silver-fang-mini-game/node_modules/phaser/changelog/3.17/CHANGELOG-v3.17.md
2024-10-27 19:54:14 +02:00

34 KiB

Phaser 3 Change Log

Version 3.17.0 - Motoko - 10th May 2019

Shaders

'Shader' is a new type of Game Object which allows you to easily add a quad with its own shader into the display list, and manipulate it as you would any other Game Object, including scaling, rotating, positioning and adding to Containers. Shaders can be masked with either Bitmap or Geometry masks and can also be used as a Bitmap Mask for a Camera or other Game Object. They can also be made interactive and used for input events.

They work by taking a reference to a Phaser.Display.BaseShader instance, as found in the Shader Cache. These can be created dynamically at runtime, or loaded in via the updated GLSL File Loader:

function preload ()
{
    this.load.glsl('fire', 'shaders/fire.glsl.js');
}
 
function create ()
{
    this.add.shader('fire', 400, 300, 512, 512);
}

Please see the Phaser 3 Examples GitHub repo for examples of loading and creating shaders dynamically.

  • Display.BaseShader is a new type of object that contain the fragment and vertex source, together with any uniforms the shader needs, and are used when creating the new Shader Game Objects. They are stored in the Shader cache.
  • The Shader Cache this.cache.shader has been updated. Rather than holding plain text fragments, it now holds instances of the new BaseShader objects. As a result, using cache.shader.get(key) will now return a BaseShader instead of a text file.
  • The GLSLFile loader has been updated with new arguments. As well as a URL to the shader file you can also specify if the file is a fragment or vertex shader. It then uses this value to help create or update a BaseShader instance in the shader cache.
  • The GLSLFile loader now supports shader bundles. These allow for multiple shaders to be stored in a single file, with each shader separated by a block of front-matter that represents its contents. Example shader bundles can be found in the Phaser 3 Examples repo.

DOM Elements

DOM Elements have finally left the experimental stage and are now part of the full Phaser release.

DOM Element Game Objects are a way to control and manipulate HTML Elements over the top of your game. In order for DOM Elements to display you have to enable them by adding the following to your game configuration object:

dom {
  createContainer: true
}

When this is added, Phaser will automatically create a DOM Container div that is positioned over the top of the game canvas. This div is sized to match the canvas, and if the canvas size changes, as a result of settings within the Scale Manager, the dom container is resized accordingly.

You can create a DOM Element by either passing in DOMStrings, or by passing in a reference to an existing Element that you wish to be placed under the control of Phaser. For example:

this.add.dom(x, y, 'div', 'background-color: lime; width: 220px; height: 100px; font: 48px Arial', 'Phaser');

The above code will insert a div element into the DOM Container at the given x/y coordinate. The DOMString in the 4th argument sets the initial CSS style of the div and the final argument is the inner text. In this case, it will create a lime colored div that is 220px by 100px in size with the text Phaser in it, in an Arial font.

You should nearly always, without exception, use explicitly sized HTML Elements, in order to fully control alignment and positioning of the elements next to regular game content.

Rather than specify the CSS and HTML directly you can use the load.html File Loader to load it into the cache and then use the createFromCache method instead. You can also use createFromHTML and various other methods available in this class to help construct your elements.

Once the element has been created you can then control it like you would any other Game Object. You can set its position, scale, rotation, alpha and other properties. It will move as the main Scene Camera moves and be clipped at the edge of the canvas. It's important to remember some limitations of DOM Elements: The obvious one is that they appear above or below your game canvas. You cannot blend them into the display list, meaning you cannot have a DOM Element, then a Sprite, then another DOM Element behind it.

You can find lots of examples on using DOM Elements in the Phaser 3 Examples repo.

