All pixel rounding math is now handled on the GPU instead of on the CPU. This feature has now been enabled by default.
roundPixels
property is now true
by default. This means that all Game Objects will be positioned and rendered with pixel-perfect precision, which is by far the most common use-case for Phaser games. This will prevent sub-pixelation when rendering at non-integer offsets and allows for smoother camera scrolling, especially at higher zoom scales. If you wish to disable this, you can do so by setting the roundPixels
property in the Game Config to false
. Note that only roundPixels
has been set to true
. The pixelArt
property remains false
. So if you're creating a pixel-art style game, please still enable this in your config.uRoundPixels
which is set in all of the corresponding pipelines. This means that all pixel rounding calculations are now done on the GPU instead of the CPU, which can save a lot of math in intensive games.CanvasRenderer.batchSprite
has been updated to correctly use the Camera roundPixels
property and apply it to the drawImage
call.Camera.preRender
will no longer round the origin, follow coordinates or scrollX/Y coordinates. It will still round the World view.MultiPipeline.batchSprite
method (which is also used by the Single Pipeline and Mobile Pipeline) will no longer use roundPixels
when calculating the quad vertex data. It also won't apply it to any of the sprite values. This is all now handled in the shader directly.TransformMatrix.setQuad
no longer uses an anonymous function for roundPixels
, which will help with performance.TransformMatrix.setQuad
method signature has changed slightly. The roundPixels
parameter is now optional and defaults to false
. Previously, you always had to set it.The new version of Texture Packer (v7.1.0) and above will now allow you to export scale9 sprite data in your Phaser 3 Atlas JSON. This allows you to create Nine Slice Sprites directly from the data, without having to specify the border sizes directly in your code. To use this feature, simply edit the sprite in Texture Packer, enable the 'scale9' checkbox and then drag the guides as required. When you export the atlas, the JSON will contain the new scale9
object, which Phaser will parse and use when creating Nine Slice Game Objects.
NineSlice
Game Object without specifying a width or height for it. If you do this, it will use the size of the texture frame instead.NineSlice
Game Object will now check to see if its associated Frame has any scale9 data set, and if so this is now used automatically to populate all of the border values.NineSlice.setSlices
method has a new optional boolean parameter skipScale9
which will allow you to set the border values of the Nine Slice directly, even if its Frame has associated scale9 dataFrame.setScale9
is a new method that allows you to set the scale9 data associated with the given Frame. This is used internally by the Texture Packer parsers, but can also be called directly.Frame.scale9
is a new read-only boolean property that returns true
if the Frame has scale9 data associated with it.Frame.is3Slice
is a new read-only boolean property that returns true
if the Frame has scale9 data associated with it that is 3-slice instead of 9-slice.JSONHash
texture parser will now check for scale9
data in the JSON and if found, set it via the Frame.setScale9
method.JSONArray
texture parser will now check for scale9
data in the JSON and if found, set it via the Frame.setScale9
method.setDirectControl
which toggles a new boolean property directControl
. When enabled (it's false by default) it means the Body will calculate its velocity based on its change in position compared to the previous frame. This allows you to directly move a Body around the physics world by just changing its position, without having to use acceleration or velocity. This is useful if you want to move it via a Tween, or follow a Pointer, or a Path. Because its velocity is calculated based on this movement it will still resolve collisions with other bodies, imparting velocity to them as usual.slideFactor
. This is a Vector2 that controls how much velocity is retained by a Body after it has been pushed by another Body. The default value is 1, which means it retains all of its velocity. If set to zero, it will retain none of it. This allows you to create a Body that can be pushed around without imparting any velocity to it.Body.setSlideFactor
is a new method that sets the Body's slideFactor
property.nextCategory
which will create a new collision category and return it. You can define up to 32 unique collision categories per world.collisionCategory
and collisionMask
. These allow you to set a specific collision category and list of categories the body will collide with. This allows for fine-grained control over which bodies collide with which others. The default is that all bodies collide with all others, just like before.setCollisionCategory
is a new method available on Arcade Physics Bodies that allows you to set the collision category of the body. It's also available on Arcade Sprites, Images, Tilemap Layers, Groups and Static Groups directly.setCollidesWith
is a new method available on Arcade Physics Bodies that allows you to set which collision categories the body should collide with. It's also available on Arcade Sprites, Images, Tilemap Layers, Groups and Static Groups directly.resetCollision
is a new method available on Arcade Physics Bodies that allows you to reset the collision category and mask to their defaults. It's also available on Arcade Sprites, Images, Tilemap Layers, Groups and Static Groups directly.The default is as before: all bodies collide with each other. However, by using the categories you now have much more fine-grained control over which objects collide together, or not. They are filtered out at the top-level, meaning you can have a Sprite set to not collide with a Physics Group and it will skip checking every single child in the Group, potentially saving a lot of processing time.
