix #3547 (thanks @nkholski)
  • Camera.centerToBounds didn't take the bounds offset into account, so bounds at non-zero positions wouldn't center properly. All bounds now center correctly. Fix #3706 (thanks @cyantree)
  • Camera.setBounds has a new optional argument centerOn. If specified it will automatically center the camera on the new bounds given.
  • The Camera will no longer stutter when following Game Objects at high zoom levels.
  • Camera._id has been renamed to Camera.id, a read-only bitmask used for camera exclusion from Game Objects.
  • The Camera Manager cameraPool has been removed entirely. It was mostly pointless in practice as Cameras are not regenerated frequently enough to need pooling. It also didn't maintain the bitmask list correctly before.
  • CameraManager.resetAll now destroys all current Cameras, resets the camera ID marker to 1 and adds a single new Camera.
  • CameraManager.currentCameraId has been removed. IDs are assigned more intelligently now, via the getNextID internal method.
  • CameraManager.addExisting no longer needs to be passed a Camera that already exists in the pool (as the pool has been removed), meaning you can now create your own Cameras and pass them to addExisting and have them treated as normal cameras and not be ignored by the manager. They are also assigned a proper ID when added.
  • CameraManager.addExisting has a new boolean argument makeMain which will make the new camera the main one.
  • CameraManager.getTotal is a new method that will return the total number of Cameras being managed, with an optional isVisible argument, that only counts visible cameras if set.
  • CameraManager.remove can now take an array of cameras to be removed from the manager, as well as a single camera.
  • CameraManager.remove would previously not allow you to remove a camera if it meant there would be no cameras left in the Camera Manager. This restriction has been removed. A Camera Manager can now run even with zero cameras. Your game obviously won't display anything, but it's still now possible.
  • CameraManager.remove will now return the total number of Cameras removed.

Round Pixels Changes

Before explaining the changes it's worth covering what the three different game config properties do:

roundPixels - this will cause the renderer to draw most Game Objects at whole integer positions. Their actual positions can be anything, but the renderer will floor the values to ensure they are integers immediately before drawing. It only works on texture based Game Objects. Graphics objects, for instance, ignore this property.

antialias - when set to true WebGL textures are created using gl.LINEAR, which allows WebGL to try its best to interpolate the texture when rendered at non-texture frame sizes. This can happen if you scale a Game Object, or zoom a Camera. In both cases it will need to interpolate the pixel values to accommodate the new size. If this property is set to false then it will use gl.NEAREST instead. This uses a nearest neighbor method of interpolation, and is nearly always the better option if you need to keep the textures crisp, such as when using scaled pixel art. Disabling antialias invokes nearest-neighbor interpolation on the game canvas itself as well. If you need a mixture of aliased and anti-aliased textures in your game, then you can change them on a per-texture basis by using Texture.setFilter.

There is a third game config property called pixelArt. If set to true it's the same thing as enabling roundPixels and disabling antialias. This is the optimum setting for pixel art games.

  • Both renderers will now check for pixelArt OR antialias before setting the canvas scale mode. Both values are checked during texture creation as well.
  • If in your game config you have enabled either pixel art mode or roundPixels, then all Cameras will have their roundPixels values set to true by default. You can toggle this by changing the CameraManager.roundPixels property, or change it on a camera-by-camera basis, as needed.
  • Camera.roundPixels is now used across all rendering code for both Canvas and WebGL. Previously, it would check the renderer config value, but now all renderer code uses the camera value to decide if it should floor the drawing position or not.

Texture Tint Pipeline - New Features, Updates and Fixes

The Texture Tint Pipeline has been rewritten to tidy up hundreds of lines of duplicate code and to move the responsibility of drawing to the Game Objects themselves. Previously, had you excluded say Tilemaps from your build of Phaser, the renderer would still include masses of code dealing with the drawing of them. This task has been moved to the Game Objects and the pipeline just provides a set of clean utility functions for batching, flushing and drawing.