Geometry and Bitmap Masks

  • Camera.setMask is a new method that allows you to set a geometry or bitmap mask on any camera. The mask can be set to remain fixed in position, or to translate along with the camera. It will impact anything the camera renders. A reference to the mask is stored in the Camera.mask property.
  • Camera.clearMask is a new method that clears a previously set mask on a Camera.
  • There is a new Game Config property input.windowEvents which is true by default. It controls if Phaser will listen for any input events on the Window. If you disable this, Phaser will stop being able to emit events like POINTER_UP_OUTSIDE, or be aware of anything that happens outside of the Canvas re: input.
  • Containers can now contain masked children and have those masks respected, including the mask on the Container itself (if any). Masks work on any depth of child up to 255 children deep.
  • Geometry Masks are now batched. Previously, using the same mask on multiple Game Objects would create brand new stencil operations for every single Game Object, causing performance to tank. Now, the mask is only set if it's different from the previously masked object in the display list, allowing you to mask thousands of Game Objects and retain batching through-out.
  • GeometryMask.setInvertAlpha is a new method that allows you to set the invertAlpha property in a chainable call.
  • Previously, setting a mask on a Particle Emitter wouldn't work (it had to be set on the Emitter Manager instance), even though the mask methods and properties existed. You can now set a geometry or bitmap mask directly on an emitter.
  • The Particle Emitter Manager was missing the Mask component, even though it fully supported masking. The Mask component has now been added. You can now mask the manager, which impacts all emitters you create through it, or a specific emitter. Different emitters can have different masks, although they override the parent mask, if set.
  • You can now apply a Bitmap Mask to a Camera or Container and a Geometry Mask to a child and have it work correctly.
  • WebGLRenderer.maskCount is a new internal property that tracks the number of masks in the stack.
  • WebGLRenderer.maskStack is a new internal array that contains the current mask stack.

Arcade Physics

New Features

  • overlapTiles is a new method that allows you to check for overlaps between a physics enabled Game Object and an array of Tiles. The Tiles don't have to have been enable for collision, or even be on the same layer, for the overlap check to work. You can provide your own process callback and/or overlap callback. This is handy for testing for overlap for a specific Tile in your map, not just based on a tile index. This is available via this.physics.overlapTiles and the World instance.
  • collideTiles is a new method that allows you to check for collision between a physics enabled Game Object and an array of Tiles. The Tiles don't have to have been enable for collision, or even be on the same layer, for the collision to work. You can provide your own process callback and/or overlap callback. There are some limitations in using this method, please consult the API Docs for details, but on the whole, it allows for dynamic collision on small sets of Tile instances. This is available via this.physics.collideTiles and the World instance.
  • overlapRect is a new method that allows you to return an array of all physics bodies within the given rectangular region of the World. It can return dynamic or static bodies and will use the RTree for super-fast searching, if enabled (which it is by default)
  • The Body.setCollideWorldBounds method has two new optional arguments bounceX and bounceY which, if given, will set the World Bounce values for the body.

Updates

  • Body.preUpdate is a new method that is called only once per game step. It resets all collision status properties and syncs the Body with the parent Game Object.
  • Body.update has been rewritten to just perform one single physics step and no longer re-syncs with the Game Object. It can be called multiple times per game step, depending on the World FPS rate.
  • Body.postUpdate has been rewritten to make it more compact. It syncs the body data back to the parent Game Object and is only called once per game step now (previously it was called whenever the Body updated)
  • The World.late Set has been removed and is no longer populated, as it's no longer required.
  • World.update now calls Body.preUpdate just once per game step, then calls Body.update as many times as is required as per the FPS setting, and no longer calls Body.postUpdate at all.
  • World.collideSpriteVsTilemapLayer now returns a boolean if a collision or overlap happens, where-as before it didn't.
  • World.collideSpriteVsTilemapLayerHandler is a new private method that handles all tilemap collision checks.
  • The internal method SeparateTile now has a new argument isLayer which controls if the set comes from a layer or an array.
  • The internal method TileCheckX now has a new argument isLayer which controls if the set comes from a layer or an array.
  • The internal method TileCheckY now has a new argument isLayer which controls if the set comes from a layer or an array.
  • Body.isMoving has been removed as it was never used internally.
  • Body.stopVelocityOnCollide has been removed as it was never used internally.
  • All of the Arcade Physics Components are now available directly under the Phaser.Physics.Arcade.Components namespace. Fix #4440 (thanks @jackfreak)
  • Phaser.Physics.Arcade.Events is now exposed in the namespace, preventing it from erroring if you use them in TypeScript. Fix #4481 (thanks @danielalves)
  • The Matter World configuration value bodyDebugFillColor has been renamed to debugBodyFillColor to be consistent with the rest of the options.
  • The Matter World configuration has a new property: debugStaticBodyColor that sets the static body debug color.

