The Phaser LoaderPlugin and related classes have been updated so that they now work natively with base64 encoded files and Data URIs. This means you can now load a base64 encoded image, audio file or text file directly into the Loader. The Loader will then decode the data and process it as if it was a normal file. This is particularly useful for environments such as Playable Ads where you have to provide a single html file with all assets embedded and no XHR requests.
Loader.File.base64
is a new read-only boolean property that is set if the file contains a Data URI encoded string.Loader.File.onBase64Load
is a new method that is called when the file has finished decoding from a Data URI.ImageFile
will now default to using the Image Load Element if a base64 file is detected, instead of throwing a console warning about unsupported types.XHRLoader
will now return a fake XHR result object containing the decoded base64 data if a base64 file is detected, skipping the creation of a real XML Http Request object.The Game Config has a new Scale Manager property called snap
. This allows you to set a 'snapping' value for the width and height of your game. This is especially useful for games where you want to keep a fixed dimension: for example, you want the game to always snap to a multiple of 16 pixels for the width. Or, if you want to scale a pixel-art game up by integer values, you can now set the game size as the snap
value and the Scale Manager will ensure the game size is always a multiple of that value.
snap: { width, height }
in the game config. This is then passed to the display size by the Scale Manager and used to control the snap values. Fix #6629 (thanks @musjj @samme)ScaleManager.setSnap
is a new method that allows you to set the snap values for the game size, should you need to do it post-boot and not in the game config.Config#snapWidth
and Config#snapHeight
are new properties in the Game Config that hold the parsed snap
config values, as used by the Scale Manager.EXPAND
. This is inspired by the Expand mode in Godot: "Keep aspect ratio when stretching the screen, but keep neither the base width nor height. Depending on the screen aspect ratio, the viewport will either be larger in the horizontal direction (if the screen is wider than the base size) or in the vertical direction (if the screen is taller than the original size)" (thanks @rexrainbow)Tilemap.createFromTiles
method has been updated. It will now copy the following properties, if set in the Tile, to the Sprites it creates: rotation
, flipX
, flipY
, alpha
, visible
and tint
. If these properties are declared in the spriteConfig
passed to the method, those will be used instead, otherwise the Tile values are used. Fix #6711 (thanks @Nerodon)Tilemap.createFromTiles
method has a new property called useSpriteSheet
. If this is set to true
and you have loaded the tileset as a sprite sheet (not an image), then it will set the Sprite key and frame to match the sprite texture and tile index. Also, if you have not specified an origin
in the spriteConfig, it will adjust the sprite positions by half the tile size, to position them accurately on the map.Texture#getFrameBounds
is a new method that will return the bounds that all of the frames of a given Texture Source encompass. This is useful for things like calculating the bounds of a Sprite Sheet embedded within a Texture Atlas.Math.RectangleLike
is a new typedef that defines a rectangle-like object with public x
, y
, width
and height
properties.WebGLRenderer.getCompressedTextures
can now identify BPTC and RGTC support correctly. These were previously skipped.S3TCRGB
to S3TCSRGB
in WebGLTextureCompression
, CompressedTextureFileConfig
, and FileConfig
typedefs.BloomFX
and BlurFX
and any custom pipeline that relies on using the UtilityPipeline
full or half frame targets will now correctly draw even after the renderer size changes. Fix #6677 (thanks @Nerodon)PostFXPipeline.postBatch
method will now bind the current Render Target after the pipeline has booted for the first time. This fixes glitch errors on mobile devices where Post FX would appear corrupted for a single frame. Fix #6681 (thanks @moufmouf @tongliang999)mipmapFilter
set. Fix #6721 (thanks @saintflow and @rexrainbow)UtilityPipeline
now sets autoResize
to true
in its Render Target Config, so that the global fullFrame
and halfFrame
Render Targets will automatically resize if the renderer changes.WebGLPipeline.resizeUniform
is a new property that is defined in the WebGLPipelineConfig
. This is a string that defines a uResolution
property, or similar, within the pipeline shader. If the WebGL Renderer resizes, this uniform will now be updated automatically as part of the pipeline resize method. It has been added to both the Multi and Mobile pipelines as default. This fixes issues where the pipelines were rendering with old resolution values, causing graphical glitches in mostly pixel-art games. Fix #6674 #6678 (thanks @Nerodon @LazeKer)preUpdate
automatically when the play
method is called. This forces the new animation state to update and apply itself to the skeleton. This fixes an issue where Spine object would show the default frame in the Spine atlas for a single update before the animation started. Fix #5443 (thanks @spayton)SpineGameObject.setSlotAlpha
is a new method that allows you to set the alpha on a specific slot in a Spine skeleton.SpineGameObject.setAlpha
method has had its 2nd parameter removed. This fixes needless slot look-ups during rendering when a Spine Game Object is inside a regular Container. If you need to set slot alpha, use the new setSlotAlpha
method instead. Fix #6571 (thanks @spayton)SpineFile.onFileComplete
handler was running a regular expression against file.src
instead of file.url
, sometimes leading to double paths in the atlas paths on loading. Fix #6642 (thanks @rez23)The Phaser Input and related classes have been updated to be more consistent with each Game Object.