The decision to make this change was not taken lightly. However, I felt that none of the pipelines actually lived up to their name. You could never actually pass objects through one pipeline to another as they didn't have entry and exit points and were instead just glorified singular batches. Although you could change the pipeline being used on a Game Object this action meant that every pipeline had to be responsible for every single type of Game Object, both now and in the future, and they were full of redundant stub functions as a result. The payload size was also considerable. It has now gone from 1,961 lines of code at 76 KB down to 729 lines of code and 27 KB. It's not the only file to benefit either. The ForwardDiffuseLightPipeline also reduced from 402 lines (15.7 KB) down to 159 lines and 6 KB. Sizes include comments and are un-minified. In a production bundle the difference will be even greater. This is work we will continue in the next release as we do the same updates to the FlatTintPipeline, responsible for rendering Graphics objects, and look at consolidating the shaders allowing you to use Graphics and Sprites mixed in the display list with no shader swapping cost.

  • You can now set the WebGL batch size in the Game Config via the property batchSize. The default is 2000 before the batch will flush, which is a happy average between desktop and mobile. If targeting desktop specifically, you may wish to increase this value to reduce draw calls.
  • There is a new method batchVertices which will add a vertices block to the current batch. This is now used internally by nearly all render functions.
  • The shader has a new attribute: tintEffect. This is a single FLOAT.
  • The vertex size has increased by 1 FLOAT to account for the extra shader attribute.
  • All of the rendering functions now use the TransformMatrix class far more than before. This allows the matrix operations to be run-time compiled and cut down on masses of code.
  • The drawTexture method has been removed. It has been replaced by drawTextureFrame which has a new and more concise signature. See the API docs for details.
  • The batchTileSprite method has been removed. It is now handled in the TileSprite WebGL Render function.
  • The drawStaticTilemapLayer method has been removed. It is now handled in the Static Tilemap Layer WebGL Render function.
  • The drawEmitterManager method has been removed. It is now handled in the Particle Manager WebGL Render function.
  • The batchText method has been removed. It is now handled in the Static Text WebGL Render function.
  • The batchDynamicTilemapLayer method has been removed. It is now handled in the Dynamic Tilemap Layer WebGL Render function.
  • The batchMesh method has been removed. It is now handled in the Mesh WebGL Render function.
  • The batchBitmapText method has been removed. It is now handled in the BitmapText WebGL Render function.
  • The batchDynamicBitmapText method has been removed. It is now handled in the DynamicBitmapText WebGL Render function.
  • The batchBlitter method has been removed. It is now handled in the Blitter WebGL Render function.

Due to the changes in the Texture Tint Pipeline the Textures.Frame class has also been updated. The following changes concern the Frame UV data:

  • Previously, the UV data spanned 8 properties: x0, y0, x1, y1, x2, y2, x3 and y3 and was stored in the data.uvs object. These have been replaced with directly accessible properties: u0, v0, u1 and v1. These 4 properties are used directly in all renderer code now. Although it was clearer having 8 properties, 4 of them were just duplicates, so we've traded a little clarity for a smaller overall object and less dictionary look-ups.
  • Frame.uvs (and the corresponding Frame.data.uvs) object has been removed.

New Tint Effects

As well as tidying the Texture Tint Pipeline, I also updated the shader. It now has a new attribute 'tintEffect' which allows you to control how a tint is applied to a Game Object. The default way tinting worked was for the tint color values to be multiplied with the texture pixel values. This meant you were unable to do things like tint a Game Object white, because multiplying a color by white doesn't change it. The new tint mode allows you to literally replace the pixel color values.

  • setTintFill is a new method available to all Game Objects that have the Tint component. It differs from setTint in that the colors literally replace the pixel values from the texture (while still respecting the alpha). This means you can now create effects such as flashing a sprite white if it gets hit, or red for damage, etc. You can still use different colors per corner of the Game Object, allowing you to create nice seamless gradient effects.
  • tintFill is a new boolean property that allows you to toggle between the two different tint types: multiply or replace.
  • isTinted is a new read-only boolean indicating if a Game Object is tinted or not. Handy for knowing if you need to clear a tint after an effect.
  • Mesh.tintFill allows you to control the tint effect applied to the Mesh vertices when color blending.

