changelog/v3/3.85/CHANGELOG-v3.85.md
wrap method has been natively integrated into the Body class to replace the existing MatterWrap plugin. Here's how it works.attractors plugin has been natively integrated into the Body class and Matter engine. More details here.MatterCollisionEvents plugin functionality directly into the Matter.World class to handle collisions more effectively. More details here.Matter.World to improve the performance, accuracy, and reliability of the update method in handling physics simulations or animations. More details here.Matter.World bug where group.length returns undefined. Changed to group.getLength() to correctly return number of children in a group.Matter.World.pause would stop the world updating, but the Runner timeLastTick wasn't reset when resume was called, causing all the bodies to advance. The time is now reset correctly. Fix #6892 (thanks @philipgriffin)Includes a Potentially Breaking Change
The way roundPixels has been handled in this release has been changed significantly. In previous versions we passed a uniform to the shaders and handled the pixel rounding on the GPU. However, this caused issues with our batching flow - for example, a Sprite would need to be rounded, but a Text or Shape object would not. This lead to complications in some parts of the render code.
In this release we have removed the shader uniform and branching and also made roundPixels default to false in the Game Config. Previously, it was true, so you may need to switch this flag if you were relying on it. Here are the results of this change:
roundPixels property now defaults to false.uRoundPixels uniform has been removed from the Single, Multi and Mobile vertex shaders.uRoundPixels uniform has been removed from the Single, Rope, PreFX, PostFX, Multi and Mobile WebGL Pipelines.camera.roundPixels value to the Transform Matrix setQuad method.batchSprite and batchTexture methods will now apply Math.floor to the sprite matrix calculations if camera round pixels is enabled.BaseCamera.preRender has been removed. This method was completely overridden by Camera.preRender which is the method that contained the correct rendering logic. As the Base Camera variant was not used internally outside of Dynamic Textures, we have removed it to save space.Camera.preRender has been updated to use both zoomX and zoomY for the matrix transform.Camera.preRender has been updated to apply Math.floor to the scroll factor when rounding is enabled on the Camera. This fixes an issue where following sprites with Camera lerp, or heavy zoom factors, would cause 'stuttering' at sub-pixel values.The Loader now has a new feature called maxRetries. This specifies the number of times a single File will retry loading itself should it error for whatever reason, such as poor network connectivity. The default value is 2. You can change this in the Game Config, on the LoaderPlugin instance, on the FileConfig or on the File level itself. Thanks to @pavle-goloskokovic for the suggestion.
loader.maxRetries is a new Game Config option to set the number of retries a file will attempt to load. The default is 2.LoaderPlugin.maxRetries is a new property that holds the number of times to retry loading a single file before it fails. This property is set via the Game Config, but can also be adjusted manually. Changing it doesn't not impact files already in the load queue, only those added later.FileConfig.maxRetries is a new File Config option to set the number of retries a file will attempt to load. If not specified in the config, the value is read from the LoaderPlugin.maxRetries property.Loader.File.retryAttempts is the internal property holding the counter for the number of times to retry loading this file before it fails. This value is decreased after each attempt. When it reaches zero, the file is considered as failed.BaseSoundManager.isPlaying is a new method that will return a boolean if the given sound key is playing. If you don't provide a key, it will return a boolean if any sound is playing (thanks @samme)WebGLRenderer.dispatchContextLost is a new internal method that is called when the WebGL context is lost. By default this is bound to the property WebGLRenderer.contextLostHandler. If you override the context loss handler, be sure to invoke this method in due course.WebGLRenderer.dispatchContextRestore is a new internal method that is called when the WebGL context is restored. By default this is bound to the property WebGLRenderer.contextRestoreHandler. If you override the context restore handler, be sure to invoke this method in due course.WebGLRenderer.setContextHandlers is a new internal method with 2 optional parameters: contextLost and contextRestored. These allow you to overwrite the default contextLostHandler and contextRestoreHandler handlers. (thanks @yaustar)Phaser.Textures.Frame#setCutPosition is a new internal method with 2 optional parameters: x and y. These sets the x and y position within the source