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22. March 2018

Phaser is a popular open source HTML5 2D game framework, that just released version 3.3.0.  Phaser has been on a rapid release schedule since Phaser 3 was released just last month.

Highlights of this release include:

  • Lots of new Game Configuration properties which are passed to Phaser330the renderer, including power preferences, anti-aliasing, drawing buffer preservation and more.
  • Arcade Physics can now wrap physics bodies around the world.
  • Camera shake, fade and flash all now have optional callbacks that can be invoked when the effect completes.
  • Camera fadeIn and Camera fadeOut are two new methods to help with scene transitions (also with callbacks)
  • Groups now listen for the destroy event coming from children and automatically purge them from the Group if received.
  • There is a new MatterGameObject which allows you to bind a Matter Physics body with any renderable Game Object, such as Text, Bitmap Text or TileSprite (see the labs for examples)
  • The Sound Manager has new chainable setRate and setDetune methods.

Additionally the documentation has seemed heavy focus which will hopefully result in Typescript definitions being available soon™.  In addition to the above features there were several other smaller improvements and bug fixes.  You can read the full change log here.

If you are interested in getting started with Phaser, be sure to check out our recently released Getting Started with Phaser 3 video tutorial, also embedded below.

GameDev News

13. March 2018

Another quick update for the recently released Phaser 3 game engine, this one bringing Phaser to version 3.2.1.   Phaser is a popular and full featured 2D framework for developing HTML5 games.  This release is almost entirely composed of bug fixes and quality of life improvements.

Details of the release from the release notes:

Bug Fixes
  • Fixed issue with Render Texture tinting. Fix #3336 (thanks @rexrainbow)
  • Fixed Utils.String.Format (thanks @samme)
  • The Matter Debug Layer wouldn't clear itself in canvas mode. Fix #3345 (thanks @samid737)
  • TimerEvent.remove would dispatch the Timer event immediately based on the opposite of the method argument, making it behave the opposite of what was expected. It now only fires when requested (thanks @migiyubi)
  • The TileSprite Canvas Renderer did not support rotation, scaling or flipping. Fix #3231 (thanks @TCatshoek)
  • Fixed Group doesn't remove children from Scene when cleared with the removeFromScene argument set (thanks @iamchristopher)
  • Fixed an error in the lights pipeline when no Light Manager has been defined (thanks @samme)
  • The ForwardDiffuseLightPipeline now uses sys.lights instead of the Scene variable to avoid errors due to injection removal.
  • Phaser.Display.Color.Interpolate would return NaN values because it was loading the wrong Linear function. Fix #3372 (thanks @samid737)
  • RenderTexture.draw was only drawing the base frame of a Texture. Fix #3374 (thanks @samid737)
  • TileSprite scaling differed between WebGL and Canvas. Fix #3338 (thanks @TCatshoek)
  • Text.setFixedSize was incorrectly setting the text property instead of the parent property. Fix #3375 (thanks @rexrainbow)
  • RenderTexture.clear on canvas was using the last transform state, instead of clearing the whole texture.
  • The SceneManager.render will now render a Scene as long as it's in a LOADING state or higher. Before it would only render RUNNING scenes, but this precluded those that were loading assets.
  • A Scene can now be restarted by calling scene.start() and providing no arguments (thanks @migiyubi)
  • The class GameObject has now been exposed, available via Phaser.GameObjects.GameObject (thanks @rexrainbow)
  • A Camera following a Game Object will now take the zoom factor of the camera into consideration when scrolling. Fix #3353 (thanks @brandonvdongen)
  • Calling setText on a BitmapText object will now recalculate its display origin values. Fix #3350 (thanks @migiyubi)
  • You can now pass an object to Loader.atlas, like you can with images. Fix #3268 (thanks @TCatshoek)
  • The onContextRestored callback won't be defined any more unless the WebGL Renderer is in use in the following objects: BitmapMask, Static Tilemap, TileSprite and Text. This should allow those objects to now work in HEADLESS mode. Fix #3368 (thanks @16patsle)
  • The SetFrame method now has two optional arguments: updateSize and updateOrigin (both true by default) which will update the size and origin of the Game Object respectively. Fix #3339 (thanks @Jerenaux)

Phaser is available for download here.  If you are interested in learning more about Phaser 3 development be sure to check out our getting started video available here and embedded below.