The Tint component documentation has been overhauled to explain these differences in more detail, and you can find lots of new examples as well.

New Texture Crop Component

There is a new Game Object Component called TextureCrop. It replaces the Texture Component (which still exists) and adds in the ability to crop the texture being used. This component is now being used by the Sprite and Image Game Objects.

  • You can crop the frame being used via the new setCrop method. The crop is a rectangle that limits the area of the texture frame that is visible during rendering. Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just changes what is shown when rendered. This is ideal for hiding part of a Sprite without using a mask, or for effects like displaying a progress or loading bar. Cropping works even when the Game Object is flipped, or is a trimmed frame from an atlas.
  • You can toggle the crop on a Game Object by changing the isCropped boolean at any point.
  • The crop is automatically re-applied when the texture or frame of a Game Object is changed. If you wish to disable this, turn off the crop before changing the frame.

BitmapText New Features, Updates and Bug Fixes

  • Multi-line BitmapText objects can now be aligned. The constructor has a new argument align which can accept either left-aligned (the default), center aligned, or right-aligned. Alignment works by calculating the longest line of text in the object and then offsetting the other lines to match it.
  • BitmapText.setCenterAlign is a new chainable method to center-align the text.
  • BitmapText.setLeftAlign is a new chainable method to left-align the text.
  • BitmapText.setRightAlign is a new chainable method to right-align the text.
  • BitmapText.align is a new property that holds the alignment of the text.
  • BitmapText.setFont is a new method that allows you to change the font it is rendering with.
  • Internally all of the BitmapText properties have been renamed with an underscore (i.e. letterSpacing is now _letterSpacing), so as to not change the API, getters and setters for them all have been added.
  • Internally there is a new dirty flag that tracks if any part of the BitmapText has changed. This is used when getting the BitmapText's bounds object, as used in the renderer for line alignment, and in properties like width and height. The dirty flag ensures the bounds are only recalculated if something has changed, cutting down on un-necessary calculations.
  • GetBitmapTextSize, which is used internally in the BitmapText Game Objects, will now produce different bounds from the previous version. Previously, the bounds were tight against the letters in the text. However, this meant the bounds were not properly aligned with the origin of the BitmapText, and consequently you'd get different bounds if the text consisted of different characters. The bounds are now calculated purely based on the glyph data and letter spacing values. This will give a far more consistent overall experience, but it does mean if you were using the bounds to position text previously, you'll need to revisit that code again. See issue #3799 for more details (and to discuss this further if you wish) (thanks @SBCGames)
  • GetBitmapTextSize and its exposed method BitmapText.getTextBounds now factor in the display origin of the BitmapText into the global position returned.
  • The BitmapText WebGL Renderer incorrectly calculated the font scale at very small sizes, causing characters to overlap when they shouldn't. Scale is now applied to the correct component parts in the render code.
  • Under WebGL BitmapText would be cut off if you specified a resolution value > 1. Fix #3642 (thanks @kanthi0802)
  • Under WebGL, DynamicBitmapText that had a crop set on it would fail to render if anything was above it on the display list. It now crops properly, no matter what is above or below it on the display list.
  • The DynamicBitmapText class now extends the BitmapText class. This saves on lots of space in the bundle and consolidates functionality between the two. Please be aware of it if you have classes that extend either of them.
  • If you were using the displayCallback in the DynamicBitmapText class it would generate a brand new object containing all the glyph data, every frame, for every glyph, and send it to the callback. This has been changed so it now uses a new cached local object: callbackData. This object is recycled for every glyph, stopping un-needed gc from building up.

