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# Phaser 3 Change Logs
You can find the exhaustive Change Logs for all versions of Phaser 3 here.
Please select a version to read that specific change log:
| Version | Name | Release Date |
| ------- | ---- | ------------ |
| [3.90](changelog/3.90/CHANGELOG-v3.90.md) | Tsugumi | 23rd May 2025 |
| [3.88.2](changelog/3.88.2/CHANGELOG-v3.88.2.md) | Minami | 13th February 2025 |
| [3.88.1](changelog/3.88.1/CHANGELOG-v3.88.1.md) | Minami | 12th February 2025 |
| [3.88](changelog/3.88/CHANGELOG-v3.88.md) | Minami | 11th February 2025 |
| [3.87](changelog/3.87/CHANGELOG-v3.87.md) | Hanabi | 14th November 2024 |
| [3.86](changelog/3.86/CHANGELOG-v3.86.md) | Aoi | 11th October 2024 |
| [3.85.2](changelog/3.85.2/CHANGELOG-v3.85.2.md) | Itsuki | 17th September 2024 |
| [3.85.0](changelog/3.85/CHANGELOG-v3.85.md) | Itsuki | 5th September 2024 |
| [3.80.1](changelog/3.80.1/CHANGELOG-v3.80.1.md) | Nino | 27th February 2024 |
| [3.80](changelog/3.80/CHANGELOG-v3.80.md) | Nino | 21st February 2024 |
| [3.70](changelog/3.70/CHANGELOG-v3.70.md) | Yotsuba | 10th November 2023 |
| [3.60](changelog/3.60/CHANGELOG-v3.60.md) | Miku | 12th April 2023 |
| [3.55.2](changelog/3.55.2/CHANGELOG-v3.55.2.md) | Ichika | 27th May 2021 |
| [3.55.1](changelog/3.55.1/CHANGELOG-v3.55.1.md) | Ichika | 26th May 2021 |
| [3.55](changelog/3.55/CHANGELOG-v3.55.md) | Ichika | 24th May 2021 |
| [3.54](changelog/3.54/CHANGELOG-v3.54.md) | Futaro | 26th March 2021 |
| [3.53.1](changelog/3.53.1/CHANGELOG-v3.53.1.md) | Anastasia | 8th March 2021 |
| [3.53](changelog/3.53/CHANGELOG-v3.53.md) | Anastasia | 8th March 2021 |
| [3.52](changelog/3.52/CHANGELOG-v3.52.md) | Crusch | 14th January 2021 |
| [3.51](changelog/3.51/CHANGELOG-v3.51.md) | Emilia | 5th January 2021 |
| [3.50.1](changelog/3.50.1/CHANGELOG-v3.50.1.md) | Subaru | 21st December 2020 |
| [3.50](changelog/3.50/CHANGELOG-v3.50.md) | Subaru | 16th December 2020 |
| [3.24.1](changelog/3.24.1/CHANGELOG-v3.24.1.md) | Rem | 14th July 2020 |
| [3.24](changelog/3.24/CHANGELOG-v3.24.md) | Rem | 13th July 2020 |
| [3.23](changelog/3.23/CHANGELOG-v3.23.md) | Ginro | 27th April 2020 |
| [3.22](changelog/3.22/CHANGELOG-v3.22.md) | Kohaku | January 15th 2020 |
| [3.21](changelog/3.21/CHANGELOG-v3.21.md) | Senku | 22nd November 2019 |
| [3.20.1](changelog/3.20.1/CHANGELOG-v3.20.1.md) | Fitoria | 15th October 2019 |
| [3.20](changelog/3.20/CHANGELOG-v3.20.md) | Fitoria | 11th October 2019 |
| [3.19](changelog/3.19/CHANGELOG-v3.19.md) | Naofumi | 8th August 2019 |
| [3.18.1](changelog/3.18.1/CHANGELOG-v3.18.1.md) | Raphtalia | 20th June 2019 |
| [3.18](changelog/3.18/CHANGELOG-v3.18.md) | Raphtalia | 19th June 2019 |
| [3.17](changelog/3.17/CHANGELOG-v3.17.md) | Motoko | 10th May 2019 |
| [3.16.2](changelog/3.16.2/CHANGELOG-v3.16.2.md) | Ishikawa | 11th February 2019 |
| [3.16](changelog/3.16/CHANGELOG-v3.16.md) | Ishikawa | 5th February 2019 |
| [3.15.1](changelog/3.15.1/CHANGELOG-v3.15.1.md) | Batou | 16th October 2018 |
| [3.15](changelog/3.15/CHANGELOG-v3.15.md) | Batou | 16th October 2018 |
| [3.14](changelog/3.14/CHANGELOG-v3.14.md) | Tachikoma | 1st October 2018 |
| [3.13](changelog/3.13/CHANGELOG-v3.13.md) | Yuuki | 20th September 2018 |
| [3.12](changelog/3.12/CHANGELOG-v3.12.md) | Silica | 4th September 2018 |
| [3.11](changelog/3.11/CHANGELOG-v3.11.md) | Leafa | 13th July 2018 |
| [3.10.1](changelog/3.10.1/CHANGELOG-v3.10.1.md) | Hayashi | 13th June 2018 |
| [3.10](changelog/3.10/CHANGELOG-v3.10.md) | Hayashi | 13th June 2018 |
| [3.9](changelog/3.9/CHANGELOG-v3.9.md) | Yui | 24th May 2018 |
| [3.8](changelog/3.8/CHANGELOG-v3.8.md) | Klein | 16th May 2018 |
| [3.7.1](changelog/3.7.1/CHANGELOG-v3.7.1.md) | Sinon | 8th May 2018 |
| [3.7](changelog/3.7/CHANGELOG-v3.7.md) | Sinon | 4th May 2018 |
| [3.6](changelog/3.6/CHANGELOG-v3.6.md) | Asuna | 19th April 2018 |
| [3.5.1](changelog/3.5.1/CHANGELOG-v3.5.1.md) | Kirito | 17th April 2018 |
| [3.5](changelog/3.5/CHANGELOG-v3.5.md) | Kirito | 16th April 2018 |
| [3.4](changelog/3.4/CHANGELOG-v3.4.md) | Miyako | 12th April 2018 |
| [3.3](changelog/3.3/CHANGELOG-v3.3.md) | Tetsuo | 22nd March 2018 |
| [3.2.1](changelog/3.2.1/CHANGELOG-v3.2.1.md) | Kaori | 12th March 2018 |
| [3.2](changelog/3.2/CHANGELOG-v3.2.md) | Kaori | 5th March 2018 |
| [3.1.2](changelog/3.1.2/CHANGELOG-v3.1.2.md) | Onishi | 23rd February 2018 |
| [3.1.1](changelog/3.1.1/CHANGELOG-v3.1.1.md) | Onishi | 20th February 2018 |
| [3.1](changelog/3.1/CHANGELOG-v3.1.md) | Onishi | 16th February 2018 |
We've organized the Change Logs into commonly themed sections to make them more digestible, but we appreciate there is a lot of information.
Please don't feel overwhelmed! If you need clarification about something, join us on the Phaser Discord and feel free to ask.