The new collision categories are used automatically by either directly calling the collide
or overlap
methods, or by creating a Collider object. This allows you to use far less colliders than you may have needed previously and skip needing to filter the pairs in the collision handlers.
You can now set in your game config two new boolean properties that control if the built-in FX are enabled, or not. If you don't need to use the FX then disabling these will help save on texture memory and will compile less shaders, which can help with startup time. These are single-set flags, you cannot toggle them after the game has booted.
disablePreFX
set this to true
in your game config to disable the creation and use of Pre FX on all Game Objects.disablePostFX
set this to true
in your game config to disable the creation and use of Post FX on all Game Objects.PipelineManager
will now delay the creation of the FX Pipelines until its boot
method, using these config values to determine if it should proceed.PipelineManager.renderTargets
array will no longer be pre-populated if you disable Pre FX, saving on texture memory.FX.Circle.backgroundAlpha
is a new property that allows you to set the amount of the alpha of the background color in the Circle FX (thanks @rexrainbow)PostFXPipeline.bootFX
is a new method, which is the previous boot
method but renamed. This is no longer called from the constructor, but instead when the Post FX Pipeline is activated by the Pipeline Manager. This means that the resources the Post FX requires, such as creating Render Targets and shaders, is delayed until the FX is actually used, saving on memory.PostFXPipeline
will now set autoResize
to true
on all of its RenderTarget
instances. This fixes an issue where the PostFXPipeline
would not resize the render targets when the game size changed, causing them to become out of sync with the game canvas. Fix #6503 (thanks @Waclaw-I)FX.Blur
didn't set the quality
parameter to its property, meaning it wasn't applied in the shader, causing it to always use a Low Blur quality (unless modified post-creation).BlurFXPipeline
didn't bind the quality of shader specified in the controller, meaning it always used the Low Blur shader, regardless of what the FX controller asked for.FXBlurLow
fragment shader didn't have the offset
uniform. This is now passed in and applied to the resulting blur, preventing it from creating 45 degree artifacts (thanks Wayfinder)batchTexture
that meant if you applied a PostFX to a Tilemap Layer it would apply the fx for every single tile in the layer, instead of just once per layer. In a simple map this fix has reduced draw calls from over 12,000 to just 52, and it no longer matters how many tiles are on the layer, the cost of applying the FX is consistent regardless.Text.setRTL
is a new method that allows you to set a Text Game Object as being rendered from right-to-left, instead of the default left to right (thanks @rexrainbow)Physics.Arcade.World.singleStep
is a new method that will advance the Arcade Physics World simulation by exactly 1 step (thanks @monteiz)Tilemaps.ObjectLayer.id
is a new property that returns the ID of the Object Layer, if specified within Tiled, or zero otherwise. You can now access the unique layer ID of Tiled layers if the event a map doesn't have unique layer names (thanks @rui-han-crh)Tilemaps.LayerData.id
is a new property that returns the ID of the Data Layer, if specified within Tiled, or zero otherwise (thanks @rui-han-crh)Text.setLetterSpacing
is a new method and Text.letterSpacing
is the related property that allows you to set the spacing between each character of a Text Game Object. The value can be either negative or positive, causing the characters to get closer or further apart. Please understand that enabling this feature will cause Phaser to render each character in this Text object one by one, rather than use a draw for the whole string. This makes it extremely expensive when used with either long strings, or lots of strings in total. You will be better off creating bitmap font text if you need to display large quantities of characters with fine control over the letter spacing (thanks @Ariorh1337)ParticleEmitter.clearDeathZones
is a new method that will clear all previously created Death Zones from a Particle Emitter (thanks @rexrainbow)ParticleEmitter.clearEmitZones
is a new method that will clear all previously created Emission Zones from a Particle Emitter (thanks @rexrainbow)GameObject.setTexture
method has 2 new optional parameters: updateSize
and updateOrigin
, which are both passed to the setFrame
method and allows you to control if the size and origin of the Game Object should be updated when the texture is set (thanks @Trissolo)randomFrame
. This is false
by default, but if set, it will pick a random frame from the animation when it starts playback. This allows for much more variety in groups of sprites created at the same time, using the same animation. This is also reflected in the new Animation.randomFrame