Dynamic Tilemap Layer New Features, Updates and Bug Fixes

  • DynamicTilemapLayer.tilesDrawn is a read-only property that contains the number of tiles sent to the renderer in the previous frame.
  • DynamicTilemapLayer.tilesTotal is a read-only property that contains the total number of tiles in the layer, updated every frame.
  • DynamicTilemapLayer.skipCull and its associated chainable method setSkipCull allows you to control if the cameras should cull the layer tiles before rendering them or not. By default they will cull, to avoid over-rendering, but in some circumstances you may wish to disable this and can now do so by toggling this property.
  • The CullTiles component, as used by the Dynamic Tilemap, has been recoded from scratch to take advantage of updates in the Camera system. It will now properly cull tiles, irrespective of the layer scale, or camera zoom. It also now supports the layers skipCull property, allowing you to override the culling. The Dungeon Generator labs demo now works again as a result of this fix, and has been updated with a debug mode and camera control UI. You can edit the example source to swap between 4 different dungeon layouts, from 2500 tiles up to 1 million tiles. There are limitations to the way the culling works though. If you rotate the camera you may find you see the cull edge. You can disable this using the new skipCull property. Fixing this also fixed #3818 (thanks @Mursaat)
  • DynamicTilemapLayer.cullPaddingX, cullPaddingY and the associated chainable method setCullPadding allows you to control how many additional tiles are added into the cull rectangle when it is calculated. If you find that your camera size and zoom settings are causing tiles to get prematurely culled, resulting in clipping during scrolling, then set the cullPadding values to add extra layers of tiles to the calculations in both directions without needing to disable culling entirely.
  • DynamicTilemapLayer.cullCallback allows you to change the function that is used to perform the tile culling. By default it will call TilemapComponents.CullTiles but you can override this to call any function you like. It is sent 3 arguments: the layer data, the camera and the array to store the tiles in. Using this feature you can now create whatever culling system you require, should the default one prove to not be suitable for your game. Fix #3811 (thanks @georgzoeller)
  • Dynamic Tilemap Layers now properly support the Lights2D Pipeline. This means you can provide a normal map for the layer tileset and it'll illuminate with the Lights shader properly. See the new light map example in the labs for a demonstration. Note that there are limits on the number of tiles that can be rendered with lighting enabled. Fix #3544 (thanks @FrancescoNegri)

New Features

  • Graphics.fillRoundedRect will draw a stroked rounded rectangle to a Graphics object. The radius of the corners can be either a number, or an object, allowing you to specify different radius per corner (thanks @TadejZupancic)
  • Graphics.strokeRoundedRect will draw a filled rounded rectangle to a Graphics object. The radius of the corners can be either a number, or an object, allowing you to specify different radius per corner (thanks @TadejZupancic)
  • ParticleEmitter.stop is a new chainable method to stop a particle emitter. It's the same as setting on to false but means you don't have to break the method flow to do so (thanks @samme)
  • ScenePlugin.pause (and the corresponding methods in Scene Systems and the Scene Manager) now has a new optional data argument, which is passed to the target Scene and emitted in its 'pause' event.
  • ScenePlugin.resume (and the corresponding methods in Scene Systems and the Scene Manager) now has a new optional data argument, which is passed to the target Scene and emitted in its 'resume' event.
  • ScenePlugin.sleep (and the corresponding methods in Scene Systems and the Scene Manager) now has a new optional data argument, which is passed to the target Scene and emitted in its 'sleep' event.
  • ScenePlugin.wake (and the corresponding methods in Scene Systems and the Scene Manager) now has a new optional data argument, which is passed to the target Scene and emitted in its 'wake' event.
  • ScenePlugin.setActive now has a new optional data argument, which is passed to the target Scene and emitted in its 'pause' or 'resume' events.
  • TileSprite.tileScaleX and tileScaleY are two new properties that allow you to control the scale of the texture within the Tile Sprite. This impacts the way the repeating texture is scaled, and is independent to scaling the Tile Sprite itself. It works in both Canvas and WebGL mode.
  • TransformMatrix.copyFrom is a new method that will copy the given matrix into the values of the current one.
  • TransformMatrix.multiplyWithOffset is a new method that will multiply the given matrix with the current one, factoring in an additional offset to the results. This is used internally by the renderer code in various places.
  • Rectangle.Intersection will take two Rectangle objects and return the area of intersection between them. If there is no intersection, an empty Rectangle is returned.
  • Pointer.prevPosition is a new Vector2 that stores the previous position of the Pointer, prior to the most recent DOM event. You can use this when performing calculations between the old and current positions, such as for tracking the pointer speed.
  • Pointer.getInterpolatedPosition is a new method that will return an array of smoothly interpolated values between the old and previous position of the Pointer. You can configure how many interpolation steps should take place (the default is 10) and provide an output array to store them in. This method is handy if you've got an object tracking a pointer and you want to ensure it has smooth movement (as the DOM will often process pointer events at a faster rate than the game loop can update).
  • TransformMatrix.copyFromArray will populate a matrix from the given array of values. Where 0, 1, 2, 3, 4 and 5 map to a, b, c, d, e and f.
  • WebGLPipeline has a new over-rideable method called boot which is called when the renderer and all core game systems have finished being set-up.
  • KeyboardPlugin.checkDown is a new method that allows you to check if a Key is being pressed down or not in an update loop. The difference between this method and checking the Key.isDown property directly is that you can provide a duration to this method. For example, if you wanted a key press to fire a bullet, but you only wanted it to be able to fire every 100ms, then you can call this method with a duration of 100 and it will only return true every 100ms.

