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Releases: phaserjs/phaser

Phaser v3.55.2

27 May 13:52
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Bug Fixes

  • Fixed an issue in FillPathWebGL, IsoBoxWebGLRenderer and IsoTriangleWebGLRenderer functions which caused the filled versions of most Shape Game Objects to pick-up the texture of the previous object on the display list. Fix #5720 (thanks @samme)

Phaser v3.55.1

26 May 14:54
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New Features

  • The GameObject.destroy method has a new fromScene parameter, set automatically by Phaser. Fix #5716 (thanks @rexrainbow)
  • The Game Object DESTROY event is now set the new fromScene boolean as the 2nd parameter, allowing you to determine what invoked the event (either user code or a Scene change). Fix #5716 (thanks @rexrainbow)

Bug Fixes

  • Fixed an issue with the TypeScript defs not recognising the Game Object Config properly. Fix #5713 (thanks @vforsh)
  • Fixed an issue in the FillPathWebGL function which caused the filled versions of the Arc, Circle, Ellipse, Polygon and Star Shapes to not render. Fix #5712 (thanks @rexrainbow)
  • Fixed rendering parameters in IsoBox and IsoTriangle Game Objects that stopped them from rendering correctly.
  • Added the missing WebGLPipelineUniformsConfig type def. Fix #5718 (thanks @PhaserEditor2D)

Phaser v3.55.0

24 May 16:49
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New Features

  • GameObjects.DOMElement.pointerEvents is a new property that allows you to set the pointerEvents attribute on the DOM Element CSS. This is auto by default and should not be changed unless you know what you're doing.
  • Core.Config.domPointerEvents is a new config property set via dom: { pointerEvents } within the Game Config that allows you to set the pointerEvents css attribute on the DOM Element container.
  • The RenderTexture.endDraw method has a new optional boolean erase which allows you to draw all objects in the batch using a blend mode of ERASE. This has the effect of erasing any filled pixels in the objects being drawn.
  • All of the methods from the GraphicsPipeline have now been merged with the MultiPipeline, these include batchFillRect, batchFillTriangle, batchStrokeTriangle, batchFillPath, batchStrokePath and batchLine. The Graphics Game Object and all of the Shape Game Objects have been updated to use the new Multi Pipeline. This means that drawing Sprites and Graphics / Shapes will all batch together again. Fix #5553 #5500 (thanks @venarius @roberthook823)

Updates

  • The types have been improved for WebGL Compressed Textures (thanks @vforsh)
  • Container.moveAbove is a new method that will move a Game Object above another in the same Container (thanks @rexrainbow)
  • Container.moveBelow is a new method that will move a Game Object below another in the same Container (thanks @rexrainbow)
  • List.moveAbove is a new method that will move a Game Object above another in the same List (thanks @rexrainbow)
  • List.moveBelow is a new method that will move a Game Object below another in the same List (thanks @rexrainbow)
  • The MeasureText function, as used by Text Game Objects, has had its performance enhanced by removing a duplicate image data check and also now checks for metrics properties correctly (thanks @valadaptive)
  • WebGLShader.setUniform1 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • WebGLShader.setUniform2 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • WebGLShader.setUniform3 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • WebGLShader.setUniform4 has a new optional boolean parameter skipCheck which will force the function to set the values without checking against the previously held ones.
  • The WebGLShader.set1fv, set2fv, set3fv, set4fv, set1iv, set2iv, set3iv, set4iv, setMatrix2fv, setMatrix3fv and setMatrix4fv methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670 (thanks @telinc1)

Bug Fixes

  • Have reverted all of the DOM Element CSS changes back to how they were in 3.52, causing both DOM Input and Phaser Input to work together properly again. Fix #5628 (thanks @sacharobarts)
  • The Mesh Game Object would incorrectly cull faces if the Scene Camera scrolled. It now calculates the cull correctly, regardless of camera world position, zoom or rotation. Fix #5570 (thanks @hendrikras)
  • Math.ToXY will now return an empty Vector 2 if the index is out of range, where before it would return the input Vector2 (thanks @Trissolo)
  • The UpdateList.shutdown method will now remove the PRE_UPDATE handler from the ProcessQueue correctly (thanks @samme)
  • When loading a Video with a config object, it would not get the correct key value from it (thanks @mattjennings)
  • The GameObjectFactory.existing method will now accept Layer as a TypeScript type. Fix #5642 (thanks @michal-bures)
  • The Input.Pointer.event property can now be a WheelEvent as well.
  • Fixed an issue when loading audio files from a Phaser project wrapped in Capacitor native app shell on iOS (thanks @consolenaut)
  • Video would not resume playing after regaining focus swapping from another browser tab. Fix #5377 (thanks @spayton)
  • Container will now invoke addToRenderList before leaving the render method, fixing an issue with Container Input. Fix #5506 (thanks @vforsh @rexrainbow)
  • The Game.postBoot callback was never being invoked due to an incorrect internal property setter. Fix #5689 (thanks @sebastianFast)
  • The Light Game Object didn't set the shader uniforms correctly, causing it to appear to ignore image rotation with normal maps. Fix #5660 (thanks @sroboubi @telinc1)

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:

@x-wk @samme @trynx @Palats @supertorpe @Pixelguy @fractal @halgorithm @golden @H0rn0chse @EmilSV @Patapits @karbassi

Phaser v3.54.0

26 Mar 15:33
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Version 3.54.0 - Futaro - 26th March 2021

New Features

  • Phaser.Math.Median is a new function that will calculate the median of the given values. The values are sorted and the middle value is returned. In case of an even number of values, the average of the two middle values is returned (thanks @vforsh)
  • ScenePlugin.pluginKey is a new string-based property, set by the PluginManager that contains the key of the plugin with the Scene Systems.

