The latest release includes some important fixes, Tiled 1.2 and multi tileset support, Matter physics updates and lots more!
I'm pleased to announce that Phaser 3.14 is now out. Hot on the heels of the massive 3.13 release, 3.14 brings some sought-after new features to the party, including support for the new Tiled Map Editor 1.2 file formats, as well as the long-requested feature allowing use of multiple tilesets per single tilemap layer.
There are also new features to make Matter JS debugging easier and body creation when using lists of vertices is now much cleaner too. It's never just features though. There are lots of important fixes and updates in 3.14, including a fix causing gl canvas resizing to fail, better handling of the game shutdown process and fixes for an issue with Graphics.generateTexture.
If you're building an active project on 3.13 then please upgrade to 3.14 and, as usual, report any issues you find on GitHub so we can look at them immediately. Also, in the 3.14 release we have completed over 1000 new areas of documentation. At the time of writing there are now just 1900 items in the API left to document, which may sound like a lot, but is a fraction of the tens of thousands already done! With our current progress we should have 100% documentation coverage within the next couple of months.
In case you missed the notice, Phaser 3.13 introduced the Facebook Instant Games Plugin. The plugin provides a seamless bridge between Phaser and version 6.2 of the Facebook Instant Games SDK. Every single SDK function is available via the plugin and we will keep track of the official SDK to make sure they stay in sync. My thanks to Facebook for helping make this possible.
Also new in 3.13 were the Shape Game Objects, which allows for quick addition of geometry onto the display list. Easily add rectangles, triangles, curves, stars and more into your game and treat them just like any other Game Object. Perfect for place-holder art, abstract style games or just really fast iterations game-jam style.
3.14 continues to represent the tireless effort on my part to get it fully production ready. I'm seeing lots more games being released with Phaser 3 and stacks of tutorials and plugins are starting to surface. My aim has always been to continue the mission of enhancing Phaser 3 as quickly as I can. It means releasing significant updates in relatively short periods of time. But it also means I'm jumping on bug reports as quickly as I can, keeping the issues list total nice and low (the vast majority of the items in there are feature requests now!) - a massive thank-you to all of you who support Phaser on Patreon and PayPal. It's your support that allows me to work on this full-time, to the benefit of everyone.
As always, please check out the Change Log for comprehensive details about what recent versions contain.
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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.