image to cut from.Phaser.Textures.Frame#setCutSize is a new internal method with 2 parameters: width and height. These sets the width, and height of the area in the source image to cut. (thanks @FelipeIzolan)ORIENTATION_CONST. The constants LANDSCAPE_SECONDARY and PORTRAIT_SECONDARY have been added to the Phaser.Scale.Orientation object. These constants represent the secondary landscape and portrait orientations respectively. This addition provides more granular control over device orientation handling in Phaser. Fix #6837 (thanks @rexrainbow)updateConfig method in ParticleEmitter to allow dynamic updating of Particle Emitter configurations. This method enables existing properties to be overridden and new properties to be added to the emitter's configuration. It ensures that the emitter is reset with the updated configuration for more flexible particle effects management.Phaser.Textures.DynamicTexture#clear method. Clear a specific area within a Dynamic Texture by specifying x, y, width, and height parameters to clear only a portion of the texture. Fix #6853 (thanks @SelfDevTV)Phaser.Renderer.WebGL.RenderTarget#clear method. Clear a specific area within the RenderTarget by specifying x, y, width, and height parameters.TextureManager. In the game config, set defaultImage to null to ignore loading the defaultImage.TextureManager. In the game config, set missingImage to null to ignore loading the missingImage.TextureManager. In the game config, set whiteImage to null to ignore loading the whiteImage.Phaser.Core.TimeStep#pauseDuration is a new property that holds the duration of the most recent game pause, if any, in ms (thanks @samme)Events#RESUME event now contains a new parameter pauseDuration which is the duration, in ms, that the game was paused for (thanks @samme)Phaser.Loader.LoaderPlugin#removePack method to LoaderPlugin that removes resources listed in an Asset Pack.(thanks @samme)Scene.switch you can now optionally specify a data argument, just like with Scene start, which will be passed along to the Scene that was switched to (thanks @wooseok123)PRE_RENDER_CLEAR is a new event dispatched by the WebGL and Canvas Renderer. It's dispatched at the start of the render step, immediately before the canvas is cleared. This allows you to toggle the clearBeforeRender property as required, to have fine-grained control over when the canvas is cleared during render.Video.getFirstFrame is a new method that can be used to load the first frame of the Video into its texture without starting playback. This is useful if you want to display the first frame of a video behind a 'Play' button, without calling the 'play' method.GameObject.getDisplayList is a new method that will return the underlying list object that the Game Object belongs to, either the display list or its parent container.GameObject.setToTop is a new method that will move the Game Object to the top of the display list, or its parent container (thanks @rexrainbow)GameObject.setToBack is a new method that will move the Game Object to the bottom of the display list, or its parent container (thanks @rexrainbow)GameObject.setAbove is a new method that will move the Game Object to appear above a given Game Object (thanks @rexrainbow)GameObject.setBelow is a new method that will move the Game Object to appear below a given Game Object (thanks @rexrainbow)WebGLTextureWrapper.update expanded:
source parameter is now type ?object, so it can be used for anything that is valid in the constructor.format parameter can update the texture format.GameObject.disableInteractive method has a new optional parameter resetCursor. If set, this will reset the current custom input cursor - regardless if the Game Object was the one that set it, or not.GameObject.removeInteractive method has a new optional parameter resetCursor. If set, this will reset the current custom input cursor - regardless if the Game Object was the one that set it, or not.InputManager.resetCursor method has a new optional boolean forceReset which will reset the state of the CSS canvas cursor, regardless if there is a given Interactive Object, or not.InputPlugin.isActive method will now check if the InputPlugin has the InputManager reference set, and if that is also enabled, as well as checking its own enabled state and that of the Scene.InputPlugin.resetCursor is a new method that will reset a custom CSS cursor from the main canvas, regardless of the interactive state of any Game Objects.InputPlugin.disable method has a new optional boolean parameter resetCursor which will reset the CSS custom cursor if true.InputPlugin.setCursor is a new method that will immediately set the CSS cursor to the given Interactive Objects cursor. Previously, this was hidden behind a private method in the Input Manager.All of the core Input Plugin process methods have been rewritten. The methods that have changed are:
InputPlugin.processMoveEventsInputPlugin.processWheelEventInputPlugin.processOverEventsInputPlugin.processOutEventsInputPlugin.processOverOutEventsInputPlugin.processUpEventsInputPlugin.processDownEventsAnd they all now do the following flow:
sprite.on('pointerdown'))isActive() false then it will break from the handler loop. This will only happen if the user explicitly tells the event to stop propogation, or if they disable either the Input Plugin, or the entire Input Manager, during the event handler. Previously, only the state of cancelled event was checked. Also previously, if the Game Objects own input handler was removed or disabled as a result of their event handler, it would break from the process loop. This no longer happens. It will carry on inspecting the remaining interactive objects in the loop, as long as the Input system itself wasn't disabled.this.input.on('gameobjectdown') are emitted.isActive() false then it will break from the handler loop, otherwise it carries on.this.input.on('pointerdown') from a Scene)The above flow is new in v3.85 and will catch a lot more strange edge-cases, where Game Objects, or the Event, or the whole Input system is disabled during an active event handler. The above fixes #6833 (thanks @ddanushkin), #6766 (thanks @pabloNeuronup) and #6754 (thanks @orcomarcio)
InputPlugin.forceDownState is a new method that will force the given Game Object into the 'down' input state, regardless of what state it is currently in. This will emit the relevant events accordingly.InputPlugin.forceUpState is a new method that will force the given Game Object into the 'up' input state, regardless of what state it is currently in. This will emit the relevant events accordingly.InputPlugin.forceOverState is a new method that will force the given Game Object into the 'over' input state, regardless of what state it is currently in. This will emit the relevant events accordingly.InputPlugin.forceOutState is a new method that will force the given Game Object into the 'out' input state, regardless of what state it is currently in. This will emit the relevant events accordingly.InputPlugin.forceState is a new internal method that forces a Game Object into the given state.Phaser.Scale.ScaleManager.leaveFullScreenSuccessHandler method to separate Events.LEAVE_FULLSCREEN from Phaser.Scale.ScaleManager.stopFullscreen to ensure Events.LEAVE_FULLSCREEN is only emitted once when exiting fullscreen mode. (Fix #6885, thanks @Antriel)Timeline.pause will now pause any currently active Tweens that the Timeline had started (thanks @monteiz)Timeline.resume will now resume any currently paused Tweens that the Timeline had started (thanks @monteiz)Timeline.clear and Timeline.destroy will now destroy any currently active Tweens that the Timeline had created. Previously, active tweens would continue to play to completion (thanks @monteiz)TimelineEvent has a new property called tweenInstance. If the Timeline event has a tween that has been activated, this will hold a reference to it.requestVideoFrame polyfill has been updated to the latest release, which should resolve some SSR framework issues. Fix #6776 (thanks @lantictac)ScaleManager listeners includes checks for the screen.orientation object and adds/removes a change eventListener method to handle screen orientation changes on mobile devices. The orientationchange event is still maintained for backwards compatibility. Fix #6837 (thanks @rexrainbow)TileSprite, setting either width or height to 0 results in both values being set to the displayFrame.width and displayFrame.height. The updated logic now checks for width and height separately. If width is 0, it is set to displayFrame.width. If height is 0, it is set to displayFrame.height. Fix #6857 (thanks @GaryStanton)GetBitmapTextSize with improved maxWidth calculations for wrapped text.Vector3.subVectors is a new method that will take 2 Vector3s, subtract them from each other and store the result in the Vector3 it was called on.TextStyle.setStyle method will no longer mutate the given style object if it includes a numeric fontSize value. Fix #6863 (thanks @stormpanda)Shape.Ellipse.setSize method will internally call updateDisplayOrigin to retain position after a size change.BitmapText BatchChar function now inlines all of the matrix math, avoiding 16 function calls per character rendered.activePointers game config option is now the correct amount of touch input pointers set. Fix #6783 (thanks @samme)TextureManager.checkKey will now return false if the key is not a string, which fixes issues where a texture could be created if a key was given that was already in use (thanks Will Macfarlane).imageLoadType) to LoaderConfig, so they now appear in the TypeScript defs.EXPAND scale mode had a bug that prevented it from using the world bounds cameras, cutting rendering short. Fix #6767 (thanks @Calcue-dev @rexrainbow)getPipelineName() on a Game Object would cause a runtime error if running under Canvas. It now simply returns null. Fix #6799 (thanks @samme)setPushable(false) method for