and AnimationState.randomFrame
properties.Phaser.Types.Animations.PlayAnimationConfig
object in the anims
property of the ParticleEmitter
configuration object. This gives you far more control over what happens to the animation when used by particles, including setting random start frames, repeat delays, yoyo, etc. Close #6478 (thanks @michalfialadev)TilemapLayer.setTintFill
is a new method that will apply a fill-based tint to the tiles in the given area, rather than an additive-based tint, which is what the setTint
method uses.Tile.tintFill
is a new boolean property that controls if the tile tint is additive or fill based. This is used in the TilemapLayerWebGLRenderer function.RenderTarget.willResize
is a new method that will return true
if the Render Target will be resized as a result of the new given width and height values.Structs.Map.setAll
is a new method that allows you to pass an array of elements to be set into the Map. This is a chainable method.TimelineEvent
you can now set a new optional callback: if
. If set, this callback is invoked at the start of the TimelineEvent. If it returns true
, then the rest of the event is processed (i.e. tweens started, sound played, etc) otherwise the event is skipped. This allows you to create conditional events within a Timeline.Geom.Line.setFromObjects
is a new method that will set the Line start and end points to match those of the two given objects, which can be Game Objects, or anything Vector2-like (thanks @Trissolo)WebAudioSoundManager
will now bind the body
to the removeEventListener
method, if it exists, to prevent memory leaks (thanks @wjaykim)AnimationManager.globalTimeScale
property is now applied to all Game Objects using the Animation component, allowing you to globally speed-up or slow down all animating objects (thanks @TJ09)Rope
Game Object now calls initPostPipeline
allowing you to use Post FX directly on it, such as glow, blur, etc. Fix #6550 (thanks @rexrainbow)Tween.stop
method will now check to see if Tween.parent
is set. If not, it won't try to set a pending removal state or dispatch an event, which should help guard against errors where Tween.stop
is called by mistake on already destroyed tweens (thanks @orcomarcio)Tween.remove
method will now check to see if Tween.parent
exists before trying to remove it from the parent. This should help guard against errors where Tween.remove
is called by mistake on already removed or destroyed tweens. Fix #6539 (thanks @orcomarcio)Particle.alpha
is now clamped to the range 0 to 1 within the update
method, preventing it from going out of range. Fix #6551 (thanks @orcomarcio)Math.Wrap
has been reverted to the previous version. Fix #6479 (thanks @EmilSV)Graphics
Game Object will now set a default line and fill style to fully transparent and black. This prevents issues where a Graphics object would render with a color set in other Shape Game Objects if it had been drawn to and no style was previous set (thanks Whitesmith)mipmapFilter
property in the Game Config is a valid mipmap before assigning it.Polygon.setTo
method (thanks @Trissolo)WebGLRenderer.deleteFramebuffer
method has been updated so it now tests for the existence of a COLOR and DEPTH_STENCIL attachments, and if found, removes the bindings and deletes the stencil buffer. The code that previously deleted the RENDERERBUFFER_BINDING
has also been removed to avoid side-effects.Mesh
Game Object interactive, it will now bind to the scope of the Mesh and uses the current faces
in the hit area callback, rather than the faces as defined when the Mesh was made interactive. This will help keep the input in sync with a potentially changing Mesh structure (thanks @rexrainbow)AppleWebKit
will now set the Device.es2019
flag to true
. This causes Phaser to use the native array Stable Sort. This fixes an issue where overlapping particles could flicker on iOS. Fix #6483 (thanks @mattkelliher @spayton)Text.dirty
Game Object property has been removed. It wasn't used internally at all, so was just adding confusion and using space.HTMLVideoElement
before trying to inspect its prototype. This should help in non-browser environments.Plane.originX
and originY
are two new read-only properties that return the origin of the Plane, which is always 0.5 (thanks @rexrainbow)LoaderPlugin
will now call removeAllListeners()
as part of its shutdown
method, which will clear any event listeners bound to a Loader instance of the Scene, during the Scene shutdown. Fix #6633 (thanks @samme)SetCollisionObject
is a new function that Arcade Physics bodies use internally to create and reset their ArcadeBodyCollision
data objects.DynamicTexture.setFromRenderTarget
is a new method that syncs the internal Frame and TextureSource GL textures with the Render Target GL textures.renderTexture
property to undefined
to ensure the reference is cleared.TransformMatrix.setToContext
will now use setTransform(this)