GameDev News

5. March 2018

Hot on the heels of last months Phaser 3 release, Phaser 3.2.0 has just been released.  Considering the short period that has elapsed, there are actually a fair number of new features, bug fixes and changes in this release.

New features in this release:

  • The new Render Texture Game Object is now available. You can clear, fill and draw texture frames to it. The Render Texture itself can be displayed in-game with its own transform, or you can use it as a Bitmap Mask for another Game Object.
  • Game.resize allows you to resize the game config, renderer and input system in one call.
  • When Game.resize is called it causes all Scene.Systems to have their resize method called. This is turn emits a resize event which your Scene can respond to. It will be sent the new width and height of the canvas as the only two parameters.
  • InputManager.resize allows you to update the bounds def and input scale in one call.
  • Game.Config.roundPixels property added to prevent sub-pixel interpolation during rendering of Game Objects in WebGL and Canvas.
  • Load.plugin now accepts a class as an argument as well as a URL string (thanks @nkholski)
  • Tween.complete will allow you to flag a tween as being complete, no matter what stage it is at. If an onComplete callback has been defined it will be invoked. You can set an optional delay before this happens (thanks @Jerenaux for the idea)
  • The Headless render mode has been implemented. You can now set HEADLESS as the renderType in the Game Config and it will run a special game step that skips rendering. It will still create a Canvas element, as lots of internal systems (like input) rely on it, but it will not draw anything to it. Fix #3256 (thanks @rgk)
  • GameObject.setInteractive has a new boolean argument dropZone which will allow you to set the object as being a drop zone right from the method.
  • Sprites can now be drop zones and have other Game Objects dragged onto them as targets.
  • The SceneManager has a new method: remove which allows you to remove and destroy a Scene, freeing up the Scene key for use by future scenes and potentially clearing the Scene from active memory for gc.
  • SceneManager.moveAbove will move a Scene to be directly above another Scene in the Scenes list. This is also exposed in the ScenePlugin.
  • SceneManager.moveBelow will move a Scene to be directly below another Scene in the Scenes list. This is also exposed in the ScenePlugin.
  • Quadratic Bezier Interpolation has been added to the Math.Interpolation functions (thanks @RiCoTeRoX)
  • A new Quadratic Bezier Curve class has been added, expanding the available Curve types (thanks @RiCoTeRoX)
  • Path.quadraticBezierTo allows you to add a Quadratic Bezier Curve into your Path.
  • Loader.multiatlas now supports Texture Packers new JSON atlas format which exports one combined atlas for all image files. This is available if you use the new Phaser 3 Export from within Texture Packer (thanks @CodeAndWeb)
  • Modified WebGLPipeline to make it easier to extend and easier to create custom rendering passes.

Be sure to check the full change log for full details on the bug fixes and updates in this release.  If you are interested in learning more about Phaser 3, be sure to check out our Getting Started with Phaser 3 video.

GameDev News

13. February 2018

After almost two years in development and a few months of Beta, Phaser 3 is finally available.   Phaser is an open source HTML5 game framework with a massive communityPhaser3 behind it.   We did a full Phaser with TypeScript tutorial series using the previous version of the framework, and I have long been a huge fan.  The 3.0 release has had a long and painful gestation period that you can read about in detail here.  This new release is built around a new more modular design, has an all new renderer, state manager and more.  It is an early release though and documentation and tutorials are nowhere near the 2.x levels.  For the record, the Phaser 2.x branch is continuing development as Phaser Community Edition.

Details of the announcement from the Github page:

After 1.5 years in the making, tens of thousands of lines of code, hundreds of examples and countless hours of relentless work: Phaser 3 is finally out. It has been a real labor of love and then some!