Mesh
based Game Objects now can use an input config with the setInteractive
method, which supports the options draggable
, dropzone
, cursor
and userHandCursor
. Fix #6510 #6652 (thanks @Baegus @Neppord)onTouchEndWindow
now stops pointer events when clicking through DOM elements to input. Fix #6697 (thanks @laineus)Input.InputPlugin
method disable
which is called by GameObjects.GameObject#disableInteractive
keeps its temp hit box value which stops propagation to interactive Game Objects in another scene. Fix #6601 (thanks @UnaiNeuronUp)setInteractive
and removeInteractive
methods of a Game Object outside of the game loop would cause an error in which Input.InputManager#resetCursor
would lose input context. Fix #6387 (thanks @TomorrowToday)TweenChainBuilder
was incorrectly setting the persist
flag on the Chain to true
, which goes against what the documentation says. It now correctly sets it to false
. This means if you previously had a Tween Chain that was persisting, it will no longer do so, so add the property to regain the feature.dropped
argument has now been added to the documentation for the DRAG_END
and GAMEOBJECT_DRAG_END
events (thanks @samme)Container.onChildDestroyed
is a new internal method used to destroy Container children. Previously, if you destroyed a Game Object in an exclusive Container, the game object would (momentarily) move onto the Scene display list and emit an ADDED_TO_SCENE event. Also, if you added a Sprite to a non-exclusive Container and stopped the Scene, you would get a TypeError (evaluating 'this.anims.destroy'). This happened because the fromChild argument in the DESTROY event was misinterpreted as destroyChild in the Container's remove(), and the Container was calling the Sprite's destroy() again (thanks @samme)Text
and TileSprite
Game Objects now place their textures into the global TextureManager
and a _textureKey
private string property has been added which contains a UUID to reference that texture.Tilemaps.Components.WeightedRandomize
method now uses the Phaser Math.RND.frac
method with a seed instead of the Math.Random
static method (thanks @jorbascrumps)Tilemaps.Components.IsometricCullTiles
does the CheckIsoBounds
method check last when building the outputArray, as to help optimize in situations where the tile would not be visible anyway (thanks @zegenie)Tilemaps.Components.WeightedRandomize
now uses the Phaser Math.RND.frac
method with a seed instead the Math.Random
static method (thanks @jorbascrumps)Layer
Game Object has had its removeAll
, remove
and add
methods removed. These methods are all still available via the List
class that Layer inherits, but the destroyChild
parameters are no longer available.Renderer.Canvas
and Renderer.WebGL
will now only be included in the build file if the corresponding feature flags CANVAS_RENDERER
and/or WEBGL_RENDERER
are set to true
. For Canvas only builds this saves a lot of space in the build (thanks @samme)autoResize
boolean in the RenderTargetConfig
which is passed to the Render Targets when they are created by a pipeline.Actions
method PlaceOnLine
now has an added ease
parameter which accepts a string from the EaseMap or a custom ease function to allow for different distributions along a line (thanks @sB3p)XHRLoader
will now listen for ontimeout
and if triggered it will hand over to the File.onError
handler. This prevents the Loader from stalling if a file times out. Fix #6472 (thanks @343dev)LightPipeline.currentNormalMap
was incorrectly documented as being a property of WebGLRenderer
.Video
Game Object now emits a metadata
event, which emits once the video metadata is available.Time.Timeline
class now supports looping via the repeat
method. Types.Time.TimelineEvent
now has a loop
callback which will be called before its next iteration. Fix #6560 (thanks @micsun-al)Curves.Path
methods lineTo
and moveTo
now support Types.Math.Vector2Like
as the first parameter. Fix #6557 (thanks @wayfu)BitmapText.setFont
method will now set the texture, size and alignment even if the same font key has been given as is already in use. Fix #6740 (thanks @AlvaroNeuronup)WebAudioSound
will now set hasEnded = false
as part of stopAndRemoveBufferSource
, after the source has been stopped and disconnected. This should prevent it from being left in a true
state if the source onended
callback fired late, after the sound had been re-played. Fix #6657 (thanks @Demeno)ScaleManager.orientationChange