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cff-version: 1.2.0
title: Phaser
message: >-
Phaser is a fast, free, and fun open source HTML5 game
framework that offers WebGL and Canvas rendering across
desktop and mobile web browsers
type: software
authors:
- name: Phaser Developers
repository-code: 'https://github.com/phaserjs/phaser'
url: 'https://phaser.io/'
abstract: >-
Phaser is a fast, free, and fun open source HTML5 game
framework that offers WebGL and Canvas rendering across
desktop and mobile web browsers and has been actively
developed for over 10 years.
Games can be built for the web, or as YouTube Playables,
Discord Activies, Twitch Overlays or compiled to iOS,
Android, Steam and native apps using 3rd party tools. You
can use JavaScript or TypeScript for development. Phaser
supports over 40 different front-end frameworks including
React and Vue.
Phaser is commercially developed and maintained by Phaser
Studio Inc along with our fantastic open source community.
As a result of rapid support, and a developer friendly
API, Phaser is currently one of the most starred game
frameworks on GitHub.
Interested in learning more? Click the image below to
watch our intro video.
license: MIT

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The MIT License (MIT)
Copyright (c) 2024 Richard Davey, Phaser Studio Inc.
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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# Phaser - HTML5 Game Framework
![Phaser Banner](changelog/assets/phaser-banner.png "Phaser Banner")
[![Discord](https://img.shields.io/discord/244245946873937922?style=for-the-badge)](https://discord.gg/phaser)
![JSDelivr](https://img.shields.io/jsdelivr/npm/hm/phaser?style=for-the-badge)
![GitHub](https://img.shields.io/github/downloads/phaserjs/phaser/total?style=for-the-badge)
Phaser is a fast, free, and fun open source HTML5 game framework that offers WebGL and Canvas rendering across desktop and mobile web browsers and has been actively developed for over 10 years.
Games can be built for the web, or as YouTube Playables, Discord Activities, Twitch Overlays or compiled to iOS, Android, Steam and native apps using 3rd party tools. You can use JavaScript or TypeScript for development. Phaser supports over 40 different front-end frameworks including React and Vue.
Phaser is commercially developed and maintained by **Phaser Studio Inc** along with our fantastic open source community. As a result of rapid support, and a developer friendly API, Phaser is currently one of the [most starred](https://github.com/collections/javascript-game-engines) game frameworks on GitHub.
Interested in learning more? Click the image below to watch our intro video.
[![YouTube](http://i.ytimg.com/vi/jHTRu4iNTcA/maxresdefault.jpg)](https://www.youtube.com/watch?v=jHTRu4iNTcA)
## Create Phaser Game App
The easiest way to get started quickly with Phaser is our `create-phaser-game` app. This CLI tool presents an interactive selection of official project templates and demo games. Issue the command, answer some questions and the app will download and configure the right package for you.
```bash
npm create @phaserjs/game@latest
npx @phaserjs/create-game@latest
yarn create @phaserjs/game
pnpm create @phaserjs/game@latest
bun create @phaserjs/game@latest
```
We support all of the following frameworks and bundlers:
| Frameworks | Bundlers |
| --------- | ------- |
| Vue.js | Vite |
| React | Rollup |
| Angular | Parcel |
| Next.js | Webpack |
| SolidJS | ESBuild |
| Svelte | Import Map |
| Remix | Bun |
Most come in both JavaScript and TypeScript versions.
[View the create game app tutorial](https://phaser.io/tutorials/create-game-app).
## Installing Phaser from NPM
Install via [npm](https://www.npmjs.com/package/phaser):
```bash
npm install phaser
```
## Using Phaser from a CDN
[Phaser is on jsDelivr](https://www.jsdelivr.com/package/npm/phaser) which is a "super-fast CDN for developers". Include _either_ of the following in your html:
```html
<script src="//cdn.jsdelivr.net/npm/phaser@3.88.2/dist/phaser.js"></script>
<script src="//cdn.jsdelivr.net/npm/phaser@3.88.2/dist/phaser.min.js"></script>
```
It is also available from Cloudflare's [cdnjs](https://cdnjs.com/libraries/phaser):
```html
<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/3.88.2/phaser.js"></script>
<script src="https://cdnjs.cloudflare.com/ajax/libs/phaser/3.88.2/phaser.min.js"></script>
```
## Phaser TypeScript Definitions
Full TypeScript definitions can be found inside the [types folder](https://github.com/phaserjs/phaser/tree/master/types). They are also referenced in the `types` entry in `package.json`, meaning modern editors such as VSCode will detect them automatically.
Depending on your project, you may need to add the following to your `tsconfig.json` file:
```json
"lib": ["es6", "dom", "dom.iterable", "scripthost"],
"typeRoots": ["./node_modules/phaser/types"],
"types": ["Phaser"]
```
## API Documentation
Read our full API Documentation at https://docs.phaser.io/. Use the links at the top of the page to navigate the namespaces, classes, events and Game Objects and also to use the search box.
We maintain documentation for the most recent versions of Phaser on this site.
## Getting Started with Phaser
We recommend the following to begin your journey:
* [Getting Started with Phaser 3](https://phaser.io/tutorials/getting-started-phaser3) (useful if you are completely new to Phaser)
* [Making your first Phaser 3 Game](https://phaser.io/tutorials/making-your-first-phaser-3-game)
* Plus, there are [over 700 Phaser tutorials](https://phaser.io/learn) listed on our website.
New tutorials are being published every week, so check our site for more.
## Phaser by Example Book
We have published a brand-new free 500 page book on game development with Phaser. Learn by building shoot-em-ups, puzzle games, rogue-likes and more.
![Phaser by Example](https://cdn.phaser.io/news/2024/04/phaser-by-example-book.jpg)
Written by long-time prolific Phaser enthusiast Pello Xabier Altadill and Richard Davey, creator of Phaser, it features up-to-date content on building games with Phaser v3.85.
Work through the process of creating a variety of games, allowing you to learn from real-life examples. The games start simple, with an infinite runner game, and then progresses to building a shoot-em-up, a platformer, a puzzle game, a rogue-like, a story game and even 3D and multiplayer games.
It also contains a large section on the core concepts of Phaser, covering the terminology and conventions used by the framework, as well as a comprehensive deep dive into Game Objects.
Register for a free Phaser account to [download the book](https://phaser.io/news/2024/04/phaser-by-example-book).
## Source Code Examples
We have created hundreds of examples and they are all available with full source code and assets.
Browse our brand new [Phaser Examples site](https://phaser.io/examples).
## Phaser 3 Plugins
Super community member RexRainbow has been publishing Phaser content for years, compiling an impressive catalogue of plugins that all Phaser developers should be aware of.
You'll find [Phaser Plugins](https://rexrainbow.github.io/phaser3-rex-notes/docs/site/index.html#list-of-my-plugins) that extend the framework with features such as UI controls, text input boxes, Firebase support, Finite State Machines and lots more. His set of [Phaser Notes](https://rexrainbow.github.io/phaser3-rex-notes/docs/site/index.html) are also invaluable reading.
## Phaser Sandbox
The Phaser Sandbox is a fully-configured online editor, ready to go direct in your desktop browser. It's loaded with all the core versions of Phaser and packed full of handy features. [Register for a free Phaser account](https://phaser.io/register) to create and save your own sandbox entries. Or view one [just like this](https://phaser.io/sandbox/XyqPcjNr).