Updates

  • When the Scene-owned Input Plugin is shutdown (i.e. via a call to Scene.stop) it will now remove any Key objects that the plugin created, not just reset them. This is a quality-of-life breaking change from how it worked previously (thanks @veleek)
  • Thanks to a TS Parser update by @krotovic the JSDocs can now define @this tags. Fix #4669.
  • The Scenes.Systems.install method has been removed. It's no longer required and would throw an error if called. Fix #5580 (thanks @Trissolo)
  • The WebAudioSoundManager.onFocus method will now test to see if the state of the AudioContext is interrupted, as happens on iOS when leaving the page, and then resumes the context. Fix #5390 #5156 #4790 (thanks @SBCGames @micsun-al @AdamXA)

Bug Fixes

  • Adding a Game Object to a Container that already existed in another Container would leave a copy of it on the Display List. Fix #5618 (thanks Kromah @mariogarranz)
  • Fixed missing backgroundColor property in GameConfig. Fix #5597 (thanks @eli-s-r)
  • BitmapText wouldn't render correctly with the Canvas Renderer when the texture came from a Texture Atlas. Fix #5545 (thanks @vforsh)
  • #5504 had broken DOM Elements being able to be clicked due to an oversight of the DOM Container. DOM Elements now correctly pick-up the default pointer events handler. Fix #5594 (thanks @pizkaz)
  • The RGBToString function will no longer return CSS strings with decimal places if the input contained them (thanks @neil-h)
  • Objects added to a SpineContainer were also added to the base Display List, causing them to appear twice. Fix #5599 (thanks @spayton)
  • When an Animation has skipMissedFrames set it will now bail out of the skip catch-up loop if any of the frames cause the animation to complete. Fix #5620 (thanks @fenrir1990 @Aveyder)
  • The Spine Plugin factory functions now use the local Scene Spine Plugin reference in order to create the objects, rather than the Scene belonging to the first instance of the plugin. This prevents errors when you have globally installed the Spine plugin, but then remove or destroy the first Scene using it (thanks stever1388 @samme)

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 @masterT @krotovic @Kvisaz

Phaser v3.53.1

08 Mar 16:41
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Version 3.53.1 - Anastasia - 8th March 2021

  • Fixed an issue where Container children were not removed from the display list properly.

Version 3.53.0 - Anastasia - 8th March 2021

New Features

  • You can now run Phaser from within a Web Worker. You must use the type: 'classic' method and then use importScripts('phaser.js') within your workers, but it will no longer throw window errors and allows you access to lots of the core Phaser functions from Workers.
  • Scenes.Events.PRE_RENDER is a new event fired after the display list is sorted and before the Scene is rendered (thanks @samme)
  • You can now set the boolean preserveDrawingBuffer in the Game Config (either directly, or in the Render Config). This is passed to the WebGL context during creation and controls if the buffers are automatically cleared each frame or not. The default is to clear them. Set to true to retain them.
  • GameObjects.Shape.setDisplaySize is a new method that helps setting the display width and height of a Shape object in a chainable way. Fix #5526 (thanks @samme)
  • Tilemaps.Parsers.Tiled.ParseTilesets has been updated so it now retains the type field information that can be optionally specified within Tiled. This is useful when creating objects from tiles and tile variants (thanks @lackhand)
  • Tilemaps.Parsers.Tiled.ParseWangsets is a new function that will parse the Wangset information from Tiled map data, if present, and retain it so you can access the data (thanks @lackhand)
  • WebGLPipeline.glReset is a new boolean property that keeps track of when the GL Context was last reset by the Pipeline Manager. It then redirects calls to bind to rebind instead to restore the pipeline state.

Display List Updates

  • GameObject.addToDisplayList is a new method that allows you to add a Game Object to the given Display List. If no Display List is given, it will default to the Scene Display List. A Game Object can only exist on one Display List at any given time, but may move freely between them.
  • GameObject.addToUpdateList is a new method that adds the Game Object to the Update List belonging to the Scene. When a Game Object is added to the Update List it will have its preUpdate method called every game frame.
  • GameObject.removeFromDisplayList is a new method that removes the Game Object from the Display List it is currently on.
  • GameObject.removeFromUpdateList is a new method that removes the Game Object from the Scenes Update List.
  • GameObject.destroy will now call the new removeFromDisplayList and removeFromUpdateList methods.
  • DisplayList.addChildCallback will now use the new addToDisplayList and removeFromDisplayList Game Object methods.
  • Container.addHandler will now use the new addToDisplayList and removeFromDisplayList Game Object methods.
  • Layer.addChildCallback and removeChildCallback will now use the new addToDisplayList and removeFromDisplayList Game Object methods.
  • Group now listens for the ADDED_TO_SCENE and REMOVED_FROM_SCENE methods and adds and removes itself from the Update List accordingly.
  • Group.add and create now uses the new addToDisplayList and addToUpdateList Game Object methods.
  • Group.remove now uses the new removeFromDisplayList and removeFromUpdateList Game Object methods.
  • Group.destroy has a new optional boolean parameter removeFromScene, which will remove all Group children from the Scene if specified.

Updates

  • Phaser no longer includes the IE9 polyfills. All polyfills have been removed from the core builds and moved to their own specific version called phaser-ie9, which can be found in the dist folder.
  • All of the Device functions will now check to see if Phaser is running inside of a Web Worker, or not. If it is, they will return early, avoiding trying to make calls to window or other elements not present within Workers.
  • The Webpack loaders have been moved to dev dependencies to avoid peer issues during use of Phaser as a package (thanks @andrewstart)
  • The WebAudioSoundManager.createAudioContext method is no longer private.
  • The WebAudioSoundManager.context property is no longer private.
  • The WebAudioSoundManager.masterMuteNode property is no longer private.
  • The WebAudioSoundManager.masterVolumeNode property is no longer private.
  • The WebAudioSoundManager.destination property is no longer private.
  • The WebAudioSound.audioBuffer property is no longer private.
  • The WebAudioSound.source property is no longer private.
  • The WebAudioSound.loopSource property is no longer private.
  • The WebAudioSound.muteNode property is no longer private.
  • The WebAudioSound.volumeNode property is no longer private.
  • The WebAudioSound.pannerNode property is no longer private.
  • The WebAudioSound.hasEnded property is no longer private, but is read only.
  • The WebAudioSound.hasLooped property is no longer private, but is read only.
  • The WebAudioSoundManager.createAudioContext method will now use webkitAudioContext if defined in window (rather than using the polyfill) to handle audio on Safari.
  • If a loaded JSON File fails to parse it will now issue a console warning along with the file key (thanks @samme)
  • The Canvas Renderer will no longer run a fillRect if clearBeforeRender is false in the Game Config.
  • The LightsManager.addPointlight method now has full JSDocs and the attenuation parameter.
  • LightPipeline.lightsActive is a new boolean property that keeps track if the Lights Manager in a Scene is active, or not.
  • The LightPipeline now only calls batchSprite, batchTexture and batchTextureFrame if the Scene Lights Manager is active. Fix #5522 (thanks @inmylo)
  • The Tiled Parser has been updated so it now supports object properties defined in an array with name / type values (thanks @veleek)
  • LineCurve.getTangent can now take an output vector to receive the tangent value (thanks @samme)
  • DOMElementCSSRenderer no longer sets the pointerEvents style attribute to auto. This is the default value anyway and it now means you can override it from your code by setting the pointer-events attribute directly. Fix #5470 (thanks @hayatae @endel)
  • SceneManager.loadComplete will no longer try to unlock the Sound Manager, preventing AudioContext was not allowed to start console warnings after each Scene finishes loading.
  • WebGLRenderer.deleteTexture will now run resetTextures(true) first, incase the requested texture to be deleted is currently bound. Previously, it would delete the texture and then reset them.
  • If TextureSource.destroy has a WebGL Texture it will tell the WebGL Renderer to reset the textures first, before deleting its texture.
  • Cameras.Controls.FixedKeyControl.minZoom is a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)
  • Cameras.Controls.FixedKeyControl.maxZoom is a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)
  • Cameras.Controls.SmoothedKeyControl.minZoom is a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)
  • Cameras.Controls.SmoothedKeyControl.maxZoom is a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)
  • The WebGLPipeline.rebind method now accepts an optional parameter currentShader. If provided it will set the current shader to be this after the pipeline reset is complete.
  • The PipelineManager.rebind method will now flag all pipelines as glReset = true, so they know to fully rebind the next time they are invoked.