Please understand this is a bleeding-edge and brand new release. There are features we've had to leave out, areas of the documentation that need completing and so many cool new things we wanted to add. But we had to draw a line in the sand somewhere and 3.0.0 represents that.

For us this is just the start of a new chapter in Phaser's life. We will be jumping on bug reports as quickly as we can and releasing new versions rapidly. We've structured v3 in such a way that we can push out point releases as fast as needed.

We publish our Developer Logs in the weekly Phaser World newsletter. Subscribe to stay in touch and get all the latest news from us and the wider Phaser community.

You can also follow Phaser on Twitter and chat with fellow Phaser devs in our Slack and Discord channels.

Phaser 3 wouldn't have been possible without the fantastic support of the community and Patreon. Thank you to everyone who supports our work, who shares our belief in the future of HTML5 gaming, and Phaser's role in that.

Happy coding everyone!


Rich - @photonstorm

I have downloaded the new release and am playing around with it as I write this, so stay tuned for more.

GameDev News

11. June 2016


As Phaser moves closer and closer to their final release, Phaser 2.4.9 RC4 was just released.  For a release candidate, this one has several features.  Here is the change log for this release:

* Phaser.Line.intersectsRectangle checks for intersection between a Line and a Rectangle, or any Rectangle-like object such as a Sprite or Body.
* Group.getClosestTo will return the child closest to the given point (thanks @Nuuf #2504)
* Group.getFurthestFrom will return the child farthest away from the given point (thanks @Nuuf #2504)
* Animation.reverse will reverse the currently playing animation direction (thanks @gotenxds #2505)
* Animation.reverseOnce will reverse the animation direction for the current, or next animation only (thanks @gotenxds #2505)
* The way the display list updates and Camera movements are handled has been completely revamped, which should result is significantly smoother motion when the Camera is following tweened or physics controlled sprites. The `Stage.postUpdate` function is now vastly reduced in complexity. It takes control over updating the display list (calling `updateTransform` on itself), rather than letting the Canvas or WebGL renderers do this. Because of this change, the `Camera.updateTarget` function uses the Sprites `worldPosition` property instead, which is now frame accurate (thanks @whig @Upperfoot @Whoisnt @hexus #2482)
* Game Objects including Sprite, Image, Particle, TilemapLayer, Text, BitmapText and TileSprite have a new property called `data`. This is an empty Object that Phaser will never touch internally, but your own code, or Phaser Plugins, can store Game Object specific data within it. This allows you to associate data with a Game Object without having to pollute or change its class shape.
* TilemapLayers will now collide properly when they have a position that isn't set to 0x0. For example if you're stitching together several maps, one after the other, and manually adjust their `scrollX/Y` properties (thanks @Upperfoot #2522)
* There are a bunch of new Phaser consts available to help with setting the angle of a Game Object. They are `Phaser.ANGLE_UP`, `ANGLE_DOWN`, `ANGLE_LEFT`, `ANGLE_RIGHT`, `ANGLE_NORTH_EAST`, `ANGLE_NORTH_WEST`, `ANGLE_SOUTH_EAST` and `ANGLE_SOUTH_WEST`.
* Math.between will return a value between the given `min` and `max` values.
* InputHandler.dragDistanceThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a distance, in pixels, that the pointer must have moved before the drag will begin.
* InputHandler.dragTimeThreshold gives you more fine control over when a Sprite Drag event will start. It allows you to specify a time, in ms that the pointer must have been held down for, before the drag will begin.
* InputHandler.downPoint is a new Point object that contains the coordinates of the Pointer when it was first pressed down on the Sprite.
* There are two new Phaser consts available, for help with orientation of games or Game Objects. They are `Phaser.HORIZONTAL`, `Phaser.VERTICAL`, `Phaser.LANDSCAPE` and `Phaser.PORTRAIT`.