event listener will now directly refresh the Scale Manager internals. This fixes an issue where the orientation change event would fire after the window resize event, causing the Scale Manager to incorrectly report the new orientation on Chrome on iOS. Fix #6484 #5762 (thanks @spayton @meetpatel1989)Tileset.updateTileData
method has two new optional parameters offsetX
and offsetY
which allow you to set the offset that the tile data starts from within the base source texture.Factory.staticBody
had the wrong return type in the docs/TS defs. Fix #6693 (thanks @ddhaiby)Time.Timeline
class didn't show as extending the Event Emitter, or have config
as an optional argument in the docs / TS defs. Fix #6673 (thanks @ghclark2)Animations.AnimationFrame
member duration
is now the complete duration of the frame, which is a breaking change. Before this Animations.AnimationState#msPerFrame
was combined with Animations.AnimationFrame#duration
which wasn't intuitive. The fix to remove Animations.AnimationState#msPerFrame
from Animations.AnimationFrame#duration
has been removed from the Animations.AnimationManager
method createFromAseprite
because of this clarification. Fix #6712 (thanks @Nerodon @TomMalitz)NineSlice
Game Object method setSize
now recalculates its origin by calling the updateDisplayOrigin
method. Fix #6713 (thanks @dhashvir)NineSlice
Game Object method no longer defaults origin to 0.5
. Fix #6655 (thanks @michalfialadev)Layer
Game Object is destroyed, i.e. from changing or restarting a Scene, it will no longer cause an error when trying to destroy the children on its display list. Fix #6675 (thanks @crockergd @gm0nk)DynamicTexture
will now automatically call setSize(width, height)
for both WebGL and Canvas. Previously it only did it for WebGL. This fixes an issue where DynamicTextures in Canvas mode would have a width and height of -1. Fix #6682 (thanks @samme)DynamicTexture.setSize
will now check to see if the glTexture
bound to the current frame is stale, and if so, destroy it before binding the one from the Render Target. This fixes an issue where constantly destroying and creating Dynamic Textures would cause a memory leak in WebGL. Fix #6669 (thanks @DavidTalevski)Matter.Body
function scale
has been updated so if the Body originally had an inertia
of Infinity
this will be restored at the end of the call. This happens if you set a Matter Body to have fixed rotation. Fix #6369 (thanks @sushovande)RandomDataGenerator.weightedPick
method to avoid sampling past the last element. Fix #6701 (thanks @jameskirkwood)Physics.Matter.Factory
method pointerConstraint
no longer returns an error when it can't find the camera. Fix #6684 (thanks @spritus)Physics.Arcade.StaticBody
method reset
now re-applies offset
values. Fix #6729 (thanks @samme)Video
Game Object now has a starting texture, which stops errors with accessing frame
before the video loads the first frame. Fix #6475 (thanks @rexrainbow @JoeSiu)Device.Browser.safari
regular expression has been strenghtened so it now captures versions with double or triple periods in. Previously it would fail for Version/17.2.1
due to the minor value (thanks watcher)Browser
Device class will no longer think that Chrome is Mobile Safari on iOS devices. Fix #6739 (thanks @michalfialadev)GameObjectCreator
method container
now includes all children in the config, accessed via Scene.make.container
. Fix #6743 (thanks @Fake)addSpriteSheetFromAtlas
and Tilemap.addTilesetImage
) will now render correctly. Fix #6691 (thanks @Antriel)TilemapWebGLRenderer
function has been fixed so it now uses the TileSet width and height for the tile draw command. This fixes an issue where the Tilemap would render incorrectly if the base tile size was different to the tile size. Fix #5988 (thanks @samme)ArcadePhysics.World.collideSpriteVsTilemapLayer
method has been modified so that the body bounds are now expanded by the size of the scaled base tile in the Tilemap Layer. This fixes an issue where the check would skip over-sized tiles that were outside the bounds of the body. Mostly noticeable on layers that had a different base tile size to the map itself. Fix #4479 (thanks @KingCosmic)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:
@actionmoon @AlvaroEstradaDev @Byvire @Creepypoke @Flashfyre @orcomarcio @paxperscientiam @michalfialadev @rafael-lua @samme @Stan-Stani @stevenwithaph @yaustar