Bug Fixes

  • BlitterWebGLRenderer was calling an out-dated function setRenderDepth instead of addToRenderList (thanks Harm)
  • When a loaded JSON file fails to parse, it's marked FILE_ERRORED and the Loader continues. Before this change the Loader would stall (thanks @samme)
  • Math.FromPercent silently assumed the min parameter to be 0. It can now be any value, allowing you to generate percentages between min and max correctly (thanks @somechris)
  • The Container and Zone Game Objects were not handling being added to the render list, causing them to fail input detection tests. Fix #5506 #5508 (thanks @rexrainbow @vforsh @Nightspeller)
  • IsometricWorldToTileXY was returning a tile incorrectly offset from the given coordinates. It now returns from the expected location (thanks @veleek)
  • DOMElementCSSRenderer will now return early if src.node doesn't exist or is null, rather than trying to extract the style property from it. Fix #5566 (thanks @rattias)
  • The BitmapMask will now check to see if renderer exists before trying to hook to its event emitter (thanks @mattjennings)
  • TileSprite will now check to see if renderer exists before trying to restore itself during a context loss (thanks @mattjennings)
  • A Texture will now check to see if renderer exists before resetting the WebGL textures (thanks @mattjennings)
  • Destroying a Text Game Object when using the HEADLESS renderer would cause an Uncaught TypeError. Fix #5558 (thanks @mattjennings)
  • The Actions.PlayAnimation arguments have been updated to match the new animation system introduced in Phaser 3.50. It will now take either a string-key, or a play animation configuration object, and the startFrame parameter has been replaced with ignoreIfPlaying. The function will also only call play if the Game Object has an animation component, meaning you can now supply this action with a mixed-content array without errors. Fix #5555 (thanks @xuxucode)
  • RenderTarget.resize will now Math.floor the scaled width and height as well as ensure they're not <= 0 which causes Framebuffer status: Incomplete Attachment errors. Fix #5563 #5478 (thanks @orjandh @venarius)
  • Matter.Components.Sleep.setToSleep and setAwake were documented as...
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Phaser v3.53.0

08 Mar 15:11
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Version 3.53.0 - Anastasia - 8th March 2021

New Features

  • You can now run Phaser from within a Web Worker. You must use the type: 'classic' method and then use importScripts('phaser.js') within your workers, but it will no longer throw window errors and allows you access to lots of the core Phaser functions from Workers.
  • Scenes.Events.PRE_RENDER is a new event fired after the display list is sorted and before the Scene is rendered (thanks @samme)
  • You can now set the boolean preserveDrawingBuffer in the Game Config (either directly, or in the Render Config). This is passed to the WebGL context during creation and controls if the buffers are automatically cleared each frame or not. The default is to clear them. Set to true to retain them.
  • GameObjects.Shape.setDisplaySize is a new method that helps setting the display width and height of a Shape object in a chainable way. Fix #5526 (thanks @samme)
  • Tilemaps.Parsers.Tiled.ParseTilesets has been updated so it now retains the type field information that can be optionally specified within Tiled. This is useful when creating objects from tiles and tile variants (thanks @lackhand)
  • Tilemaps.Parsers.Tiled.ParseWangsets is a new function that will parse the Wangset information from Tiled map data, if present, and retain it so you can access the data (thanks @lackhand)
  • WebGLPipeline.glReset is a new boolean property that keeps track of when the GL Context was last reset by the Pipeline Manager. It then redirects calls to bind to rebind instead to restore the pipeline state.

Display List Updates

  • GameObject.addToDisplayList is a new method that allows you to add a Game Object to the given Display List. If no Display List is given, it will default to the Scene Display List. A Game Object can only exist on one Display List at any given time, but may move freely between them.
  • GameObject.addToUpdateList is a new method that adds the Game Object to the Update List belonging to the Scene. When a Game Object is added to the Update List it will have its preUpdate method called every game frame.
  • GameObject.removeFromDisplayList is a new method that removes the Game Object from the Display List it is currently on.
  • GameObject.removeFromUpdateList is a new method that removes the Game Object from the Scenes Update List.
  • GameObject.destroy will now call the new removeFromDisplayList and removeFromUpdateList methods.
  • DisplayList.addChildCallback will now use the new addToDisplayList and removeFromDisplayList Game Object methods.
  • Container.addHandler will now use the new addToDisplayList and removeFromDisplayList Game Object methods.
  • Layer.addChildCallback and removeChildCallback will now use the new addToDisplayList and removeFromDisplayList Game Object methods.
  • Group now listens for the ADDED_TO_SCENE and REMOVED_FROM_SCENE methods and adds and removes itself from the Update List accordingly.
  • Group.add and create now uses the new addToDisplayList and addToUpdateList Game Object methods.
  • Group.remove now uses the new removeFromDisplayList and removeFromUpdateList Game Object methods.
  • Group.destroy has a new optional boolean parameter removeFromScene, which will remove all Group children from the Scene if specified.