Bug Fixes

  • The Body.delta values are now able to be read and acted upon during a Scene update, due to the new game step flow. This means you can now call this.physics.collide during a Scene update and it will work properly again. Fix #4370 (thanks @NokFrt)
  • ArcadePhysics.furthest now iterates the bodies Set, rather than the RTree, which keeps it working even if the RTree has been disabled.
  • ArcadePhysics.closest now iterates the bodies Set, rather than the RTree, which keeps it working even if the RTree has been disabled.
  • Body.setVelocity caused the speed property to be set to NaN if you didn't provide a y argument.
  • Passing an array of configuration objects to physics.add.group would ignore them and none of the children would be assigned a physics body. Fix #4511 (thanks @rgk)
  • A Body with damping and drag enabled would fail to move if it went from zero velocity to a new velocity inside an update loop. It will now reset its speed accordingly and retain its new velocity (thanks StealthGary)

Facebook Instant Games Plugin

  • The method consumePurchases has been renamed to consumePurchase to bring it in-line with the Facebook API.
  • getProduct is a new method that will return a single Product from the product catalog based on the given Product ID. You can use this to look-up product details based on a purchase list.

New Features

  • A Scene will now emit the new CREATE event after it has been created by the Scene Manager. If the Scene has a create method this event comes after that, so is useful to knowing when a Scene may have finished creating Game Objects, etc. (thanks @jackfreak)
  • Tilemap.removeTile is a new method that allows you to remove a tile, or an array of tiles, by passing in references to the tiles themselves, rather than coordinates. The tiles can be replaced with new tiles of the given index, or removed entirely, and the method can optionally recalculate interesting faces on the layer.
  • TweenManager.remove is a new method that immediately removes the given Tween from all of its internal arrays.
  • Tween.remove is a new method that immediately removes the Tween from the TweenManager, regardless of what state the tween is in. Once called the tween will no longer exist within any internal TweenManager arrays.
  • SceneManager.isPaused is a new method that will return if the given Scene is currently paused or not (thanks @samme)
  • ScenePlugin.isPaused is a new method that will return if the given Scene is currently paused or not (thanks @samme)
  • TextureManager.removeKey is a new method that will remove a key from the Texture Manager without destroying the texture itself.
  • Matter.World.resetCollisionIDs is a new method that will reset the collision IDs that Matter JS uses for body collision groups. You should call this before destroying your game if you need to restart the game again on the same page, without first reloading the page. Or, if you wish to consistently destroy a Scene that contains Matter.js and then run it again (thanks @clesquir)
  • RenderTexture has two new optional constructor arguments key and frame. This allows you to create a RenderTexture pre-populated with the size and frame from an existing texture (thanks @TadejZupancic)
  • GameObjects.Components.PathFollower is a new component that manages any type of Game Object following a path. The original Path Follower Game Object has been updated to use this new component directly, but it can be applied to any custom Game Object class.
  • Tilemap.removeLayer is a new method that allows you to remove a specific layer from a Tilemap without destroying it.
  • Tilemap.destroyLayer is a new method that allows you to destroy a layer and remove it from a Tilemap.