## Phaser Compressor
Use our powerful new web-based tool to crunch your Phaser bundles down by up to 60%, enabling only the features your game requires.
Read more about [Phaser Compressor](https://phaser.io/news/2024/05/phaser-compressor-released)
## Change Log
We meticulously keep track of new features, updates and bug fixes in our change logs. Each version of Phaser has its own change log:
* [v3.88 Change Log](changelog/3.88/CHANGELOG-v3.88.md)
* [v3.0.0 to v3.87 Change Logs](CHANGELOG.md)
## Have fun!
Grab the source and join the fun!
Phaser wouldn't have been possible without the fantastic support of the community. 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!
Cheers,
[Rich](mailto:rich@phaser.io) and the whole team at Phaser Studio
![boogie](https://www.phaser.io/images/spacedancer.gif)
**Visit** the [Phaser website](https://phaser.io)<br />
**Play** some [amazing games](https://phaser.io/games)<br />
**Learn** By browsing our [API Docs](https://docs.phaser.io), [Support Forum](https://phaser.discourse.group/) and [StackOverflow](https://stackoverflow.com/questions/tagged/phaser-framework)<br />
**Code Examples?** We've over 2000 [Examples](https://phaser.io/examples) to learn from<br />
**Read** the weekly [Phaser World](https://phaser.world) Newsletter<br />
**Be Social:** Join us on [Discord](https://discord.com/invite/phaser) and [Reddit](https://www.reddit.com/r/phaser/) or follow us on [BlueSky](https://bsky.app/profile/phaser.io)<br />
Powered by coffee, anime, pixels and love.
The Phaser logo and characters are &copy; 2011 - 2025 Phaser Studio Inc.
All rights reserved.
"Above all, video games are meant to be just one thing: fun. Fun for everyone." - Satoru Iwata

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# Phaser 3 Change Log
## Version 3.1.1 - Onishi - 20th February 2018
### Updates
* The entire codebase now passes our eslint config (which helped highlight a few errors), if you're submitting a PR, please ensure your PR passes the config too.
* The Web Audio Context is now suspended instead of closed to allow for prevention of 'Failed to construct AudioContext: maximum number of hardware contexts reached' errors from Chrome in a hot reload environment. We still strongly recommend reusing the same context in a production environment. See [this example](http://labs.phaser.io/view.html?src=src%5Caudio%5CWeb%20Audio%5CReuse%20AudioContext.js) for details. Fixes #3238 (thanks @z0y1 @Ziao)
* The Webpack shell plugin now fires on `onBuildExit`, meaning it'll update the examples if you use `webpack watch` (thanks @rblopes)
* Added `root: true` flag to the eslint config to stop it scanning further-up the filesystem.
### Bug Fixes
* Math.Fuzzy.Floor had an incorrect method signature.
* Arcade Physics World didn't import GetOverlapX or GetOverlapY, causing `separateCircle` to break.
* TileSprite was missing a gl reference, causing it to fail during a context loss and restore.
* The Mesh Game Object Factory entry had incorrect arguments passed to Mesh constructor.
* Removed unused `_queue` property from `ScenePlugin` class (thanks @rblopes)
* The variable `static` is no longer used in Arcade Physics, fixing the 'static is a reserved word' in strict mode error (thanks @samme)
* Fixed `Set.union`, `Set.intersect` and `Set.difference` (thanks @yupaul)
* The corner tints were being applied in the wrong order. Fixes #3252 (thanks @Rybar)
* BitmapText objects would ignore calls to setOrigin. Fixes #3249 (thanks @amkazan)
* Fixed a 1px camera jitter and bleeding issue in the renderer. Fixes #3245 (thanks @bradharms)
* Fixed the error `WebGL: INVALID_ENUM: blendEquation: invalid mode.` that would arise on iOS. Fixes #3244 (thanks @Ziao)
* The `drawBlitter` function would crash if `roundPixels` was true. Fixes #3243 (thanks @Jerenaux and @vulcanoidlogic)

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# Phaser 3 Change Log
## Version 3.1.2 - Onishi - 23rd February 2018
### Updates
* Hundreds of JSDoc fixes across the whole API.
* Tween.updateTweenData will now check to see if the Tween target still exists before trying to update its properties.
* If you try to use a local data URI in the Loader it now console warns instead of logs (thanks @samme)
### Bug Fixes
* The KeyCode `FORWAD_SLASH` had a typo and has been changed to `FORWARD_SLASH`. Fix #3271 (thanks @josedarioxyz)
* Fixed issue with vertex buffer creation on Static Tilemap Layer, causing tilemap layers to appear black. Fix #3266 (thanks @akleemans)
* Implemented Static Tilemap Layer scaling and Tile alpha support.
* Fixed issue with null texture on Particle Emitter batch generation. This would manifest if you had particles with blend modes on-top of other images not appearing.
* Added missing data parameter to ScenePlugin. Fixes #3810 (thanks @AleBles)

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# Phaser 3 Change Log
## Version 3.1.0 - Onishi - 16th February 2018
### Updates
* Vertex resource handling code updated, further optimizing the WebGL batching. You should now see less gl ops per frame across all batches.
* The `Blitter` game object has been updated to use the `List` structure instead of `DisplayList`.
* Arcade Physics World `disableBody` has been renamed `disableGameObjectBody` to more accurately reflect what it does.
* Lots of un-used properties were removed from the Arcade Physics Static Body object.
* Arcade Physics Static Body can now refresh itself from its parent via `refreshBody`.
### Bug Fixes
* A couple of accidental uses of `let` existed, which broke Image loading in Safari # (thanks Yat Hin Wong)
* Added the static property `Graphics.TargetCamera` was added back in which fixed `Graphics.generateTexture`.
* The SetHitArea Action now calls `setInteractive`, fixing `Group.createMultiple` when a hitArea has been set.
* Removed rogue Tween emit calls. Fix #3222 (thanks @ZaDarkSide)
* Fixed incorrect call to TweenManager.makeActive. Fix #3219 (thanks @ZaDarkSide)
* The Depth component was missing from the Zone Game Object. Fix #3213 (thanks @Twilrom)
* Fixed issue with `Blitter` overwriting previous objects vertex data.
* The `Tile` game object tinting was fixed, so tiles now honor alpha values correctly.
* The `BitmapMask` would sometimes incorrectly bind its resources.
* Fixed the wrong Extend target in MergeXHRSettings (thanks @samme)
### New Features
* Destroying a Game Object will now call destroy on its physics body, if it has one set.
* Arcade Physics Colliders have a new `name` property and corresponding `setName` method.
* Matter.js bodies now have an inlined destroy method that removes them from the World.
* Impact bodies now remove themselves from the World when destroyed.
* Added Vector2.ZERO static property.

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# Phaser 3 Change Log
## Version 3.10.1 - Hayashi - 13th June 2018
### Bug Fixes
* The InputManager would only create 1 Pointer, even if Touch input was enabled in the config, which meant you couldn't use touch events unless you first called `addPointer` or specified one in the config. Now, it Touch is enabled in the config, it'll always create 2 pointers by default.