Updates

  • Phaser no longer includes the IE9 polyfills. All polyfills have been removed from the core builds and moved to their own specific version called phaser-ie9, which can be found in the dist folder.
  • All of the Device functions will now check to see if Phaser is running inside of a Web Worker, or not. If it is, they will return early, avoiding trying to make calls to window or other elements not present within Workers.
  • The Webpack loaders have been moved to dev dependencies to avoid peer issues during use of Phaser as a package (thanks @andrewstart)
  • The WebAudioSoundManager.createAudioContext method is no longer private.
  • The WebAudioSoundManager.context property is no longer private.
  • The WebAudioSoundManager.masterMuteNode property is no longer private.
  • The WebAudioSoundManager.masterVolumeNode property is no longer private.
  • The WebAudioSoundManager.destination property is no longer private.
  • The WebAudioSound.audioBuffer property is no longer private.
  • The WebAudioSound.source property is no longer private.
  • The WebAudioSound.loopSource property is no longer private.
  • The WebAudioSound.muteNode property is no longer private.
  • The WebAudioSound.volumeNode property is no longer private.
  • The WebAudioSound.pannerNode property is no longer private.
  • The WebAudioSound.hasEnded property is no longer private, but is read only.
  • The WebAudioSound.hasLooped property is no longer private, but is read only.
  • The WebAudioSoundManager.createAudioContext method will now use webkitAudioContext if defined in window (rather than using the polyfill) to handle audio on Safari.
  • If a loaded JSON File fails to parse it will now issue a console warning along with the file key (thanks @samme)
  • The Canvas Renderer will no longer run a fillRect if clearBeforeRender is false in the Game Config.
  • The LightsManager.addPointlight method now has full JSDocs and the attenuation parameter.
  • LightPipeline.lightsActive is a new boolean property that keeps track if the Lights Manager in a Scene is active, or not.
  • The LightPipeline now only calls batchSprite, batchTexture and batchTextureFrame if the Scene Lights Manager is active. Fix #5522 (thanks @inmylo)
  • The Tiled Parser has been updated so it now supports object properties defined in an array with name / type values (thanks @veleek)
  • LineCurve.getTangent can now take an output vector to receive the tangent value (thanks @samme)
  • DOMElementCSSRenderer no longer sets the pointerEvents style attribute to auto. This is the default value anyway and it now means you can override it from your code by setting the pointer-events attribute directly. Fix #5470 (thanks @hayatae @endel)
  • SceneManager.loadComplete will no longer try to unlock the Sound Manager, preventing AudioContext was not allowed to start console warnings after each Scene finishes loading.
  • WebGLRenderer.deleteTexture will now run resetTextures(true) first, incase the requested texture to be deleted is currently bound. Previously, it would delete the texture and then reset them.
  • If TextureSource.destroy has a WebGL Texture it will tell the WebGL Renderer to reset the textures first, before deleting its texture.
  • Cameras.Controls.FixedKeyControl.minZoom is a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)
  • Cameras.Controls.FixedKeyControl.maxZoom is a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)
  • Cameras.Controls.SmoothedKeyControl.minZoom is a new configurable property that sets the minimum camera zoom. Default to 0.001 (thanks @samme)
  • Cameras.Controls.SmoothedKeyControl.maxZoom is a new configurable property that sets the maximum camera zoom. Default to 1000 (thanks @samme)
  • The WebGLPipeline.rebind method now accepts an optional parameter currentShader. If provided it will set the current shader to be this after the pipeline reset is complete.
  • The PipelineManager.rebind method will now flag all pipelines as glReset = true, so they know to fully rebind the next time they are invoked.

Bug Fixes

  • BlitterWebGLRenderer was calling an out-dated function setRenderDepth instead of addToRenderList (thanks Harm)
  • When a loaded JSON file fails to parse, it's marked FILE_ERRORED and the Loader continues. Before this change the Loader would stall (thanks @samme)
  • Math.FromPercent silently assumed the min parameter to be 0. It can now be any value, allowing you to generate percentages between min and max correctly (thanks @somechris)
  • The Container and Zone Game Objects were not handling being added to the render list, causing them to fail input detection tests. Fix #5506 #5508 (thanks @rexrainbow @vforsh @Nightspeller)
  • IsometricWorldToTileXY was returning a tile incorrectly offset from the given coordinates. It now returns from the expected location (thanks @veleek)
  • DOMElementCSSRenderer will now return early if src.node doesn't exist or is null, rather than trying to extract the style property from it. Fix #5566 (thanks @rattias)
  • The BitmapMask will now check to see if renderer exists before trying to hook to its event emitter (thanks @mattjennings)
  • TileSprite will now check to see if renderer exists before trying to restore itself during a context loss (thanks @mattjennings)
  • A Texture will now check to see if renderer exists before resetting the WebGL textures (thanks @mattjennings)
  • Destroying a Text Game Object when using the HEADLESS renderer would cause an Uncaught TypeError. Fix #5558 (thanks @mattjennings)
  • The Actions.PlayAnimation arguments have been updated to match the new animation system introduced in Phaser 3.50. It will now take either a string-key, or a play animation configuration object, and the startFrame parameter has been replaced with ignoreIfPlaying. The function will also only call play if the Game Object has an animation component, meaning you can now supply this action with a mixed-content array without errors. Fix #5555 (thanks @xuxucode)
  • RenderTarget.resize will now Math.floor the scaled width and height as well as ensure they're not <= 0 which causes Framebuffer status: Incomplete Attachment errors. Fix #5563 #5478 (thanks @orjandh @venarius)
  • Matter.Components.Sleep.setToSleep and setAwake were documented as returning this, however they didn't return anything. Both now return this correctly. Fix #5567 (thanks @micsun-al)
  • The Particle position...
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Phaser v3.52.0

14 Jan 11:20
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Version 3.52.0 - Crusch - 14th January 2021

New Features

  • The getPostPipeline method available on most Game Objects will now return an array of piplines if an instance is given and the Game Object has more than one of those pipelines set on it. If only one pipeline is set, it will be returned directly.