  • Tilemap.renderDebugFull is a new method that will debug render all layers in the Tilemap to the given Graphics object.
  • Geom.Intersects.GetCircleToCircle is a new function that will return the point/s of intersection between two circles (thanks @florianvazelle)
  • Geom.Intersects.GetCircleToRectangle is a new function that will return the point/s of intersection between a circle and a rectangle (thanks @florianvazelle)
  • Geom.Intersects.GetLineToCircle is a new function that will return the point/s of intersection between a line and a circle (thanks @florianvazelle)
  • Geom.Intersects.GetLineToRectangle is a new function that will return the point/s of intersection between a line and a rectangle (thanks @florianvazelle)
  • Geom.Intersects.GetRectangleToRectangle is a new function that will return the point/s of intersection between two rectangles (thanks @florianvazelle)
  • Geom.Intersects.GetRectangleToTriangle is a new function that will return the point/s of intersection between a rectangle and a triangle (thanks @florianvazelle)
  • Geom.Intersects.GetTriangleToCircle is a new function that will return the point/s of intersection between a triangle and a circle (thanks @florianvazelle)
  • Geom.Intersects.GetTriangleToLine is a new function that will return the point/s of intersection between a triangle and a line (thanks @florianvazelle)
  • Geom.Intersects.GetTriangleToTriangle is a new function that will return the point/s of intersection between two triangles (thanks @florianvazelle)
  • Size.setCSS is a new method that will set the Size components width and height to the respective CSS style properties of the given element.
  • CSSFile is a new Loader FileType that allows you to load css into the current document via the normal Phaser Loader, using the load.css method. As such, you can chain it with other load calls, load via config, use as part of a pack load or any other option available to all loader filetypes. The CSS is applied immediately to the document.
  • MultiScriptFile is a new Loader FileType that allows you to load multiple script files into the document via the Phaser Loader, using the new load.scripts method. The difference between this and load.script is that you must pass an array of script file URLs to this method and they will be loaded in parallel but processed (i.e. added to the document) in the exact order specified in the array. This allows you to load a bundle of scripts that have dependencies on each other.
  • Key.getDuration is a new method that will return the duration, in ms, that the Key has been held down for. If the Key isn't down it will return zero.
  • The Container.setScrollFactor method has a new optional argument updateChildren. If set, it will change the scrollFactor values of all the Container children as well as the Container. Fix #4466 #4475 (thanks @pinkkis @enriqueto)
  • There is a new webpack config FEATURE_SOUND which is set to true by default, but if set to false it will exclude the Sound Manager and all of its systems from the build files. Fix #4428 (thanks @goldfire)
  • Scene.Systems.renderer is a new property that is a reference to the current renderer the game is using.
  • Utils.Objects.SetValue is a new function that allows you to set a value in an object by specifying a property key. The function can set a value to any depth by using dot-notation for the key, i.e. SetValue(data, 'world.position.x', 100).
  • WebGLRenderer.glFuncMap is a new object, populated during the init method, that contains uniform mappings from key to the corresponding gl function, i.e. mat2 to gl.uniformMatrix2fv.
  • BaseCache.getKeys is a new method that will return all keys in use in the current cache, i.e. this.cache.shader.getKeys().