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# Phaser 3 Change Log
## Version 3.10.0 - Hayashi - 13th June 2018
### Input System New Features + Updates
* All Input classes are now covered 100% by JSDocs.
* The Input Manager and Input Plugin have been updated to support multiple simultaneous Pointers. Before, only one active pointer (mouse or touch) was supported. Now, you can have as many active pointers as you need, allowing for complex multi-touch games. These are stored in the Input Manager `pointers` array.
* `addPointer` allows you to add one, or more, new pointers to the Input Manager. There is no hard-coded limit to the amount you can have, although realistically you should never need more than 10. This method is available on both the Input Manager and Plugin, allowing you to use `this.input.addPointer` from within your game code.
* InputManager `pointersTotal` contains the total number of active pointers, which can be set in the Game Config using the `input.activePointers` property. Phaser will create 2 pointers on start unless a different value is given in the config, or you can add them at run-time.
* `mousePointer` is a new property that is specifically allocated for mouse use only. This is perfect for desktop only games but should be ignored if you're creating a mouse + touch game (use activePointer instead).
* `activePointer` will now reflect the most recently active pointer on the game, which is considered as being the pointer to have interacted with the game canvas most recently.
* The InputManager and InputPlugin have three new methods: `addUpCallback`, `addDownCallback` and `addMoveCallback`. These methods allow you to add callbacks to be invoked whenever native DOM mouse or touch events are received. Callbacks passed to this method are invoked _immediately_ when the DOM event happens, within the scope of the DOM event handler. Therefore, they are considered as 'native' from the perspective of the browser. This means they can be used for tasks such as opening new browser windows, or anything which explicitly requires user input to activate. However, as a result of this, they come with their own risks, and as such should not be used for general game input, but instead be reserved for special circumstances. The callbacks can be set as `isOnce` so you can control if the callback is called once then removed, or every time the DOM event occurs.
* Pointer has two new properties `worldX` and `worldY` which contain the position of the Pointer, translated into the coordinate space of the most recent Camera it interacted with.
* When checking to see if a Pointer has interacted with any objects it will now iterate through the Camera list. Previously, it would only check against the top-most Camera in the list, but now if the top-most camera doesn't return anything, it will move to the next camera and so on. This also addresses #3631 (thanks @samid737)
* `InputManager.dirty` is a new internal property that reflects if any of the Pointers have updated this frame.
* `InputManager.update` now uses constants internally for the event type checking, rather than string-based like before.
* `InputManager.startPointer` is a new internal method, called automatically by the update loop, that handles touch start events.
* `InputManager.updatePointer` is a new internal method, called automatically by the update loop, that handles touch move events.
* `InputManager.stopPointer` is a new internal method, called automatically by the update loop, that handles touch end events.
* `InputManager.hitTest` has had its arguments changed. It no longer takes x/y properties as the first two arguments, but instead takes a Pointer object (from which the x/y coordinates are extracted).
* `TouchManager.handler` has been removed as it's no longer used internally.
* `TouchManager.onTouchStart`, `onTouchMove` and `onTouchEnd` are the new DOM Touch Event handlers. They pass the events on to the InputManagers `queueTouchStart`, `queueTouchMove` and `queueTouchEnd` methods respectively.
* `MouseManager.handler` has been removed as it's no longer used internally.
* `MouseManager.onMouseDown`, `onMouseMove` and `onMouseUp` are the new DOM Mouse Event handlers. They pass the events on to the InputManagers `queueMouseDown`, `queueMouseMove` and `queueMouseUp` methods respectively.
* Setting `enabled` to false on either the TouchManager, MouseManager or KeyboardManager will prevent it from handling any native DOM events until you set it back again.
* InputPlugin has the following new read-only properties: `mousePointer`, `pointer1`, `pointer2`, `pointer3`, `pointer4`, `pointer5`, `pointer6`, `pointer7`, `pointer8`, `pointer9` and `pointer10`. Most of these will be undefined unless you call `addPointer` first, or set the active pointers quantity in your Game Config.
* InputManager has a new method `transformPointer` which will set the transformed x and y properties of a Pointer in one call, rather than the 2 calls it took before. This is now used by all Pointer event handlers.
* InputPlugin has a new method `makePixelPerfect` which allows you to specify a texture-based Game Object as being pixel perfect when performing all input checks against it. You use it like this: `this.add.sprite(x, y, key).setInteractive(this.input.makePixelPerfect())`, or the easier: `setInteractive({ pixelPerfect: true })` - you can also pass or set an optional alpha tolerance level. See the method docs for full details and the new examples to see it in action. Note that as a pointer interacts with the Game Object it will constantly poll the texture, extracting a single pixel from the given coordinates and checking its color values. This is an expensive process, so should only be enabled on Game Objects that really need it.
### Input - Custom Cursors
* You can now set a custom cursor for your game via `this.input.setDefaultCursor()`. This will take any valid CSS cursor string, including URLs to cursor image files.
* You can now set a custom cursor for specific Game Objects. This will take any valid CSS cursor string, including URLs to cursor image files, and is used when-ever a pointer is over that Game Object. For example, to have a hand cursor appear when over a button Sprite, you can do: `button.input.cursor = 'pointer'`, or to have a help cursor appear: `button.input.cursor = 'help'`, or to have a custom image: `button.input.cursor = 'url(assets/cursors/sword.cur), pointer'`.
* You can also set a custom cursor in the new Input Configuration Object. To use the `pointer` (hand cursor) there is a new short-cut: `setInteractive({ useHandCursor: true })`. To use anything else: `setInteractive({ cursor: CSSString })` where `CSSString` is any valid CSS for setting a cursor.
* Please be aware of limitations when it comes to image based cursors between browsers. It's up to you to find a suitable format and size that fits the browsers you wish to support (note: virtually all modern browsers no longer support animated CSS cursors.)
### Input - Configuration Objects
* The `setInteractive` method can now take an Input Configuration object as its only argument. This allows you to set multiple input related properties in a single call, i.e.: `setInteractive({ draggable: true, pixelPerfect: true })`. The available properties are:
* `hitArea` - The object / shape to use as the Hit Area. If not given it will try to create a Rectangle based on the texture frame.
* `hitAreaCallback` - The callback that determines if the pointer is within the Hit Area shape or not.
* `draggable` - If `true` the Interactive Object will be set to be draggable and emit drag events.
* `dropZone` - If `true` the Interactive Object will be set to be a drop zone for draggable objects.
* `useHandCursor` - If `true` the Interactive Object will set the `pointer` hand cursor when a pointer is over it. This is a short-cut for setting `cursor: 'pointer'`.
* `cursor` - The CSS string to be used when the cursor is over this Interactive Object.
* `pixelPerfect` - If `true` the a pixel perfect function will be set for the hit area callback. Only works with texture based Game Objects.
* `alphaTolerance` - If `pixelPerfect` is set, this is the alpha tolerance threshold value used in the callback.