Updates

  • BaseCamera.renderList is a new array that is populated with all Game Objects that the camera has rendered in the current frame. It is automatically cleared during Camera.preUpdate and is an accurate representation of the Game Objects the Camera rendered. It's used internally by the Input Plugin, but exposed should you wish to read the contents or use it for profiling.
  • BaseCamera.addToRenderList is a new method that will add the given Game Object to the Cameras current render list.
  • The InputPlugin.sortGameObjects method now uses the new Camera render list to work out the display index depths.
  • The InputPlugin.sortDropZones method is a new method, based on the old sortGameObjects method that is used for sorting input enabled drop zones.
  • The background color behind the game url in the banner is now transparent, so it looks correct with dark dev tools themes (thanks @kainage)

Bug Fixes

  • WebAudioSound.destroy now checks to see if pannerNode exists before disabling it, preventing an error in Safari (thanks @jdcook)
  • Fixed the cause of Uncaught TypeError: Cannot read property 'getIndex' of null by checking the display list property securely. Fix #5489 (thanks @actionmoon)
  • Fixed an issue where adding input-enabled Game Objects to a Layer would have the input system ignore their depth settings. Fix #5483 (thanks @pr4xx)
  • The method TilemapLayer.weightedRandomize has changed so that the parameter weightedIndexes is now first in the method and is non-optional. Previously, it was the 5th parameter and incorrectly flagged as optional. This change was made to the docs but not the parameters, but now works according to the docs (thanks Fantasix)
  • The Mesh GenerateVerts function was returning an object with the property verts instead of vertices as expected by the Mesh.addVertices method. It now returns the correct name (thanks @lackhand)
  • AtlasJSONFile will now call File.pendingDestroy, clearing up the resources it used during load and emitting a missing FILE_COMPLETE event. Fix #5495 (thanks @mikuso)
  • AtlasJSONFile, AtlasXMLFile, BitmapFontFile and UnityAtlasFile will now call File.pendingDestroy, clearing up the resources it used during load and emiting a missing FILE_COMPLETE event. Fix #5495 (thanks @mikuso)
  • Some Bitmap Text fonts were not rendering under Canvas due to the way in which the texture offset was calculated. It now uses the __BASE frame to get the texture offset, rather than the first frame in the set. Fix #5462 #5501 (thanks @monteiz @DPMakerQB)

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:

@ygongdev Tucker @lackhand

Phaser v3.51.0

05 Jan 17:32
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Version 3.51.0 - Emilia - 5th January 2021

New Features

  • WebGLRenderer.isTextureClean is a new boolean property that tracks of all of the multi-textures are in a clean 'default' state, to avoid lots of gl texture binds and activations during a Scene restart or destruction process.
  • GameObject.removePostPipeline would previously only remove a single pipeline instance. Calling the method with a class will now clear all instances of the pipeline class from the Game Object (thanks @rexrainbow)

Updates

  • Layer.destroy will now call destroy on all of its children as well.
  • The Layer Game Object has been given all of the missing properties and methods from Game Object to make the class shapes identical. This includes the properties parentContainer, tabIndex, input and body. You cannot set any of these properties, they are ignored by the Layer itself. It also includes the methods: setInteractive, disableInteractive and removeInteractive. A Layer cannot be enabled for input or have a physics body. Fix #5459 (thanks @PhaserEditor2D)
  • Layer.getIndexList is a new method, taken from the Game Object, that will return the index of the Layer in the display list, factoring in any parents.

Bug Fixes

  • On some keyboards it was possible for the keyup event to not fire because it was filtered out by the Keyboard Plugin repeat key check. Fix #5472 (thanks @cjw6k)
  • Fixed issue causing Cannot read property 'pipelines' of null to be thrown if using 3.50 with the HEADLESS renderer. Fix #5468 (thanks @Grenagar)
  • Canvas Tilemap Rendering is now working again. Fix #5480 (thanks @marshmn)
  • Layer.destroy will now emit the DESTROY event at the start of the method. Fix #5466 (thanks @samme)
  • The error RENDER WARNING: there is no texture bound to the unit ... would be thrown when trying to restart a Scene. When a Scene is shutdown is will now reset the WebGL Texture cache. Fix #5464 (thanks @ffx0s)
  • The error RENDER WARNING: there is no texture bound to the unit ... would be thrown when destroying a Text Game Object, or any Game Object that uses its own custom texture. Destroying such an object will now reset the WebGL Texture cache. Fix #5464 (thanks @mark-rushakoff)
  • When using an asset pack with a prefix, and loading a Spine file, the prefix was being appended twice causing the texture to fail loading. It's now appended correctly (thanks @jdcook)

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:

@pol0nium @ErinLMoore @umi-tyaahan @nk9

Version 3.50.1 - Subaru - 21st December 2020

  • The new Web Audio Panning feature breaks WebAudio on Safari (OSX and iOS). The stero panner node is now only created if supported. Fix #5460 (thanks @d4rkforce)

Version 3.50.0 - Subaru - 16th December 2020

Due to the massive amount of changes in 3.50 this Change Log is, by its nature, very long. It's important to scan through it, especially if you're porting a game from an earlier version of Phaser to 3.50. However, if you're after more top-level descriptions of what's new, with example code, then please see the posts we will be making to the Phaser site and Phaser Patreon in the coming months after release. We have also updated the Phaser 3 Examples site, so that every single example up there has been rewritten for 3.50, so you don't have to struggle working through old or deprecated syntax. Virtually all new features are covered in new examples, as well.

With that said, we've tried to organize the Change Log into commonly themed sections to make it more digestible, but we appreciate there is a lot here. Please don't feel overwhelmed! If you need clarification about something, join us on the Phaser Discord and feel free to ask.

WebGL Pipelines and Post Processing

WebGL Pipelines are responsible for the rendering of all Game Objects in Phaser and they have had a complete rewrite in 3.50. This was to allow for the introduction of post processing pipelines, now readily available to be created from the new Post FX Pipeline class. The changes in this area have been extensive, so if you use custom WebGL Pipelines in your game already, you must update your code to use Phaser 3.50.

Pipeline Manager

The WebGL.PipelineManager is a new class that is responsible for managing all of the WebGL Pipelines in Phaser. An instance of the Pipeline Manager is created by the WebGL Renderer and is available under the pipelines property. This means that the WebGL Renderer no longer handles pipelines directly, causing the following API changes:

  • WebGLRenderer.pipelines is no longer a plain object containing pipeline instances. It's now an instance of the PipelineManager class. This instance is created during the init and boot phase of the renderer.
  • The WebGLRenderer.currentPipeline property no longer exists, instead use PipelineManager.current.
  • The WebGLRenderer.previousPipeline property no longer exists, instead use PipelineManager.previous.
  • The WebGLRenderer.hasPipeline method no longer exists, instead use PipelineManager.has.
  • The WebGLRenderer.getPipeline method no longer exists, instead use PipelineManager.get.
  • The WebGLRenderer.removePipeline method no longer exists, instead use PipelineManager.remove.
  • The WebGLRenderer.addPipeline method no longer exists, instead use PipelineManager.add.
  • The WebGLRenderer.setPipeline method no longer exists, instead use PipelineManager.set.
  • The WebGLRenderer.rebindPipeline method no longer exists, instead use PipelineManager.rebind.
  • The WebGLRenderer.clearPipeline method no longer exists, instead use PipelineManager.clear.