Updates

  • DataManager.removeValue (and by extension the remove method too) will not emit the parent of the DataManager as the 2nd argument in the removedata event, to keep it consistent with the set events (thanks @rexrainbow)
  • The docs for the Loader filecomplete event said that you could listen for a specific file using its type and key, i.e.: filecomplete-image-monster, however, the code used an underscore instead of a hyphen. We feel the hyphen looks cleaner, so the Loader code has been updated, meaning you can now use the hyphen version of the event properly (thanks @NokFrt)
  • If a Game Object is already being dragged, it cannot be dragged by another pointer (in multi-touch mode) until the original pointer has released it (thanks @rexrainbow)
  • Calling Tween.play on a tween created via TweenManager.create wouldn't actually start playback until the tween was first added to the Tween Manager. Now, calling play will have it automatically add itself to the Tween Manager if it's not already in there. Fix #3763 (thanks @pantoninho)
  • If the Blitter object has no Bobs to render it will now abort immediately, avoiding several context calls in Canvas mode.
  • Scene.run will now pass the optional data object in all cases, no matter if it's waking, resuming or starting a Scene (thanks @rook2pawn)
  • ScenePlugin.start and ScenePlugin.restart will now always queue the op with the Scene Manager, regardless of the state of the Scene, in order to avoid issues where plugins carry on running for a frame before closing down. Fix #3776 (thanks @jjalonso)
  • Tileset.glTexture is a new property that maps to the WebGL Texture for the Tileset image. It's used internally by the renderer to avoid expensive object look-ups and is set automatically in the Tileset.setImage method.
  • Frame.glTexture is a new property that maps to the WebGL Texture for the Frames Texture Source image. It's used internally by the renderer to avoid expensive object look-ups and is set automatically in the Frame constructor.
  • TransformMatrix.e and TransformMatrix.f are two new properties that are an alias for the tx and ty values.
  • Graphics.arc has a new optional argument overshoot. This is a small value that is added onto the end of the endAngle and allows you to extend the arc further than the default 360 degrees. You may wish to do this if you're trying to draw an arc with an especially thick line stroke, to ensure there are no gaps. Fix #3798 (thanks @jjalonso)
  • The TextureManager Sprite Sheet Parser will now throw a concise console warning if you specify invalid frame sizes that would result in no frames being generated (thanks @andygroff)
  • The Quad Game Object now has a new setFrame method that allows you to change the frame being rendered by the Quad, including using frames that are part of a texture atlas. Fix #3161 (thanks @halgorithm)
  • The ScenePlugin will now queue all of the following ops with the Scene Manager: start, run, pause, resume, sleep, wake, switch and stop. This means for all of these calls the Scene Manager will add the call into its queue and process it at the start of the next frame. This fixes #3812 and keeps things more predictable (thanks @Waclaw-I)
  • TransformMatrix.multiply has a new optional argument out which is a matrix to store the multiplication results in. If not given it will act as before, multiplying the current matrix.
  • Zones now have a NOOP setAlpha method, which allows them to be added into Containers (thanks @TadejZupancic)
  • The setPipeline method now returns the instance of the Game Object on which it was called. It used to return the pipeline that was set, but this made it non-chainable which broke with the conventions set in all the other set methods. If you use setPipeline in your code anywhere to retrieve the pipeline reference, please use the pipeline property of the Game Object instead.