### Input - Keyboard Manager Updates
* The `KeyboardManager` class has been removed. It has been replaced with `KeyboardPlugin` which is now an Input level plugin, that registers itself with the new `InputPluginCache`. The Input Plugin class (which belongs to a Scene) will now automatically inject registered plugins into itself on boot. Every Scene has its own instance of the Input Plugin (if enabled in the scene plugins), which in turn has its own instance of the KeyboardPlugin. The `InputManager` no longer has any reference to the Keyboard class at all. The benefits of this are two-fold: First, it allows you to now entirely exclude all of the keyboard classes from a custom build, saving a lot of space if not required. Secondly, it means that the Scenes themselves are now responsible for keyboard events, where-as before they were entirely global. This means a Scene can be paused and stop processing keyboard events, and stop having its Key objects updated, while another Scene can still carry on doing this. It also prevents key related callbacks in sleeping Scenes from being fired (which resolves issue #3733, thanks @JoeMoov2)
* `KeyboardManager.handler` has been renamed to `onKeyHandler`.
* The `KeyboardManager.captures` property has been removed as it can be more effectively handled by polling the `keys` object instead.
* The Keyboard Manager will no longer process key down or up events if its `enabled` property is set to false, or if the Scene to which it belongs is not active.
* The Keyboard Manager will now call `event.preventDefault` on the native DOM event as long as the Key exists in the keys array and has its `preventDefault` property set to `true` (which is the default). This means you can now control specifically which key prevents default on the browser, where-as before every key added did so.
* KeyboardManager `addKeyCapture` and `removeKeyCapture` have been removed as you now control which keys prevent capture by using the `addKey` or `addKeys` methods (see entry above). The act of creating a Key is now enough to enable capture of it and can be toggled (at run-time) on a per-Key basis.
* `KeyboardManager.addKeys` can now take either an object, or key codes, or a comma-separated string as its input. This means you can now do: `keyboard.addKeys('W,S,A,D')` and get an object back with the properties WSAD mapped to the relevant Key objects.
* `KeyboardManager.addKey` can now take either a Key object, a string, such as `A` or `SPACE`, or a key code value.
* `KeyboardManager.removeKey` can now take either a Key object, a string, such as `A` or `SPACE`, or a key code value.
### Input - Gamepad Manager Updates
* The `GamepadManager` class has been removed. It has been replaced with `GamepadPlugin` which is now an Input level plugin, that registers itself with the new `InputPluginCache`. The Input Plugin class (which belongs to a Scene) will now automatically inject the registered plugins into itself on boot. Every Scene has its own instance of the Input Plugin (if enabled in the scene plugins), which in turn has its own instance of the GamepadPlugin. The `InputManager` no longer has any reference to the Gamepad class at all. The benefits of this are two-fold: First, it allows you to now entirely exclude all of the gamepad classes from a custom build, saving a lot of space if not required. Secondly, it means that the Scenes themselves are now responsible for gamepad events, where-as before they were entirely global. This means a Scene can be paused and stop processing gamepad events, and stop having its Gamepad objects updated, while another Scene can still carry on doing this. It also prevents gamepad related callbacks in sleeping Scenes from being fired.
* The Gamepad Plugin has been rewritten from scratch. It now offers a lot more features and far easier access to the Gamepads and their properties. You can now access the first 4 gamepads connected to the browser via the `pad1` to `pad4` properties, meaning you can do: `this.input.gamepad.pad1` for direct access to a pad once it's connected.
* The Gamepad class has also been rewritten from scratch. It will no longer create Buttons or Axes dynamically, instead doing so on instantiation.
* The Gamepad class now has a bunch of new properties for easy access to the various standard mapping buttons. These include `left`, `right`, `up`, `down` for directions, `A`, `Y`, `X` and `B` for buttons, `L1`, `L2`, `R1` and `R2` for shoulder buttons, and `leftStick` and `rightStick` for the axis sticks. You can still use `Gamepad.getButtonValue()` to get the value from a button and `Gamepad.getButtonTotal()` to get the total number of buttons available on the pad.
* `Gamepad.getAxisTotal` and `Gamepad.getAxisValue` will return the total number of axis, and an axis value, accordingly.
* `Gamepad.setAxisThreshold` will now let you set the threshold across all axis of a Gamepad in one call.
* The Gamepad `Button` objects will now emit 2 events, one from the button itself and another from the Gamepad. This means you can listen for button events in 3 ways: 1) By directly polling the button value in an update loop, 2) Listening for events on the Gamepad Plugin: `this.input.gamepad.on('down')`, or 3) By listening for events on the Gamepad itself: `gamepadReference.on('down')`.
### Arcade Physics New Features + Updates
* Arcade Physics now uses a fixed time-step for all internal calculations. There is a new `fps` config value and property (defaults to 60fps), which you can change at run-time using the `setFPS` method. The core update loop has been recoded so that it steps based entirely on the given frame rate, and not the wall-clock or game step delta. This fixed time step allows for a straightforward implementation of a deterministic game state. Meaning you can now set the fps rate to a high value such as 240, regardless of the browser update speed (it will simply perform more physics steps per game step). This is handy if you want to increase the accuracy of the simulation in certain cases.
* You can also optionally call the `step` function directly, to manually advance the simulation.
* There is a new property `timeScale` which will scale all time-step calculations at run-time, allowing you to speed-up or slow-down your simulation at will, without adjusting the frame rate.
* You can now disable the use of the RTree for dynamic bodies via the config property `useTree`. In certain situations, i.e. densely packed worlds, this may give better performance. Static bodies will always use an RTree.
* `collideSpriteVsGroup` has been rewritten. If you are using an RTree it now uses the results directly from the tree search, instead of iterating all children in the Group, which dramatically reduces the work it does. If you have disabled the RTree it performs a brute-force O(N2) Sprite vs. Group iteration sweep. We tested multiple axis sorting variants but the cost of the array allocation and/or sorting, with large amounts of bodies (10,000+), far outweighed the simple math involved in the separation logic.
* `Body.useDamping` is a new boolean property that allows you to use a damping effect for drag, rather than the default linear deceleration. This gives much better results if you need smooth deceleration across both axis, such as the way the ship slows down in the game Asteroids, without the tell-tale axis drift associated with linear drag.
* `GetOverlapX` and `GetOverlapY` now use the calculated delta values, not the deltaX/Y methods.
* `collideSpriteVsGroup` aborts early if the Sprite body has been disabled.
* `updateMotion` has a new argument `delta` which should typically be a fixed-time delta value.
* `intersects` has been restructured to prioritize rect vs. rect checks.
* Body `update` and `postUpdate` have been recoded to handle the new fixed time-step system in place. `update` now takes a new argument, delta, which is used internally for calculations.
* `Body.dirty` has been removed as a property as it's no longer used internally.
* `Body.deltaAbsX` and `deltaAbsY` now return the cached absolute delta value from the previous update, and no longer calculate it during the actual call.
* `World.enable` has been recoded to remove all the `hasOwnProperty` checks and streamline the internal flow.
* `World.disable` has been recoded to remove all the `hasOwnProperty` checks and streamline the internal flow.
* `World.add` is a new method that adds an existing body to the simulation and `enableBody` now passes its newly created bodies to this method.
* `World.disableGameObjectBody` has been removed as it duplicated what the `disable` method did.
* There is a new internal flow with regard to the creation and disabling of bodies. Calling `World.enable` will pass the objects to `enableBody`, which will create a new Body object, if required, and finally pass it to `add`. `World.disable` does the same, but removes the bodies from the simulation. It passes the bodies to `disableBody`, which in turn passes it to `remove`. Both of these work for single objects, an array of objects, Groups or even arrays of Groups.