The Pipeline Manager also offers the following new features:

  • The PipelineManager.resize method automatically handles resize events across all pipelines.
  • The PipelineManager.preRender method calls the pre-render method of all pipelines.
  • The PipelineManager.render method calls the render method of all pipelines.
  • The PipelineManager.postRender method calls the post-render method of all pipelines.
  • The PipelineManager.setMulti method automatically binds the Multi Texture Pipeline, Phasers default.
  • The PipelineManager.clear method will clear the pipeline, store it in previous and free the renderer.
  • The PipelineManager.rebind method will reset the rendering context and restore the previous pipeline, if set.
  • The PipelineManager.copyFrame method will copy a source Render Target to the target Render Target, optionally setting the brightness of the copy.
  • The PipelineManager.blitFrame method will copy a source Render Target to the target Render Target. Unlike copyFrame no resizing takes place and you can optionally set the brightness and erase mode of the copy.
  • The PipelineManager.copyFrameRect method binds the source Render Target and then copies a section of it to the target using gl.copyTexSubImage2D rather than a shader, making it much faster if you don't need blending or preserving alpha details.
  • The PipelineManager.copyToGame method pops the framebuffer from the renderers FBO stack and sets that as the active target, then draws the source Render Target to it. Use when you need to render the final result to the game canvas.
  • The PipelineManager.drawFrame method will copy a source Render Target, optionally to a target Render Target, using the given ColorMatrix, allowing for full control over the luminance values used during the copy.
  • The PipelineManager.blendFrames method draws the source1 and source2 Render Targets to the target Render Target using a linear blend effect, which is controlled by the strength parameter.
  • The PipelineManager.blendFramesAdditive method draws the source1 and source2 Render Targets to the target Render Target using an additive blend effect, which is controlled by the strength parameter.
  • The PipelineManager.clearFrame method clears the given Render Target.

New constants have been created to help you reference a pipeline without needing to use strings:

  • Phaser.Renderer.WebGL.Pipelines.BITMAPMASK_PIPELINE for the Bitmap Mask Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.LIGHT_PIPELINE for the Light 2D Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.SINGLE_PIPELINE for the Single Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.MULTI_PIPELINE for the Multi Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.ROPE_PIPELINE for the Rope Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.POINTLIGHT_PIPELINE for the Point Light Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.POSTFX_PIPELINE for the Post FX Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.UTILITY_PIPELINE for the Utility Pipeline.

All Game Objects have been updated to use the new constants and Pipeline Manager.

Post FX Pipeline

The Post FX Pipeline is a brand new and special kind of pipeline specifically for handling post processing effects in Phaser 3.50.

Where-as a standard Pipeline allows you to control the process of rendering Game Objects by configuring the shaders and attributes used to draw them, a Post FX Pipeline is designed to allow you to apply processing after the Game Object/s have been rendered.

Typical examples of post processing effects are bloom filters, blurs, light effects and color manipulation.

The pipeline works by creating a tiny vertex buffer with just one single hard-coded quad in it. Game Objects can have a Post Pipeline set on them, which becomes their own unique pipeline instance. Those objects are then rendered using their standard pipeline, but are redirected to the Render Targets owned by the post pipeline, which can then apply their own shaders and effects, before passing them back to the main renderer.

...

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Phaser v3.50.1

21 Dec 13:39
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Version 3.50.1 - Subaru - 21st December 2020

  • The new Web Audio Panning feature breaks WebAudio on Safari (OSX and iOS). The stero panner node is now only created if supported. Fix #5460 (thanks @d4rkforce)

Version 3.50.0 - Subaru - 16th December 2020

Due to the massive amount of changes in 3.50 this Change Log is, by its nature, very long. It's important to scan through it, especially if you're porting a game from an earlier version of Phaser to 3.50. However, if you're after more top-level descriptions of what's new, with example code, then please see the posts we will be making to the Phaser site and Phaser Patreon in the coming months after release. We have also updated the Phaser 3 Examples site, so that every single example up there has been rewritten for 3.50, so you don't have to struggle working through old or deprecated syntax. Virtually all new features are covered in new examples, as well.

With that said, we've tried to organize the Change Log into commonly themed sections to make it more digestible, but we appreciate there is a lot here. Please don't feel overwhelmed! If you need clarification about something, join us on the Phaser Discord and feel free to ask.

WebGL Pipelines and Post Processing

WebGL Pipelines are responsible for the rendering of all Game Objects in Phaser and they have had a complete rewrite in 3.50. This was to allow for the introduction of post processing pipelines, now readily available to be created from the new Post FX Pipeline class. The changes in this area have been extensive, so if you use custom WebGL Pipelines in your game already, you must update your code to use Phaser 3.50.

Pipeline Manager

The WebGL.PipelineManager is a new class that is responsible for managing all of the WebGL Pipelines in Phaser. An instance of the Pipeline Manager is created by the WebGL Renderer and is available under the pipelines property. This means that the WebGL Renderer no longer handles pipelines directly, causing the following API changes:

  • WebGLRenderer.pipelines is no longer a plain object containing pipeline instances. It's now an instance of the PipelineManager class. This instance is created during the init and boot phase of the renderer.
  • The WebGLRenderer.currentPipeline property no longer exists, instead use PipelineManager.current.
  • The WebGLRenderer.previousPipeline property no longer exists, instead use PipelineManager.previous.
  • The WebGLRenderer.hasPipeline method no longer exists, instead use PipelineManager.has.
  • The WebGLRenderer.getPipeline method no longer exists, instead use PipelineManager.get.
  • The WebGLRenderer.removePipeline method no longer exists, instead use PipelineManager.remove.
  • The WebGLRenderer.addPipeline method no longer exists, instead use PipelineManager.add.
  • The WebGLRenderer.setPipeline method no longer exists, instead use PipelineManager.set.
  • The WebGLRenderer.rebindPipeline method no longer exists, instead use PipelineManager.rebind.
  • The WebGLRenderer.clearPipeline method no longer exists, instead use PipelineManager.clear.