Bug Fixes

  • The DataManager changedata event was emitting the original value of the data instead of new value (thanks @iamchristopher)
  • The LoaderPlugin didn't emit the filecomplete event if any of files failed to load, causing it to fail to run the Scene create function as well. Fix #3750 (thanks @NokFrt)
  • Fix setter calls in BuildGameObjectAnimation so it will now properly set the delay, repeat, repeat delay and yoyo of a config based animation (thanks @DannyT)
  • The Arcade Body blocked.none property is now set to false after separation with static bodies or tiles. Previously, the blocked direction was set correctly, but the none remained true (thanks @samme)
  • Bob.setFrame didn't actually set the frame on the Bob, now it does. Fix #3774 (thanks @NokFrt)
  • Bob.alpha was ignored by the canvas renderer, only working in WebGL. This has now been fixed.
  • Although the Blitter object had the Alpha component, setting it made no difference. Setting Blitter alpha now impacts the rendering of all children, in both Canvas and WebGL, and you can also specify an alpha per Bob as well.
  • SceneManager.run would ignore scenes that are currently in the queue of scenes pending to be added. This has now been fixed so that the scene is queued to be started once it's ready (thanks @rook2pawn)
  • GameObject.disableInteractive was toggling input. Every second call would turn the input back on (thanks @TadejZupancic)
  • The position of the TilemapLayer wasn't taken into account when culling tiles for the Camera. It's now calculated as part of the cull flow (thanks @Upperfoot)
  • Fix extra argument passing in Array.Each (thanks @samme)
  • TileSprite was using the Size component instead of ComputedSize, meaning its getBounds and displayWidth and displayHeight results were incorrect. Fix #3789 (thanks @jjalonso)
  • ArrayUtils.AddAt didn't calculate the array offset correctly if you passed an array in to be merged with an existing array. This also caused Container.addAt to fail if an array was passed to it. Fix #3788 (thanks @jjalonso)
  • The Pointer.camera property would only be set if there was a viable Game Object in the camera view. Now it is set regardless, to always be the Camera the Pointer interacted with.
  • Added the Mask component to Container. It worked without it, but this brings it in-line with the documentation and other Game Objects. Fix #3797 (thanks @zilbuz)
  • The DataManager couldn't redefine previously removed properties. Fix #3803 (thanks @AleBles @oo7ph)
  • The Canvas DrawImage function has been recoded entirely so it now correctly supports parent matrix and camera matrix calculations. This fixes an issue where children inside Containers would lose their rotation, and other issues, when in the Canvas Renderer. Fix #3728 (thanks @samid737)
  • clearMask(true) would throw an exception if the Game Object didn't have a mask. Now it checks first before destroying the mask. Fix #3809 (thanks @NokFrt)
  • In the WebGL GeometryMask the stencil has been changed from INVERT to KEEP in order to fix issues when masking Graphics objects and other complex objects. Fix #3807. This also fixes the issue where children in Containers would display incorrectly outside of a Geometry mask. Fix #3746 (thanks @zilbuz @oklar)
  • BitmapMask.destroy will now remove the textures and framebuffers that it created from the WebGL Renderer as part of the destroy process. Fix #3771 (thanks @nunof07)

Examples, Documentation and TypeScript

My thanks to the following for helping with the Phaser 3 Examples, Docs and TypeScript definitions, either by reporting errors, fixing them or helping author the docs:

@DannyT @squilibob @dvdbrink @t1gu1 @cyantree @DrevanTonder @mikewesthad @tarsupin @shadowofsoul

Also, a special mention to @andygroff for his excellent work enhancing the search box on the examples site, and @hexus for his assistance completing the documentation for the Game Objects.

Commits

The new version differs by 283 commits.

There are 250 commits in total.

See the full diff