Updates

  • Removed all references to CocoonJS from the API, including in the Device.OS object and elsewhere, as Cocoon is no longer.
  • The MouseManager and TouchManager now use separate handlers for the Window level input events, which check to see if the canvas is the target or not, and redirect processing accordingly.
  • AnimationManager.generateFrameNumbers can now accept a start number greater than the end number, and will generate them in reverse (thanks @cruzdanilo)
  • The return from the ScenePlugin.add method has changed. Previously, it would return the ScenePlugin, but now it returns a reference to the Scene that was added to the Scene Manager, keeping it in-line with all other add methods in the API. Fix #4359 (thanks @BigZaphod)
  • The PluginManager.installScenePlugin method has a new optional boolean parameter fromLoader which controls if the plugin is coming in from the result of a Loader operation or not. If it is, it no longer throws a console warning if the plugin already exists. This fixes an issue where if you return to a Scene that loads a Scene Plugin it would throw a warning and then not install the plugin to the Scene.
  • The Scale Manager has a new event FULLSCREEN_FAILED which is fired if you try to enter fullscreen mode, but the browser rejects it for some reason.
  • The ScaleMode Component has been removed from every Game Object, and along with it the scaleMode property and setScaleMode method. These did nothing anyway as they were not hooked to the render pipeline and scale mode should be set on the texture, not the Game Object. Fix #4413 (thanks @jcyuan)
  • The Clock.now property value is now synced to be the TimeStep.time value when the Clock plugin boots and is no longer Date.now() until the first update (thanks @Antriel)
  • Graphics.strokePoints has renamed the second argument from autoClose to closeShape. There is also a new third argument closePath, which defaults to true and automatically closes the path before stroking it. The endIndex argument is now the fourth argument, instead of the third.
  • Graphics.fillPoints has renamed the second argument from autoClose to closeShape. There is also a new third argument closePath, which defaults to true and automatically closes the path before filling it. The endIndex argument is now the fourth argument, instead of the third.
  • Calling Texture.destroy will now call TextureManager.removeKey to ensure the key is removed from the manager, should you destroy a texture directly, rather than going via TextureManager.remove. Fix #4461 (thanks @BigZaphod)
  • SpriteSheetFromAtlas now adds in a __BASE entry for the Sprite Sheet it creates, keeping it consistent with the other frame parsers (thanks @Cirras)
  • The from and to properties in the PathFollower Config can now be used to set the span of the follow duration (thanks @kensleebos)
  • Graphics.lineFxTo and Graphics.moveFxTo have been removed as they were not being rendered anyway.
  • You can now use "infinite" tilemaps as created in Tiled v1.1 and above. Support is basic in that it takes the chunk data and builds one giant map from it. However, at least you are still able to now load and use infinite maps, even if they don't chunk during the game (thanks @Upperfoot)
  • MapData.infinite is a new boolean that controls if the map data is infinite or not.
  • DynamicTilemapLayer.destroy will now remove the layer from the Tilemap it belongs to, clearing it from the layers array. Fix #4319 (thanks @APXEOLOG)
  • StaticTilemapLayer.destroy will now remove the layer from the Tilemap it belongs to, clearing it from the layers array. Fix #4319 (thanks @APXEOLOG)
  • DynamicTilemapLayer.destroy has a new optional boolean argument removeFromTilemap which will control if the layer is removed from the parent map or not.
  • StaticTilemapLayer.destroy has a new optional boolean argument removeFromTilemap which will control if the layer is removed from the parent map or not.
  • Tilemap.copy now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.fill now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.forEachTile now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.putTilesAt now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.randomize now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.calculateFacesAt now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.renderDebug now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.replaceByIndex now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.setCollision now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.setCollisionBetween now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.setCollisionByProperty now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.setCollisionByExclusion now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.setCollisionFromCollisionGroup now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.setTileIndexCallback now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.setTileLocationCallback now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.shuffle now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.swapByIndex now actually returns null if an invalid layer was given, as per the docs.
  • Tilemap.weightedRandomize now actually returns null if an invalid layer was given, as per the docs.
  • BaseCamera.cameraManager is a new property that is a reference to the Camera Manager, set in the setScene method.
  • CameraManager.default is a new property that contains a single un-transformed instance of a Camera, that exists outside of the camera list and doesn't render. It's used by other systems as a default camera matrix.
  • The Graphics Game Object now has 3 new Transform Matrix instances called _tempMatrix1 to _tempMatrix3, which are used by it during the WebGL Rendering process. This is because Graphics objects can be used as Geometry Masks, which need to retain their own matrix state mid-render of another object, so cannot share the renderer temp matrices that other Game Objects can use. This also indirectly fixes an issue where masked children (such as emitters or container children) would get incorrect camera scroll values.
  • The Key method signature has changed. It now expects to receive a reference to the KeyboardPlugin instance that is creating the Key as the first argument. This is now stored in the new Key.plugin property, and cleared in destroy.
  • KeyboardPlugin.removeKey has a new optional argument destroy that will, if set, destroy the Key object being removed from the plugin.
  • InteractiveObject.customHitArea is a new property that records if the hitArea for the Interactive Object was created based on texture size (false), or a custom shape (true)
  • A Camera will pause following a Game Object for the duration of the Camera Pan Effect, as the two will clash over the Camera scroll position (thanks fruitbatinshades).
  • ParseXMLBitmapFont has now been exposed as a static function on the BitmapText object, so you can access it easily from your own code (thanks @jcyuan)
  • The math used in the circle to circle Arcade Physics collision has been updated to better handle horizontal collision, giving a more realistic response. Fix #4256 (thanks @akuskis @JeSuisUnCaillou)