* `World.computeAngularVelocity` is a new method that specifically calculates the angular velocity of a Body.
* `World.computeVelocity` has had its signature changed. Rather than taking a bunch of arguments all it now takes is a Body and a delta value. Internally it now calculates both the x and y velocity components together in the same single call, where-as before it was split into two calls and multiple assignments.
* `World.computeVelocity` no longer returns the new velocities, they are now set directly on the body within the method.
* `World.computeVelocity` has been recoded to use Fuzzy Greater Than and Less Than calls when applying drag to a previously accelerated body. Using a fuzzy epsilon allows us to mitigate the ping-pong issue, where a decelerating body would constantly flip between a small negative and positive velocity value and never come to an actual rest.
* `World.computeVelocity` now checks the `Body.useDamping` property to perform either linear deceleration or damping on the Body.
* `World.updateMotion` has changed to call the new `computeAngularVelocity` and `computeVelocity` methods.
* Bodies set to bounce would eventually run out of velocity and stop. This has been fixed as part of the refactoring of the time step and compute velocity updates. Fix #3593 (thanks @helmi77)
* If a Body collides with a Static Body it will now set the `blocked` properties accordingly (before it only set the `touching` properties.) This means you can now use checks like `Body.onFloor()` when traversing static bodies (thanks @fariazz)
### Data Manager New Features and Updates
* You can now access anything set in the DataManager using the new `values` property. For example, if you set a new value such as this: `data.set('gold', 50)` you can now access it via: `data.values.gold`, where it is treated as a normal property, allowing you to use it in conditional evaluations `if (data.values.level === 2)`, or modify it: `data.values.gold += 50`.
* Each time a value is updated it emits a `changedata` event, regardless if it is changed via the `set` method, or the new `values` approach.
* Each time a value is updated it emits a new event named after the value. For example, if the value was called `PlayerLives`, it will emit the event `changedata_PlayerLives`. This happens regardless if it is changed via the `set` method, or the new `values` approach.
* The `set` method can now take an object containing key value pairs as the first argument. This means you can now set a bunch of values all at once, i.e: `data.set({ name: 'Red Gem Stone', level: 2, owner: 'Link', gold: 50 })`.
* The `get` method can now take an array of keys, and will return an array of matching values. This is handy for array destructuring in ES6.
* The `remove` method can now take an array of keys, and will remove all matching values, emitting the `removedata` event for each.
* The order of events has been updated. When a value is first set, and doesn't already exist in the Data Manager, it will emit a `setdata` event. If a value is set that already exists, it instead emits a `changedata` and related `changedata_key` event. Setting a new value no longer emits both events.
* The `resetFunction` function has been removed from the `changedata` event arguments. Previously this was used to allow you to stop a value being updated by calling the reset function instead. However, it created brand new anonymous functions every single time a value was updated. As you can now access stored data via the `values` property you can use this for much easier conditional checks and sets.
* The `blockSet` property has been removed as it's no longer used internally.
### Loader and Scene Updates
* Internally, the Loader has changed slightly. Rather than have each file cause the new batch to load, an `update` method is polled every frame, which does the same job instead. This avoids load-time race conditions where pre-populated files would trigger loads part way during an existing load, fixing #3705 in the process (thanks @the-simian)
* The Scene Manager has been updated so that it will call Scene.Systems.step during the `init`, `preload` and `create` phase of your Scene. This means that any plugins, or custom code, written to use the Scene Systems `preupdate`, `update` or `postupdate` events will need to be aware that these are now fired from `init` onwards, not just once `create` has finished.
* As a result of these two changes, there is a new Systems property called `sceneUpdate`, which is a reference that maps to your `Scene.update` function. During `init`, `preload` and `create` this is always mapped to NOOP. Once `create` has finished it gets re-mapped to your Scene's update function. If your Scene doesn't have one, it remains mapped to NOOP. In practise, this means nothing has changed from before. `Scene.update` never ran until `create` was completed, and it still doesn't. However, because the internal Scene systems are now updating right from `init`, it means that things like the update list and physics systems are fully operational _during_ your Preloader. This allows you to create far more elaborate preloaders than ever before. Although, with great power comes great responsibility, as the onus is now on you to be careful which events you consume (especially input events) during your preloader.
* Another side-effect of these changes is that Scenes no longer need an 'update' function at all. Previously, if they were missing one, the Scene Manager would inject one into them automatically. It no longer does this.
### New Features
* `RenderTexture.resize` will allow you to resize the underlying Render Texture to the new dimensions given. Doing this also clears the Render Texture at the same time (thanks @saqsun).
* `Rectangle.RandomOutside` is a new function that takes two Rectangles, `outer` and `inner`, and returns a random point that falls within the outer rectangle but is always outside of the inner rectangle.
* The Update List has a new read-only property `length`, making it consistent with the Display List (thanks @samme)
* The 2D Camera class has two new read-only properties `centerX` and `centerY` which return the coordinates of the center of the viewport, relative to the canvas (thanks @samme)
* Camera has a new property `visible`. An invisible Camera will skip rendering and input tests of everything it can see. This allows you to create say a mini-cam and then toggle it on and off without needing to re-create it each time.
* Camera has a new method `setVisible` which toggles its visible property.
* `CameraManager.fromJSON` will now set the visible property is defined in the config.
* `ScenePlugin.run` is a new method that will run the given Scene and not change the state of the current Scene at all. If the scene is asleep, it will be woken. If it's paused, it will be resumed. If not running at all, it will be started.
* `TextureManager.getPixelAlpha` is a new method that will return the alpha value of a pixel from the given texture and frame. It will return `null` if the coordinates were out of bounds, otherwise a value between 0 and 255.
* `Game.isOver` is a new read-only boolean property that indicates if the mouse pointer is currently over the game canvas or not. It is set by the VisibilityHandler and is only reliable on desktop systems.
* A new event `Game.mouseout` is dispatched if the mouse leaves the game canvas. You can listen to it from `this.sys.game.events.on('mouseout')` from within a Scene.
* A new event `Game.mouseover` is dispatched if the mouse enters the game canvas, having previously been outside of it. You can listen to it from `this.sys.game.events.on('mouseover')` from within a Scene.
* You can now use PhysicsEditor (https://www.codeandweb.com/physicseditor) to create complex Matter.js bodies. Load them as normal JSON and then just pass it to the Matter Sprite as a shape property: `this.matter.add.sprite(x, y, texture, frame, { shape: shapes.banana })` (where `shapes.banana` is one of the exported PhysicsEditor shapes in the JSON you loaded). See the 'physics/matterjs/advanced shape creation.js' example for more details.
### Updates
* The `ForwardDiffuseLightPipeline`, used by the Lights system, now sets a flag if the Scene doesn't contain any lights. All of the Game Objects now check this flag and don't even bother adding themselves to the batch if there are no lights in the Scene, as they'd never render anyway. This also avoids the ghost-image problem if you swap Scenes to a new Scene with the Light Manager enabled, but no actual lights defined. Fix #3707 (thanks @samvieten).