* InputHandler.dragStopBlocksInputUp is a boolean that allows you to control what happens with the input events. If `false` (the default) then both the `onInputUp` and `onDragStop` events will get dispatched when a Sprite stops being dragged. If `true` then only the `onDragStop` event is dispatched, and the `onInputUp` is skipped.
* Group.inputEnableChildren is a new property. If set to `true` will automatically call `inputEnabled = true` on any children _added_ to, or _created_ by, the Group.
* PIXI.DisplayObjectContainer.ignoreChildInput is a new property. If `true` then the children will _not_ be considered as valid for Input events. Because this has been applied to `DisplayObjectContainer` it means it's available in Group, Sprite and any other display level object. Using this boolean you can disable input events for all children in an entire Group, without having to iterate anything or deep-set flags.
* InputHandler._pointerOverHandler and _pointerOutHandler have new arguments `silent` - if `true` then they will not dispatch any Signals from the parent Sprite.
* Pointer.interactiveCandidates is a new Array that is erased and re-populated every time this Pointer is updated. It contains references to all of the Game Objects that were considered as being valid for processing by this Pointer, during the most recent update. To be valid they must have suitable a `priorityID`, be Input enabled, be visible and actually have the Pointer over them. You can check the contents of this array in events such as `onInputDown`, but beware: it is reset every update.
* Pointer.swapTarget allows you to change the `Pointer.targetObject` object to be the one provided. This allows you to have fine-grained control over which object the Pointer is targeting.
* Input.setInteractiveCandidateHandler allows you to add a callback that is fired every time `Pointer.processInteractiveObjects` is called. The purpose of `processInteractiveObjects` is to work out which Game Object the Pointer is going to interact with. It works by polling all of the valid game objects, and then slowly discounting those that don't meet the criteria (i.e. they aren't under the Pointer, are disabled, invisible, etc). Eventually a short-list of 'candidates' is created. These are all of the Game Objects which are valid for input and overlap with the Pointer. If you need fine-grained control over which of the items is selected then you can use this callback to do so. The callback will be sent 3 parameters: 1) A reference to the Phaser.Pointer object that is processing the Items. 2) An array containing all potential interactive candidates. This is an array of `InputHandler` objects, not Sprites. 3) The current 'favorite' candidate, based on its priorityID and position in the display list. Your callback MUST return one of the candidates sent to it.
* Group.onChildInputDown is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputDown` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
* Group.onChildInputUp is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputUp` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
* Group.onChildInputOver is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOver` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
* Group.onChildInputOut is a new Signal that you can listen to. It will be dispatched whenever any immediate child of the Group emits an `onInputOut` signal itself. This allows you to listen for a Signal from the Group, rather than every Sprite within it.
* Phaser.Weapon is a brand new plugin that provides the ability to easily create a bullet pool and manager. Weapons fire Phaser.Bullet objects, which are essentially Sprites with a few extra properties. The Bullets are enabled for Arcade Physics. They do not currently work with P2 Physics. The Bullets are created inside of `Weapon.bullets`, which is a Phaser.Group instance. Anything you can usually do with a Group, such as move it around the display list, iterate it, etc can be done to the bullets Group too. Bullets can have textures and even animations. You can control the speed at which they are fired, the firing rate, the firing angle, and even set things like gravity for them. Please see the Documentation for more details, or view the [Weapon examples]( in the Examples repo.