Bug Fixes

  • The parent bounds are reset when exiting fullscreen mode in the Scale Manager. This fixes an issue when leaving fullscreen mode by pressing ESC (instead of programmatically) would leave the canvas in the full screen size. Fix #4357 (thanks @khutchins and @HeyStevenXu)
  • GetAdvancedValue now uses the correct Math RND reference, which means anything that used the randInt or randFloat features of this function, such as creating a Sprite from a Config object, or Bitmap Text sizing, will no longer throw an error about a null object reference. Fix #4369 (thanks @sanadov)
  • Trying to enter Fullscreen mode on Android / Chrome, or iOS / Safari, would throw an error regarding an unhandled Promise and a failure to invoke the event from a user gesture. This has been tightened up, using a proper Promise handler internally and the documentation clarified to explicitly say that you must call the function from a pointerup handler, and not pointerdown. Fix #4355 (thanks @matrizet)
  • Camera fadeIn and fadeOut would sometimes leave a very low alpha-valued rectangle rendering to the camera. Fix #3833 (thanks @bdaenen)
  • Actions.Spread would only use the min value to work out the step value but not apply it to the property being set (thanks @galman33)
  • Calling Tween.pause returns the Tween instance, however, if it was already paused, it would return undefined, causing problems when chaining Tween methods (thanks @kyranet)
  • Calling TweenManager.makeActive returns the TweenManager instance, however, if you create a tween externally and call makeActive with it, this would return undefined.
  • Setting the fixedWidth and / or fixedHeight properties in the configuration of a Text would be ignored, they were only supported when calling the setFixedSize method. They now work via either option. Fix #4424 (thanks @rexrainbow)
  • When calculating the width of a Text object for word wrapping it would ignore the extra spaces added from the wrap. It now accounts for these in the width. Fix #4187 (thanks @rexrainbow)
  • Utils.Array.Add would act incorrectly when adding an object into an array in which it already belonged. This would manifest if, for example, adding a child into a display list it was already a part of. Fix #4411 (thanks @mudala @LoolzRules)
  • Tile.getCenterX and Tile.getCenterY would return the wrong values for tiles on scaled layers. Fix #3845 (thanks @oloflarsson @florianvazelle)
  • Camera.startFollow will now ensure that if the Camera is using bounds that the scrollX and scrollY values set after first following the Game Object do not exceed the bounds (thanks @snowbillr)
  • Creating a Tween with a duration of zero would cause the tweened object properties to be set to NaN. Now they will tween for one single frame before being set to progress 1. Fix #4235 (thanks @BigZaphod)
  • The First frame of a Texture would take on the appearance of the second frame in a Sprite Sheet created from trimmed Texture Atlas frames. Fix #4088 (thanks @Cirras)
  • Tween.stop assumed that the parent was the TweenManager. If the Tween has been added to the Timeline, that was not true and the stop method crashed (thanks @TadejZupancic)
  • Calling Tween.restart multiple times in a row would cause the tween to freeze. It will now disregard all additional calls to restart if it's already in a pending state (thanks @rgk)
  • Tween Timelines would only apply the delay value of a child tween once and not on loop. Fix #3841 (thanks @Edwin222 @Antriel)
  • Texture.add will no longer let you add a frame to a texture with the same name or index as one that already exists in the texture. Doing so will now return null instead of a Frame object, and the frameTotal will never be incremented. Fix #4459 (thanks @BigZaphod)
  • The InputPlugin will now dispatch an update event, allowing the Gamepad Plugin to update itself every frame, regardless of DOM events. This allows Gamepads to work correctly again. Fix #4414 (thanks @CipSoft-Components)