* `CameraManager.getCameraBelowPointer` has been renamed to `getCamerasBelowPointer` and it now returns an array of all the cameras below the given pointer, not just the top-most one. The array is sorted so that the top-most camera is at the start of the array.
* In `TimeStep.step` the `rawDelta` and `delta` values are checked to make sure they are non-negative, which can happen in Chrome when the delta is reset and out of sync with the value passed to Request Animation Frame. Fix #3088 (thanks @Antriel)
* `Cameras.Controls.Fixed` has been removed. It's was deprecated a few versions ago. Please use `FixedKeyControl` instead.
* `Cameras.Controls.Smoothed` has been removed. It's was deprecated a few versions ago. Please use `SmoothedKeyControl` instead.
### Bug Fixes
* The Canvas `RenderTexture.drawImage` method incorrectly set the values of the frame, causing them to appear wrongly scaled in the canvas renderer. Fix #3710 (thanks @saqsun).
* Fixed `Math.Matrix4.makeRotationAxis()` (thanks @hexus)
* Fixed an incorrect usage of `Math.abs()` in `Math.Quaternion.calculateW()` (thanks @qxzkjp).
* Particle Emitter Managers can now be added to Containers (thanks @TadejZupancic)
* Fixed a method signature issue with the Animation component's `remove()` handler when `Animation`s are removed from the `AnimationManager`. This prevented removed animations from stopping correctly.
* If you set Phaser to use a pre-existing Canvas element it is no longer re-added to the DOM (thanks @NQNStudios)
* The `TweenManager.getTweensOf` method has been fixed to remove a potential endless loop should multiple targets be passed in to it (thanks @cyantree)
* Interactive Objects inside of Containers would still fire their input events even if the Container (or any ancestor) was set to be invisible. Objects now check their ancestor tree during the input cull and now properly skip input events if not visible. Fix #3620 (thanks @NemoStein)
* Fixed Device.os incorrectly reporting Linux as OS on Android devices (thanks @AleBles)
### Examples, Documentation and TypeScript
Thanks to the work of @hexus we have now documented all of the Math namespace and made good progress on the Game Objects.
I personally have also documented the entire Input system, which was 328 classes, properties and methods to describe, as well as lots of other areas.

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# Phaser 3 Change Log
## Version 3.11.0 - Leafa - 13th July 2018
### Camera - New Features, Updates and Fixes
* All of the 2D Camera classes are now 100% covered by JSDocs!
* All of the 3D Camera classes are now deprecated and will be removed in the next version. They will be moved to a stand-alone plugin.
* `Camera.alpha` (and its related method `Camera.setAlpha`) allows you to set an alpha level for the entire camera. This impacts everything it is rendering, even if those objects also have their own alpha values too. You can tween the property to make the camera contents fade in / out, or otherwise set it as needed in your game.
* `Camera.deadzone` (and its related method `Camera.setDeadzone`) allows you to specify the deadzone for a camera. The deadzone is a rectangular region used when a camera is following a target. If the target is within the deadzone then the camera will not scroll. As soon as the target leaves the deadzone, the camera will begin tracking it (applying lerp if needed.) It allows you to set a region of the camera in which a player can move freely before tracking begins. The deadzone is re-centered on the camera mid point every frame, meaning you can also use the rectangle for other in-game checks as needed.
* `Camera.pan` is a new Camera Effect that allows you to control automatic camera pans between points in your game world. You can specify a duration and ease type for the pan, and it'll emit events just like all other camera effects, so you can hook into the start, update and completion of the pan. See the examples and docs for more details.
* `Camera.zoom` is a new Camera Effect that allows you to control automatic camera zooming. You can specify a duration and ease type for the zoom, as well as the zoom factor of course, and it'll emit events just like all other camera effects, so you can hook into the start, update and completion of the zoom. Used in combination with the new Pan effect you can zoom and pan around with ease. See the examples and docs for more details.
* `Camera.midPoint` is a new Vec2 property that is updated every frame. Use it to obtain exactly where in the world the center of the camera is currently looking.
* `Camera.displayWidth` is a new property that returns the display width of the camera, factoring in the current zoom level.
* `Camera.displayHeight` is a new property that returns the display height of the camera, factoring in the current zoom level.
* `Camera.worldView` is a new property, an instance of a Rectangle, that contains the dimensions of the area of the world currently visible by the camera. You can use it for intersection or culling tests that don't need to factor in camera rotation.
* `Camera.dirty` is a new boolean property. A dirty Camera has had either its viewport size, bounds, scroll, rotation or zoom levels changed since the last frame. The flag is reset in the `postCameraRender` method, but until that point can be checked and used.
* `Camera.centerOn` is a new method that will move the camera so its viewport is centered on the given coordinates. A handy way of jumping to different points around a map without needing to calculate the scroll offsets.
* The Camera bounds didn't factor in the camera zoom properly, meaning you would often not be able to reach the corners of a camera bound world at a zoom level other than 1. The bounds are now calculated each frame to ensure they match the zoom level and it will no longer allow you to scroll off the edge of the bounds. Fix #3547 (thanks @nkholski)
* `Camera.centerToBounds` didn't take the bounds offset into account, so bounds at non-zero positions wouldn't center properly. All bounds now center correctly. Fix #3706 (thanks @cyantree)
* `Camera.setBounds` has a new optional argument `centerOn`. If specified it will automatically center the camera on the new bounds given.
* The Camera will no longer stutter when following Game Objects at high zoom levels.
* `Camera._id` has been renamed to `Camera.id`, a read-only bitmask used for camera exclusion from Game Objects.
* The Camera Manager `cameraPool` has been removed entirely. It was mostly pointless in practice as Cameras are not regenerated frequently enough to need pooling. It also didn't maintain the bitmask list correctly before.
* `CameraManager.resetAll` now destroys all current Cameras, resets the camera ID marker to 1 and adds a single new Camera.
* `CameraManager.currentCameraId` has been removed. IDs are assigned more intelligently now, via the `getNextID` internal method.
* `CameraManager.addExisting` no longer needs to be passed a Camera that already exists in the pool (as the pool has been removed), meaning you can now create your own Cameras and pass them to `addExisting` and have them treated as normal cameras and not be ignored by the manager. They are also assigned a proper ID when added.
* `CameraManager.addExisting` has a new boolean argument `makeMain` which will make the new camera the main one.
* `CameraManager.getTotal` is a new method that will return the total number of Cameras being managed, with an optional `isVisible` argument, that only counts visible cameras if set.
* `CameraManager.remove` can now take an array of cameras to be removed from the manager, as well as a single camera.
* `CameraManager.remove` would previously not allow you to remove a camera if it meant there would be no cameras left in the Camera Manager. This restriction has been removed. A Camera Manager can now run even with zero cameras. Your game obviously won't display anything, but it's still now possible.
* `CameraManager.remove` will now return the total number of Cameras removed.
### Round Pixels Changes
Before explaining the changes it's worth covering what the three different game config properties do:
`roundPixels` - this will cause the renderer to draw most Game Objects at whole integer positions. Their actual positions can be anything, but the renderer will floor the values to ensure they are integers immediately before drawing. It only works on texture based Game Objects. Graphics objects, for instance, ignore this property.