as 'this' is an equivalent object that this method can natively take.WebGLRenderer.setTextureFilter
so it no longer uses a temporary array for the filter mode.MultiPipeline.batchTexture
method has a new optional boolean parameter skipPrePost
that will force the call to ignore calling the preBatch
and postBatch
Pipeline Manager methods for the Game Object. This allows you to skip the overhead of calling them if you know you don't need them.tint
property can now act as a getter and a setter, where-as previously it was only a setter. Reading this property returns the equivalent of the tintTopLeft
value (thanks @rexrainbow)ParticleEmitter.addDeathZone
now returns an array of the Death Zone instances created, rather than just a single zone. This makes it functionally the same as addEmitZone
(thanks @AlvaroEstradaDev)GameObjects.Layer.add
method is now chainable (thanks @rexrainbow)GameObjects.Layer.remove
and removeAll
methods are now chainable and have a new optional boolean parameter destroyChild
, which will destroy the Game Objects removed from the Layer (thanks @rexrainbow)Curves.Path.defaultDivisions
is a new property that holds the default number of divisions to split the Path in to (thanks @AlvaroEstradaDev)Curves.Path.getPoints
method has a new optional parameter stepRate
which allows you to set the distance between points on the curve, and defaults to defaultDivisions
(thanks @AlvaroEstradaDev)Timeline
class will now emit the new Phaser.Time.Events#COMPLETE
event when it completes. It will also no longer process its update
method once the Timeline has completed (thanks @rexrainbow)BaseSound.destroy
method will now call BaseSound.stop
which will reset the isPlaying
and other flags. Fix #6645 (thanks @rexrainbow)RandomDataGenerator#weightedPick
method will no longer under-sample the first and last elements in the given array, leading to better distribution of results. Fix #6562 (thanks @wayfinder @shy @samme)Game.runDestroy
it will now check for this.domContainer.parentNode
before trying to remove it, preventing errors if the DOM Container has already been removed. Fix #6559 (thanks @orcomarcio)SYSTEM_READY
event, which indicates that the internal Scene System has been created by the Scene Manager and is ready for use. The Texture Manager now listens for this event in order to create the stamp
Image. This fixes an issue where the stamp would throw a run-time error if the game didn't feature a preload
function. Fix #6616 (thanks @rexrainbow)Particle.scaleY
would always be set to the scaleX
value, even if given a different one within the config. It will now use its own value correctly.Array.Matrix.RotateLeft
was missing the total
parameter, which controls how many times to rotate the matrix.Array.Matrix.RotateRight
was missing the total
parameter, which controls how many times to rotate the matrix.Array.Matrix.TranslateMatrix
didn't work with any translation values above 1 due to missing parameters in RotateLeft
and RotateRight
Tilemap.createFromObjects
method wouldn't always copy custom properties to the target objects or Data Manager. Fix #6391 (thanks @samme @paxperscientiam)scale.min
and scale.max
width
and height
properties in Game Config were ignored by the Game constructor, which was expecting minWidth
and minHeight
. This now matches the documentation. Fix #6501 (thanks @NikitaShpanko @wpederzoli)Actions.GetLast
function had the same code as the GetFirst
function. It now does what you'd expect it to do. Fix #6513 (thanks @dmokel)TilemapLayer.PutTileAt
method would use an incorrect local GID if the Tilemap Layer wasn't using all available tilesets. Fix #5931 (thanks @christianvoigt @wjaykim)TextureManager.addSpriteSheet
method would fail if a Texture
instance was given as the second parameter, throwing a Cannot read property 'key' of null
(thanks @charlieschwabacher)HexagonalCullBounds
function incorrectly referenced this
within it, instead of layer
(thanks @DaliborTrampota)HexagonalGetTileCorners
function incorrectly referenced this
within it, instead of layer
(thanks @DaliborTrampota)HexagonalTileToWorldXY
function incorrectly referenced this
within it, instead of layer
(thanks @DaliborTrampota)BitmapText
Game Object will now reset the WebGL Texture unit on flush, which fixes an issue of a flush happening part-way during the rendering a BitmapText (thanks @EmilSV)x: { values: [ 50, 500, 200, 800 ] }
it would fail to set the final value unless you specified the interpolation
property as well. It now defaults to linear
if not given. Fix #6551 (thanks @orcomarcio)ignoreGravity
boolean is now checked during the Matter Engine internal functions, allowing this property to now work again. Fix #6473 (thanks @peer2p)Group.createFromConfig
will now check to see if the config contains either internalCreateCallback
or internalRemoveCallback
and set them accordingly. This fixes an issue where the callbacks would never be set if specified in an array of single configuration objects. Fix #6519 (thanks @samme)PhysicsGroup