The Pipeline Manager also offers the following new features:

  • The PipelineManager.resize method automatically handles resize events across all pipelines.
  • The PipelineManager.preRender method calls the pre-render method of all pipelines.
  • The PipelineManager.render method calls the render method of all pipelines.
  • The PipelineManager.postRender method calls the post-render method of all pipelines.
  • The PipelineManager.setMulti method automatically binds the Multi Texture Pipeline, Phasers default.
  • The PipelineManager.clear method will clear the pipeline, store it in previous and free the renderer.
  • The PipelineManager.rebind method will reset the rendering context and restore the previous pipeline, if set.
  • The PipelineManager.copyFrame method will copy a source Render Target to the target Render Target, optionally setting the brightness of the copy.
  • The PipelineManager.blitFrame method will copy a source Render Target to the target Render Target. Unlike copyFrame no resizing takes place and you can optionally set the brightness and erase mode of the copy.
  • The PipelineManager.copyFrameRect method binds the source Render Target and then copies a section of it to the target using gl.copyTexSubImage2D rather than a shader, making it much faster if you don't need blending or preserving alpha details.
  • The PipelineManager.copyToGame method pops the framebuffer from the renderers FBO stack and sets that as the active target, then draws the source Render Target to it. Use when you need to render the final result to the game canvas.
  • The PipelineManager.drawFrame method will copy a source Render Target, optionally to a target Render Target, using the given ColorMatrix, allowing for full control over the luminance values used during the copy.
  • The PipelineManager.blendFrames method draws the source1 and source2 Render Targets to the target Render Target using a linear blend effect, which is controlled by the strength parameter.
  • The PipelineManager.blendFramesAdditive method draws the source1 and source2 Render Targets to the target Render Target using an additive blend effect, which is controlled by the strength parameter.
  • The PipelineManager.clearFrame method clears the given Render Target.

New constants have been created to help you reference a pipeline without needing to use strings:

  • Phaser.Renderer.WebGL.Pipelines.BITMAPMASK_PIPELINE for the Bitmap Mask Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.LIGHT_PIPELINE for the Light 2D Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.SINGLE_PIPELINE for the Single Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.MULTI_PIPELINE for the Multi Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.ROPE_PIPELINE for the Rope Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.POINTLIGHT_PIPELINE for the Point Light Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.POSTFX_PIPELINE for the Post FX Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.UTILITY_PIPELINE for the Utility Pipeline.

All Game Objects have been updated to use the new constants and Pipeline Manager.

Post FX Pipeline

The Post FX Pipeline is a brand new and special kind of pipeline specifically for handling post processing effects in Phaser 3.50.

Where-as a standard Pipeline allows you to control the process of rendering Game Objects by configuring the shaders and attributes used to draw them, a Post FX Pipeline is designed to allow you to apply processing after the Game Object/s have been rendered.

Typical examples of post processing effects are bloom filters, blurs, light effects and color manipulation.

The pipeline works by creating a tiny vertex buffer with just one single hard-coded quad in it. Game Objects can have a Post Pipeline set on them, which becomes their own unique pipeline instance. Those objects are then rendered using their standard pipeline, but are redirected to the Render Targets owned by the post pipeline, which can then apply their own shaders and effects, before passing them back to the main renderer.

The following properties and methods are available in the new PostFXPipeline class:

  • The PostFXPipeline.gameObject property is a reference to the Game Object that owns the Post Pipeline, if any.
  • The PostFXPipeline.colorMatrix property is a Color Matrix instance used by the draw shader.
  • The PostFXPipeline.fullFrame1 property is a reference to the fullFrame1 Render Target that belongs to the Utility Pipeline, as it's commonly used in post processing.
  • The PostFXPipeline.fullFrame2 property is a reference to the fullFrame2 Render Target that belongs to the Utility Pipeline, as it's commonly used in post processing.
  • The PostFXPipeline.halfFrame1 property is a reference to the halfFrame1 Render Target that belongs to the Utility Pipeline, as it's commonly used in post processing.
  • The PostFXPipeline.halfFrame2 property is a reference to the halfFrame2 Render Target that belongs to the Utility Pipeline, as it's commonly used in post processing.
  • The PostFXPipeline.copyFrame method will copy a source Render Target to the target Render Target, optionally setting the brightness of the copy.
  • The PostFXPipeline.blitFrame method will copy a source Render Target to the target Render Target. Unlike copyFrame no resizing takes place and you can optionally set the brightness and erase mode of the copy.
  • The PostFXPipeline.copyFrameRect method binds the source Render Target and then copies a section of it to the target using gl.copyTexSubImage2D rather than a shader, making it much faster if you don't need blending or preserving alpha details.
  • The PostFXPipeline.copyToGame method pops the framebuffer from the renderers FBO stack and sets that as the active target, then draws the source Render Target to it. Use when you need to render the final result to the game canvas.
  • The PostFXPipeline.drawFrame method will copy a source Render Target, optionally to a target Render Target, using the given ColorMatrix, allowing for full control over the luminance values used during the copy.
  • The PostFXPipeline.blendFrames method draws the source1 and source2 Render Targets to the target Render Target using a linear blend effect, which is controlled by the strength parameter.
  • The PostFXPipeline.blendFramesAdditive method draws the source1 and source2 Render Targets to the target Render Target using an additive blend effect, which is controlled by the strength parameter.
  • The PostFXPipeline.clearFrame method clears the given Render Target.
  • The PostFXPipeline.bindAndDraw method binds this pipeline and draws the source Render Target to the target Render Target. This is typical...
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Phaser v3.50.0

16 Dec 16:24
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Version 3.50.0 - Subaru - 16th December 2020

Due to the massive amount of changes in 3.50 this Change Log is, by its nature, very long. It's important to scan through it, especially if you're porting a game from an earlier version of Phaser to 3.50. However, if you're after more top-level descriptions of what's new, with example code, then please see the posts we will be making to the Phaser site and Phaser Patreon in the coming months after release. We have also updated the Phaser 3 Examples site, so that every single example up there has been rewritten for 3.50, so you don't have to struggle working through old or deprecated syntax. Virtually all new features are covered in new examples, as well.

With that said, we've tried to organize the Change Log into commonly themed sections to make it more digestible, but we appreciate there is a lot here. Please don't feel overwhelmed! If you need clarification about something, join us on the Phaser Discord and feel free to ask.

WebGL Pipelines and Post Processing

WebGL Pipelines are responsible for the rendering of all Game Objects in Phaser and they have had a complete rewrite in 3.50. This was to allow for the introduction of post processing pipelines, now readily available to be created from the new Post FX Pipeline class. The changes in this area have been extensive, so if you use custom WebGL Pipelines in your game already, you must update your code to use Phaser 3.50.