### Updates

* TypeScript definitions fixes and updates (thanks @wingyplus @monagames @marineorganism @obamor @BaroqueEngine)
* Docs typo fixes (thanks @seanirby @johnrees)
* The TypeScript defs ambient declaration has been updated to make it compatible with the SystemJS loader (thanks @monagames)
* You can no longer intersect check a Body against itself (thanks @VitaZheltyakov #2514)
* The mobile template has been updated (thanks @cryptographer #2518)
* Video.onComplete wouldn't fire on iOS if the user hit the 'Done' button before the video had finished playing. It now uses the `webkitendfullscreen` event to detect this, and dispatches the `onComplete` signal should that event fire (thanks @kelu-smiley #2498)
* Sound.addMarker now has a default value for the `duration` argument (1 second) to avoid the DOM Exception 11 error if you accidentally miss it out (thanks @mari8i #2508)
* Removed the `Stage.updateTransform` calls from the main game loop, because it happens automatically as part of `Game.updateLogic` anyway, so was duplicating the workload for no reason.
* TilemapLayer.postUpdate could potentially be called several times per frame (depending on device frame rate), which would cause multiple texture redraws, even though only the last texture is used during rendering. This has now been modified so that the local TilemapLayer canvas is only re-rendered once per frame, during the rendering phase, and not during the logic update phase.
* Group.preUpdate now iterate through the display list forwards, instead of in reverse, to match it with how `Stage.preUpdate` works.
* Stage.postUpdate is now a lot smaller, with no conditional branching if there is a Camera Target or not.
* Within RequestAnimationFrame both `updateRAF` and `updateSetTimeout` now only call `game.update` if `isRunning` is true. This should avoid asynchronous Game destroy errors under environments like Angular (thanks @flogvit #2521)
* Group.removeAll has a new argument `destroyTexture` which allows you to optionally destroy the BaseTexture of each child, as it is removed from the Group (thanks @stoneman1 #2487)
* PluginManager.remove has a new argument `destroy` (defaults to `true`) which will let you optionally called the `destroy` method of the Plugin being removed.
* Cache.getJSON used to incorrectly bring back a deep-copy of the Phaser.Utils object, instead of just a clone of the JSON object requested (thanks @drhayes #2524 #2526)
* The `DisplayObject.renderOrderID` used to run in reverse. I.e. in a display list with 10 sprites on it, the first sprite (at the bottom of the list, rendering behind all the others) would have a `renderOrderID` of 9, where-as the top-most sprite, rendering above all others, would have a `renderOrderID` of 0. While this didn't cause any side-effects internally, it's arguably illogical. So the process has been reversed, and `renderOrderID`s are now accumulative, starting at zero each frame, and increasing as it iterates down the display list. So the higher the ID, the more "on-top" of the output the object is.
* `InputHandler.validForInput` and `Pointer.processInteractiveObjects` have been updated to reflect the new `renderOrderID` sequence (see above).
* Group.add has a new optional argument `index` which controls the index within the group to insert the child to. Where 0 is the bottom of the Group.
* Group.addAt has been refactored to be a simple call to `Group.add`, removing lots of duplicate code in the process.
* Group.create has a new optional argument `index` which controls the index within the group to insert the child to. Where 0 is the bottom of the Group. It also now makes proper use of `Group.add`, cutting down on more duplicate code.
* Group.createMultiple now returns an Array containing references to all of the children that the method created.

### Bug Fixes

* Arcade Physics Body incorrectly positioned if the Sprite had a negative scale (see (thanks @SBCGames @icameron @Nuuf @EvolViper #2488 #2490)
* InputHandler.checkPointerDown had an incorrect single pipe character |, instead of an OR check ||, and an `isDown` check, causing Button Over events to fail (thanks @pengchuan #2486)
* BitmapText objects with lines greater than `maxWidth` now handle alignment values correctly, causing them to properly center align (thanks @kevinleedrum  #2499 @crippledcactus #2496)
* Text has a new private method `measureLine` which is used to calculate the final Text line length, after factoring in color stops and other style changes. This should prevent characters from becoming truncated (thanks @TadejZupancic #2519 #2512)
* Sometimes the browser would cause a race condition where any connected Game Pads were being detected before the callback had a chance to be established. Also sometimes the rawPad references would become stale, and are now checked constantly (thanks @cwleonard #2471)
* Sound.isPlaying was set to false when doing an audio loop, but never set back to true if it's a sound not using a marker (thanks @TheJasonReynolds #2529)
* Phaser.Rectangle.aabb would fail if the Rectangles used negative offsets. It now calculates the bounds accurately (thanks @fillmoreb #2545)

Full details of this release are available here.

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