will now set the classType
and null the config
when an array of single configuration objects is given in the constructor. Fix #6519 (thanks @samme)PathFollower.pathUpdate
method will now check if the tween
property has a valid data
component before running the update. This prevents a call to PathFollower.stopFollow
from throwing a Cannot read properties of null (reading '0')
error as it tried to do a single update post stop. Fix #6508 (thanks @francois-dibulo)Structs.ProcessQueue#add
(thanks @Trissolo)Tile
was incorrectly using the Alpha
Game Object component, instead of the AlphaSingle
component, which meant although the methods implied you could set a different alpha per tile corner, it was never reflected in the rendering. It has now been updated to use just the single alpha value. Fix #6594 (thanks @jcoppage)TextureManager.addAtlasJSONArray
method would fail if a Texture
instance was given as the second parameter, throwing a Cannot read property 'key' of null
(thanks @1DAfT)TextureManager.addAtlasJSONHash
method would fail if a Texture
instance was given as the second parameter, throwing a Cannot read property 'key' of null
(thanks @1DAfT)TextureManager.addAtlasXML
method would fail if a Texture
instance was given as the second parameter, throwing a Cannot read property 'key' of null
(thanks @1DAfT)TextureManager.addUnityAtlas
method would fail if a Texture
instance was given as the second parameter, throwing a Cannot read property 'key' of null
(thanks @1DAfT)DynamicTexture.preDestroy
was never called, leading to an accumulation of framebuffers in memory. This method has now been renamed to destroy
and cleans all references correctly.width
or height
in the Game Config object as a string it would multiply the value given by the parent size, often leading to a huge game canvas, or causing WebGL errors as it tried to create a texture larger than the GPU could handle. This has now been strengthened. If you give a string with a % at the end, it works as before, i.e. "100%"
or "50%"
to set the scale based on the parent. If you don't include the %, or use another unit, such as "800px"
it will now be treated as a fixed value, not a percentage.ParticleEmitterWebGLRenderer
has been refactored so that the particle.frame
is used as the source of the glTexture
used in the batch and also if a new texture unit is required. This fixes issues where a Particle Emitter would fail to use the correct frame from a multi-atlas texture. Fix #6515 (thanks @Demeno)StaticBody.setSize
will now check to see if the body has a Game Object or not, and only call getCenter
and the frame sizes if it has. This fixes a bug where calling physics.add.staticBody
would throw an error if you provided a width and height. Fix #6630 (thanks @Legend-Master)DynamicTexture.fill
method will now correctly draw the fill rectangle if the width
and height
are provided in WebGL, where-as before it would assume the y axis started from the bottom-left instead of top-left. Fix #6615 (thanks @rexrainbow)Line.setLineWidth
method on the Line Shape Game Object would result in a line with double the thickness it should have had in WebGL. In Canvas it was the correct width. Both renderers now match. Fix #6604 (thanks @AlvaroNeuronup)DynamicTexture
was leaking memory by leaving a WebGLTexture in memory when its setSize
method was called. This happens automatically on instantiation, meaning that if you created DynamicTextures and then destroyed them frequently, memory would continue to increase (thanks David)DynamicTexture.width
and height
were missing from the class definition, even though they were set and used internally. They're now exposed as read-only properties.BitmapMask
wouldn't correctly set the gl viewport when binding, which caused the mask to distort in games where the canvas resizes from its default. Fix #6527 (thanks @rexrainbow)Geom.Intersects.GetLineToPoints
function has been fixed to correct an oversight where the for loop prevented an intersection test between the given line and the line segment between the first and last point. Fix #6467 (thanks @Trissolo @Abspirit)MultiAtlas
File Loader didn't prepend the Loader.prefix
if set. This now forms part of the key, leading to the correct keys used for the Texture Manager. Fix #6614 (thanks @machineman1357)TextureSource.setFilter
method will now check to see if renderer
is defined before accessing its gl
property. This avoids Phaser crashing if you're in headless mode and set anti-aliasing to false in the game config. Fix #6663 (thanks @moufmouf)SpineGameObject.setSkeletonFromJSON
has been fixed so it now passes the parameters in the correct order to the setSkeleton
method. Fix #6585 (thanks @machineman1357)My thanks to the following for helping with the Phaser 3 Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@AlvaroEstradaDev @emadkhezri @gohack0322 @johnhyde @julescubtree @neki-dev @paxperscientiam @samme