Pipeline Manager

The WebGL.PipelineManager is a new class that is responsible for managing all of the WebGL Pipelines in Phaser. An instance of the Pipeline Manager is created by the WebGL Renderer and is available under the pipelines property. This means that the WebGL Renderer no longer handles pipelines directly, causing the following API changes:

  • WebGLRenderer.pipelines is no longer a plain object containing pipeline instances. It's now an instance of the PipelineManager class. This instance is created during the init and boot phase of the renderer.
  • The WebGLRenderer.currentPipeline property no longer exists, instead use PipelineManager.current.
  • The WebGLRenderer.previousPipeline property no longer exists, instead use PipelineManager.previous.
  • The WebGLRenderer.hasPipeline method no longer exists, instead use PipelineManager.has.
  • The WebGLRenderer.getPipeline method no longer exists, instead use PipelineManager.get.
  • The WebGLRenderer.removePipeline method no longer exists, instead use PipelineManager.remove.
  • The WebGLRenderer.addPipeline method no longer exists, instead use PipelineManager.add.
  • The WebGLRenderer.setPipeline method no longer exists, instead use PipelineManager.set.
  • The WebGLRenderer.rebindPipeline method no longer exists, instead use PipelineManager.rebind.
  • The WebGLRenderer.clearPipeline method no longer exists, instead use PipelineManager.clear.

The Pipeline Manager also offers the following new features:

  • The PipelineManager.resize method automatically handles resize events across all pipelines.
  • The PipelineManager.preRender method calls the pre-render method of all pipelines.
  • The PipelineManager.render method calls the render method of all pipelines.
  • The PipelineManager.postRender method calls the post-render method of all pipelines.
  • The PipelineManager.setMulti method automatically binds the Multi Texture Pipeline, Phasers default.
  • The PipelineManager.clear method will clear the pipeline, store it in previous and free the renderer.
  • The PipelineManager.rebind method will reset the rendering context and restore the previous pipeline, if set.
  • The PipelineManager.copyFrame method will copy a source Render Target to the target Render Target, optionally setting the brightness of the copy.
  • The PipelineManager.blitFrame method will copy a source Render Target to the target Render Target. Unlike copyFrame no resizing takes place and you can optionally set the brightness and erase mode of the copy.
  • The PipelineManager.copyFrameRect method binds the source Render Target and then copies a section of it to the target using gl.copyTexSubImage2D rather than a shader, making it much faster if you don't need blending or preserving alpha details.
  • The PipelineManager.copyToGame method pops the framebuffer from the renderers FBO stack and sets that as the active target, then draws the source Render Target to it. Use when you need to render the final result to the game canvas.
  • The PipelineManager.drawFrame method will copy a source Render Target, optionally to a target Render Target, using the given ColorMatrix, allowing for full control over the luminance values used during the copy.
  • The PipelineManager.blendFrames method draws the source1 and source2 Render Targets to the target Render Target using a linear blend effect, which is controlled by the strength parameter.
  • The PipelineManager.blendFramesAdditive method draws the source1 and source2 Render Targets to the target Render Target using an additive blend effect, which is controlled by the strength parameter.
  • The PipelineManager.clearFrame method clears the given Render Target.

New constants have been created to help you reference a pipeline without needing to use strings:

  • Phaser.Renderer.WebGL.Pipelines.BITMAPMASK_PIPELINE for the Bitmap Mask Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.LIGHT_PIPELINE for the Light 2D Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.SINGLE_PIPELINE for the Single Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.MULTI_PIPELINE for the Multi Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.ROPE_PIPELINE for the Rope Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.POINTLIGHT_PIPELINE for the Point Light Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.POSTFX_PIPELINE for the Post FX Pipeline.
  • Phaser.Renderer.WebGL.Pipelines.UTILITY_PIPELINE for the Utility Pipeline.

All Game Objects have been updated to use the new constants and Pipeline Manager.

Post FX Pipeline

The Post FX Pipeline is a brand new and special kind of pipeline specifically for handling post processing effects in Phaser 3.50.

Where-as a standard Pipeline allows you to control the process of rendering Game Objects by configuring the shaders and attributes used to draw them, a Post FX Pipeline is designed to allow you to apply processing after the Game Object/s have been rendered.

Typical examples of post processing effects are bloom filters, blurs, light effects and color manipulation.

The pipeline works by creating a tiny vertex buffer with just one single hard-coded quad in it. Game Objects can have a Post Pipeline set on them, which becomes their own unique pipeline instance. Those objects are then rendered using their standard pipeline, but are redirected to the Render Targets owned by the post pipeline, which can then apply their own shaders and effects, before passing them back to the main renderer.

The following properties and methods are available in the new PostFXPipeline class:

  • The PostFXPipeline.gameObject property is a reference to the Game Object that owns the Post Pipeline, if any.
  • The PostFXPipeline.colorMatrix property is a Color Matrix instance used by the draw shader.
  • The PostFXPipeline.fullFrame1 property is a reference to the fullFrame1 Render Target that belongs to the Utility Pipeline, as it's commonly used in post processing.
  • The PostFXPipeline.fullFrame2 property is a reference to the fullFrame2 Render Target that belongs to the Utility Pipeline, as it's commonly used in post processing.
  • The PostFXPipeline.halfFrame1 property is a reference to the halfFrame1 Render Target that belongs to the Utility Pipeline, as it's commonly used in post processing.
  • The PostFXPipeline.halfFrame2 property is a reference to the halfFrame2 Render Target that belongs to the Utility Pipeline, as it's commonly used in post processing.
  • The PostFXPipeline.copyFrame method will copy a source Render Target to the target Render Target, optionally setting the brightness of the copy.
  • The PostFXPipeline.blitFrame method will copy a source Render Target to the target Render Target. Unlike copyFrame no resizing takes place and you can optionally set the brightness and erase mode of the copy.
  • The PostFXPipeline.copyFrameRect method binds the source Render Target and then copies a section of it to the target using gl.copyTexSubImage2D rather than a shader, making it much faster if you don't need blending or preserving alpha details.
  • The PostFXPipeline.copyToGame method pops the framebuffer from the renderers FBO stack and sets that as the active target, then draws the source Render Target to it. Use when you need to render the final result to the game canvas.
  • The PostFXPipeline.drawFrame method will copy a source Render Target, optionally to a target Render Target, using the given ColorMatrix, allowing for full control over the luminance values used during the copy.
  • The PostFXPipeline.blendFrames method draws the source1 and source2 Render Targets to the target Render Target using a linear blend effect, which is controlled by the strength parameter.
  • The PostFXPipeline.blendFramesAdditive method draws the source1 and source2 Render Targets to the target Render Target using an additive blend effect, which is controlled by the strength parameter.
  • The PostFXPipeline.clearFrame method clears the given Render Target.
  • The PostFXPipeline.bindAndDraw method binds this pipeline and draws the source Render Target to the target Render Target. This is typically the final step taken in when post processing.

Renamed WebGL Pipelines

Due to the huge amount of work that has taken place in this area, all of the pipelines have been renamed. If you extend any of these ...

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