circle bodies prevents the bodies from being pushed. Fix #5617 (thanks @kainage)addDeathZone() on a particle emitter Game Object had a bug where the DeathZone used world position coordinates. DeathZone now uses local position coordinates following the particle emitter position. Fix #6371 (thanks @vforsh)GetLineToLine method in GetLineToLine to handle the case where dx1 or dy1 values is zero. This ensures the function correctly returns null in this case to prevent errors in calculations involving line segments. Fix #6579 (thanks @finscn)& operation between body1.collisionMask and body2.collisionCategory. The default collisionMask value is changed to 2147483647 to correctly match any collisionCategory. Fix #6764 (thanks @codeimpossible)BitmapText where adding a space character ' ' at the end of a line did not correctly align the vertical position of the new line. The updated calculation now correctly accounts for both line height and line spacing. Fix #6717 (thanks @wooseok123)BitmapText where an extra empty line was added when setMaxWidth was called, and the width of the line was less than a word. Previously, yAdvance was incorrectly incremented by lineHeight + lineSpacing for each word, leading to an unintended increase in vertical space. The correction now calculates yAdvance based on the currentLine index, ensuring that vertical spacing accurately reflects the number of lines. Fix #6807 (thanks @AlvaroNeuronup)BitmapText where adding a space character ' ' at the end of a line caused the following line of to ignore line wrapping when using setMaxWidth. Fix #6860 (thanks @bagyoni)Matrix4.lookAtRH method would fail because it called two missing Vector3 methods.RenderTarget will now automatically listen for the Renderer resize event if autoResize is true. This fixes an issue with Bitmap Masks where they wouldn't resize if the renderer resized. Fix #6769 #6794 (thanks @pavels @seansps)Texture.getFrameBounds method will now include the BASE texture in its calculations. This prevents it from returning a size of Infinity. This fixes an issue where a Tileset with margin/spacing loaded via load.spritesheet instead of load.image would have its margin and spacing ignored. Fix #6823 (thanks @damian-pastorini)Text Game Object, combined with stroke, the stroke would be mis-aligned. The stroke is now applied to the letter-spaced text as well (thanks @RomanFrom710)PreFXPipeline.batchQuad method will now apply Math.round to the target bounds center point. This prevents sub-pixel values during the copyTextSubImage2D call, preventing sprites with pre-fx from appearing mis-aligned during camera pans. Fix #6879 (thanks @Antriel)processCallback will now correctly handle non-Game Object physics bodies and pass them to the callback (thanks @ospira)WebAudioSound to loop and set SoundManager.pauseOnBlur = false, then if you start the sound and tab away from Phaser, the sound wouldn't then loop on return to the game, if the loop expired while the tab was out of focus. This was due to checking the audio source node target against the wrong internal property. Fix #6702 (thanks @michalfialadev)Mesh WebGLRenderer will now recalculate the vertexOffset correctly if the batch flushes, fixing an issue where it would display missing triangles in a mesh after a batch flush. Fix #6814 (thanks @pavels)NineSlice Game Object will now guard against an invalid texture by checking for the frame and textureFrame vars before trying to read values from them. Fix #6804 (thanks @IvanDem)pointer.leftButtonReleased will now return true when multiple mouse buttons are being pressed.pointer.rightButtonReleased will now return true when multiple mouse buttons are being pressed.pointer.middleButtonReleased will now return true when multiple mouse buttons are being pressed.pointer.backButtonReleased will now return true when multiple mouse buttons are being pressed.pointer.forwardButtonReleased will now return true when multiple mouse buttons are being pressed. Fix #6027 (thanks @michalfialadev)Thanks to the following for helping with the Phaser Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
@AlbertMontagutCasero @Andrek25 @Antriel @leha-games @lgtome @monteiz @rexrainbow @saintflow47 @samme @ssotangkur @vankop
The next release of Phaser will make the following API-breaking changes:
Phaser.Struct.Map and replacing it with a regular JS Map instance. This means methods like contains and setAll will be gone.Phaser.Struct.Set and replacing it with a regular JS Set instance. This means methods like iterateLocal will be gone.Create.GenerateTexture, all of the Create Palettes and the create folder will be removed.phaser-ie9.js entry-point will be removed along with all associated polyfills.Geom.Point class and all related functions will be removed. All functionality for this can be found in the existing Vector2 math classes. All Geometry classes that currently create and return Point objects will be updated to return Vector2 objects instead.