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CHANGELOG-v3.88.md

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Version 3.88 - Minami - in dev

New Features

  • Transform.getWorldPoint is a new method that will return the World point as a Vector2 of a Game Object, factoring in parents if applicable (thanks @samme)
  • Phaser.Utils.Array.GetFirst can now search from the end of the array when setting startIndex to -1.

Updates

  • Tween.isNumberTween is a new boolean property that tells if the Tween is a NumberTween, or not.
  • The TransformMatrix.setTransform method has been updated so that it uses the old way of passing in matrix values for Canvas 2D. This fixes the error "Failed to execute 'setTransform' on 'CanvasRenderingContext2D': 6 arguments required, but only 1 present." in old legacy browsers such as Chromium Embedded Framework. Fix #6965 (thanks @rafa-fie)
  • Handlers for both mousedown and mouseup have been added for unlocking Web Audio. Both events occur before a click event, allowing for earlier audio unlocking on devices that use a mouse (thanks @pavle-goloskokovic)
  • In both the Canvas and WebGL Renderer the background color, as set in the game config, is applied directly to the canvas immediately upon creation, rather than at the first render step. This may avoid some 'flashes' of color in certain circumstances (thanks @pavle-goloskokovic)
  • The Texture Manager will now fail gracefully when a texture isn't created as a result of calling the addBase64 method. Rather than the error "TypeError: null is not an object (evaluating 'texture.source')" is will not return early (thanks @samme)
  • Both TweenBuilder and NumberTweenBuilder have been updated to use GetFastValue for most properties instead of GetValue.
  • The Transform.getWorldTransformMatrix method will now destroy the parent matrix at the end, if it was created within the method.
  • The Arcade Physics Body.setGameObject and StaticBody.setGameObject methods have been updated to do the following: Return if no valid Game Object is passed. Disable and null the body of the existing Game Object if the Body has one. Set the body property, even if it doesn't exist (converts non-physics objects into physics objects). Calls setSize to update the body dimensions to make the new Game Object and finally sets enable based on the given parameter, which is now correctly referenced. The StaticBody version also has a new parameter, enable which matches that of the Dynamic Body and defaults to true (the original state). Fix #6969 (thanks @yongzheng7)
  • The Arcade Physics Phaser.Types.Physics.Arcade.ArcadeColliderType has been updated to include Phaser.Physics.Arcade.StaticBody. Fix #6967 (thanks @yongzheng7)
  • Phaser.Types.GameObjects.Text.TextStyle includes letterSpacing: a positive or negative amount to add to the spacing between characters. Fix #7002 (thanks @Stever1388)
  • Phaser.Tilemaps.Parsers.Tiled.ParseTilesets, Phaser.Tilemaps.Parsers.Tiled.BuildTilesetIndex and Phaser.Tilemaps.ImageCollection#addImage updated to include width and height of each individual image. Fix #6990 (thanks @stickleprojects)
  • Phaser.Tilemaps.Components.RenderDebug and Phaser.Tilemaps.Parsers.Tiled.BuildTilesetIndex updated to include width and height offsets in Image Collections.

Bug Fixes

  • TweenData.update will now check if the Tween is a Number Tween and apply the final start/end value to the result on completion, instead of the eased value as calculated by the change made in v3.87.
  • BaseTweenData.duration can now never be zero or less than zero, which would trigger NaN errors. It's now clamped to a minimum of 0.01ms. Fix #6955 (thanks @kainage)
  • Fixed the properties in the FontFileConfig (thanks @samme)
  • Matter.World.update could hang and crash the browser if a large delta value was given to it, such as returning to a long-dormant tab. The Matter Runner config values are now properly passed through, preventing this from happening. Fix #6977 (thanks @ubershmekel @samme)
  • Phaser.Physics.Matter.Components.Transform#scale correctly scales the physics body with the GameObject. Fix #7001 (thanks @Stever1388)
  • Phaser.Textures.Frame.setCropUVs updated crop calculation to include the spriteSourceSize. Fix #6996 (thanks @CrispMind)
  • Phaser.Tilemaps.Parsers.Tiled.ParseJSONTiled updated hexagonal tilemaps to correctly calculate the widthInPixels and heightInPixels based on the hexagonal overlapping tiles. Fix #6992 (thanks @ptantiku)
  • Phaser.Display.Color.Interpolate.RGBWithRGB now correctly returns a Phaser.Types.Display.ColorObject that includes r, g, b, a and color values. Fix #6979 (thanks @XWILKINX)
  • Fixed incorrect Arcade Physics circle separation logic for circle to circle, and circle to rectangle collisions. The logic was incorrectly moving only one body, even if both could be moved. Fix #6963 (thanks @samme)
  • Phaser.Plugins.PluginManager automatically boots plugins when the game config render type is set to Phaser.HEADLESS. Fix #6893 (thanks @hubertgrzeskowiak)
  • Tweens created with persist set to true and given a completeDelay value are no longer destroyed and can be replayed. Fix #7008 (thanks @Stever1388)
  • Phaser.Tweens.TweenChain onStart event is dispatched properly. Fix #7007 (thanks @Stever1388)
  • Phaser.GameObjects.Particles.Zones.DeathZone now uses world position coordinates instead of local position coordinates following the particle emitter position. Fix #7006 (thanks @Stever1388)
  • Merged pull request #7009 from @samme that prevents hanging timer events with repeats and negative delays. Fix #7004(thanks @Stever1388)
  • When adding a new tween, passing an event listener callback outside the Phaser.Types.Tweens.TweenBuilderConfig object is correctly executed without errors. Fix #7003 (thanks @Stever1388)
  • Phaser.GameObjects.GameObject.Text created with wordwrap and have letterSpacing applied now takes into account the provided letterSpacing value to correctly wrap lines. Fix #7002. (thanks @Stever1388)
  • Creating new Phaser.GameObjects.GameObject.DOMElement sets the GameObject's displayWidth and displayHeight using its scaleX and scaleY values instead of the DOM element's getBoundingClientRect() values. Fix #6871 (thanks @HawkenKing)
  • Setting scale mode to Phaser.Scale.FIT and autoCenter to Phaser.Scale.CENTER_BOTH correctly centres canvas on iOS devices. Fix #6862 (thanks @HawkenKing)
  • On hex maps, creating a blank layer with Phaser.Tilemaps.Tilemap#createBlankLayer correctly sets hexSideLength loaded from the hex tilemap. Fix #6074 (thanks @wwoods)
  • Phaser.Input.InputPlugin#processDragUpEvent correctly returns x and y coordinates in world space.

Examples, Documentation, Beta Testing and TypeScript

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:

@samme