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Version: 3.53.1 - "Anastasia"
Released: 8th March 2021
Next Version: 3.54.0
Previous Version: 3.53.0

Change Log

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 returning this, however they didn't return anything. Both now return this correctly. Fix #5567 (thanks @micsun-al)
  • The Particle position would be wrong when set to follow a Sprite using the Canvas Renderer. Fix #5457 (thanks @samme)
  • Fixed a conditional bug in Arcade Physics ProcessX when Body2 is Immovable and Body1 is not.
  • The Spine Plugin would throw an error while unloading and restarting the game. Fix #5477 (thanks @ayamomiji @Pong420)
  • The Spine Plugin would cause all textures to render as blue if a Spine object followed any Game Object using the Graphics Pipeline on the display list, due to the gl context restoration not being properly handled. Fix #5493 #5449 (thanks @EmilSV @FloodGames)
  • Spine Game Objects and Containers will now add themselves to the Camera render list, fixing issues where input didn't work if depth was used or they were overlapped with another interactive Game Object.
  • Calling Group.destroy would cause a runtime error if Group.runChildUpdate had been set. Fix #5576 (thanks @samme)
  • Moving a Sprite from a Container or Layer to the Scene would fail without first resetting the display list. Fix #5535 (thanks @malahaas @samme @tringcooler)

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:

@edemaine @xuxucode @schontz @kaktus42 @Nero0 @samme