  • Calling Tween.play on a tween that had already finished and was pending removal will stop the tween from getting stuck in an isPlaying state and will restart the tween again from the beginning. Calling play on a Tween that is already playing does nothing. Fix #4184 (thanks @SamCode)
  • Declared Audio.dataset, which fixes Internet Explorer 10 crashing when trying to access the dataset property of the object (thanks @SirLink)
  • The InputManager.update method is now called every frame, as long as a native DOM event hasn't already fired it, which allows things like setPollRate to work again. Fix #4405 (thanks @Shucki)
  • Pointer.getDuration would only return zero until the pointer was released, or moved (basically any action that generated a DOM event). It now returns the duration regardless of the DOM events. Fix #4444 (thanks @plazicx)
  • Keyboard.UpDuration has been changed so the duration being checked is now against the current game clock. This means you can use it to check if a Key was released within duration ms ago, based on the time now, not the historic value of the Key.
  • Keyboard.DownDuration has been changed so the duration being checked is now against the current game clock. This fixes an issue where it couldn't be used while the Key was actively being held down. Fix #4484 (thanks @belen-albeza)
  • Keys would lose track of the state of a Scene when the Scene became paused. They're now updated regardless, stopping them from getting stuck if you pause and resume a Scene while holding them down. Fix #3822 (thanks @DannyT)
  • Changing any aspect of a Text object, such as the font size or content, wouldn't update its hitArea if it had been enabled for input, causing it to carry on using the old hit area size. Now, as long as the Text was created without a custom hitArea, the hitArea size will be changed to match the new texture size on update. If you have provided your own custom hitArea shape, you need to modify it when the Text changes size yourself. Fix #4456 (thanks @thanh-taro and @rexrainbow)
  • Camera.clearRenderToTexture will check to see if the Scene is available before proceeding, avoiding potential errors when a Camera is destroyed multiple times during a Scene shutdown.
  • Destroying a Game object during its pointerup event handler on a touch device will no longer cause Uncaught TypeError: Cannot read property 'localX' of undefined. All InputPlugin process handlers now check to see if the Game Object has been destroyed at any stage and abort if it has. Fix #4463 (thanks @PatrickSachs)
  • InputPlugin.clear has a new argument skipQueue which is used to avoid clearing a Game Object twice. This, combined with the fix for 4463 means you will no longer get a Cannot read property 'dragState' error if you destroy a Game Object enabled for drag where another draggable object exists. Fix #4228 (thanks @YannCaron)
  • UpdateList.remove will now move the removed child to the internal _pendingRemoval array, instead of slicing it directly out of the active list. The pending list is cleared at the start of the next game frame. Fix #4365 (thanks @jcyuan)
  • Setting pixelPerfect when input enabling a Container would cause it to crash, because Containers don't have a texture to check. It will now throw a run-time warning and skip the Container for input. You should use a custom input callback instead. Fix #4492 (thanks @BigZaphod)
  • Setting fixedWidth and fixedHeight on a Text object will now clamp the size of the canvas being created, as well as the width and height properties of the Text object itself (thanks @rexrainbow)

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:

@sky-coding @G-Rath @S4n60w3n @rootasjey @englercj @josephmbustamante @Jason-Cooke @Zamiell @krzysztof-grzybek @S4n60w3n @m31271n @peterellisjones @martinlindhe @TylerMorley @samme @schomatis @BeLi4L @hizzd @OmarShehata @antoine-pous @digitsensitive

Also, thanks to @Osmose there is a new Dashing config added to the Phaser 3 Docs Repo, with a new command build-docset which will build a Dash compatible docset for those who like to use Dash for their docs.