changelog/v3/3.5/CHANGELOG-v3.5.md
fadeEffect, flashEffect and shakeEffect. You can still use the friendly Camera level methods: shake, fade and flash._fadeAlpha) have been removed. If you need access to these values you can get it much more cleanly via the camera effects classes themselves. They were always private anyway, but we know some of you needed to modify them, so have been doing so from your code. This code will now need updating.Camera.cull.callback property of the Camera effects methods has changed purpose. It is no longer an onComplete callback, but is now an onUpdate callback. It is invoked every frame for the duration of the effect. See the docs for argument details.progress property on the effect instance, allowing you to sync effect duration with other in-game events.There is a new method available in the ScenePlugin, available via: this.scene.transition which allows you to transition from one Scene to another over the duration specified. The method takes a configuration object which lets you control various aspects of the transition, from moving the Scenes around the display list, to specifying an onUpdate callback.
The calling Scene can be sent to sleep, stopped or removed entirely from the Scene Manager at the end of the transition, and you can even lock down input events in both Scenes while the transition is happening, if required. There are various events dispatched from both the calling and target Scene, which combined with the onUpdate callback give you the flexibility to create some truly impressive transition effects both into and out of Scenes.
Please see the complete JSDocs for the ScenePlugin for more details, as well as the new examples in the Phaser 3 Labs.
enabled which allows you to enable or disable input processing on per Scene basis.letterSpacing property, causing it to only render the first character in WebGL (thanks @Antriel)isBooted state if you didn't add any Scenes into the Game Config. Fix #3553 (thanks @rgk)mute would get into a recursive loop.removeCallback and (if specified) destroy in any case. Now it does nothing if the Game Object isn't a member of the group (thanks @samme)maxSize (which can happen if you reduce maxSize beneath the current size), isFull would return false and the group could continue to grow. Now isFull returns true in that case (thanks @samme)GL_INVALID_OPERATION: Vertex buffer is not big enough for the draw call in WebGL.mute, loop, seek and volume.ignoreDestroy property.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 @Antriel