`antialias` - when set to `true` WebGL textures are created using `gl.LINEAR`, which allows WebGL to try its best to interpolate the texture when rendered at non-texture frame sizes. This can happen if you scale a Game Object, or zoom a Camera. In both cases it will need to interpolate the pixel values to accommodate the new size. If this property is set to `false` then it will use `gl.NEAREST` instead. This uses a nearest neighbor method of interpolation, and is nearly always the better option if you need to keep the textures crisp, such as when using scaled pixel art. Disabling `antialias` invokes nearest-neighbor interpolation on the game canvas itself as well. If you need a mixture of aliased and anti-aliased textures in your game, then you can change them on a per-texture basis by using `Texture.setFilter`.
There is a third game config property called `pixelArt`. If set to `true` it's the same thing as enabling `roundPixels` and disabling `antialias`. This is the optimum setting for pixel art games.
* Both renderers will now check for `pixelArt` OR `antialias` before setting the canvas scale mode. Both values are checked during texture creation as well.
* If in your game config you have enabled either pixel art mode or roundPixels, then all Cameras will have their `roundPixels` values set to `true` by default. You can toggle this by changing the `CameraManager.roundPixels` property, or change it on a camera-by-camera basis, as needed.
* `Camera.roundPixels` is now used across all rendering code for both Canvas and WebGL. Previously, it would check the renderer config value, but now all renderer code uses the camera value to decide if it should floor the drawing position or not.
### Texture Tint Pipeline - New Features, Updates and Fixes
The Texture Tint Pipeline has been rewritten to tidy up hundreds of lines of duplicate code and to move the responsibility of drawing to the Game Objects themselves. Previously, had you excluded say Tilemaps from your build of Phaser, the renderer would still include masses of code dealing with the drawing of them. This task has been moved to the Game Objects and the pipeline just provides a set of clean utility functions for batching, flushing and drawing.
The decision to make this change was not taken lightly. However, I felt that none of the pipelines actually lived up to their name. You could never actually pass objects through one pipeline to another as they didn't have entry and exit points and were instead just glorified singular batches. Although you could change the pipeline being used on a Game Object this action meant that every pipeline had to be responsible for every single type of Game Object, both now and in the future, and they were full of redundant stub functions as a result. The payload size was also considerable. It has now gone from 1,961 lines of code at 76 KB down to 729 lines of code and 27 KB. It's not the only file to benefit either. The `ForwardDiffuseLightPipeline` also reduced from 402 lines (15.7 KB) down to 159 lines and 6 KB. Sizes include comments and are un-minified. In a production bundle the difference will be even greater. This is work we will continue in the next release as we do the same updates to the FlatTintPipeline, responsible for rendering Graphics objects, and look at consolidating the shaders allowing you to use Graphics and Sprites mixed in the display list with no shader swapping cost.
* You can now set the WebGL batch size in the Game Config via the property `batchSize`. The default is 2000 before the batch will flush, which is a happy average between desktop and mobile. If targeting desktop specifically, you may wish to increase this value to reduce draw calls.
* There is a new method `batchVertices` which will add a vertices block to the current batch. This is now used internally by nearly all render functions.
* The shader has a new attribute: `tintEffect`. This is a single FLOAT.
* The vertex size has increased by 1 FLOAT to account for the extra shader attribute.
* All of the rendering functions now use the `TransformMatrix` class far more than before. This allows the matrix operations to be run-time compiled and cut down on masses of code.
* The `drawTexture` method has been removed. It has been replaced by `drawTextureFrame` which has a new and more concise signature. See the API docs for details.
* The `batchTileSprite` method has been removed. It is now handled in the TileSprite WebGL Render function.
* The `drawStaticTilemapLayer` method has been removed. It is now handled in the Static Tilemap Layer WebGL Render function.
* The `drawEmitterManager` method has been removed. It is now handled in the Particle Manager WebGL Render function.
* The `batchText` method has been removed. It is now handled in the Static Text WebGL Render function.
* The `batchDynamicTilemapLayer` method has been removed. It is now handled in the Dynamic Tilemap Layer WebGL Render function.
* The `batchMesh` method has been removed. It is now handled in the Mesh WebGL Render function.
* The `batchBitmapText` method has been removed. It is now handled in the BitmapText WebGL Render function.
* The `batchDynamicBitmapText` method has been removed. It is now handled in the DynamicBitmapText WebGL Render function.
* The `batchBlitter` method has been removed. It is now handled in the Blitter WebGL Render function.
Due to the changes in the Texture Tint Pipeline the `Textures.Frame` class has also been updated. The following changes concern the Frame UV data:
* Previously, the UV data spanned 8 properties: `x0`, `y0`, `x1`, `y1`, `x2`, `y2`, `x3` and `y3` and was stored in the `data.uvs` object. These have been replaced with directly accessible properties: `u0`, `v0`, `u1` and `v1`. These 4 properties are used directly in all renderer code now. Although it was clearer having 8 properties, 4 of them were just duplicates, so we've traded a little clarity for a smaller overall object and less dictionary look-ups.
* `Frame.uvs` (and the corresponding `Frame.data.uvs`) object has been removed.
### New Tint Effects
As well as tidying the Texture Tint Pipeline, I also updated the shader. It now has a new attribute 'tintEffect' which allows you to control how a tint is applied to a Game Object. The default way tinting worked was for the tint color values to be multiplied with the texture pixel values. This meant you were unable to do things like tint a Game Object white, because multiplying a color by white doesn't change it. The new tint mode allows you to literally replace the pixel color values.
* `setTintFill` is a new method available to all Game Objects that have the Tint component. It differs from `setTint` in that the colors literally replace the pixel values from the texture (while still respecting the alpha). This means you can now create effects such as flashing a sprite white if it gets hit, or red for damage, etc. You can still use different colors per corner of the Game Object, allowing you to create nice seamless gradient effects.
* `tintFill` is a new boolean property that allows you to toggle between the two different tint types: multiply or replace.
* `isTinted` is a new read-only boolean indicating if a Game Object is tinted or not. Handy for knowing if you need to clear a tint after an effect.
* `Mesh.tintFill` allows you to control the tint effect applied to the Mesh vertices when color blending.
The Tint component documentation has been overhauled to explain these differences in more detail, and you can find lots of new examples as well.
### New Texture Crop Component
There is a new Game Object Component called `TextureCrop`. It replaces the Texture Component (which still exists) and adds in the ability to crop the texture being used. This component is now being used by the `Sprite` and `Image` Game Objects.
* You can crop the frame being used via the new `setCrop` method. The crop is a rectangle that limits the area of the texture frame that is visible during rendering. Cropping a Game Object does not change its size, dimensions, physics body or hit area, it just changes what is shown when rendered. This is ideal for hiding part of a Sprite without using a mask, or for effects like displaying a progress or loading bar. Cropping works even when the Game Object is flipped, or is a trimmed frame from an atlas.
* You can toggle the crop on a Game Object by changing the `isCropped` boolean at any point.
* The crop is automatically re-applied when the texture or frame of a Game Object is changed. If you wish to disable this, turn off the crop before changing the frame.
### BitmapText New Features, Updates and Bug Fixes
* Multi-line BitmapText objects can now be aligned. The constructor has a new argument `align` which can accept either left-aligned (the default), center aligned, or right-aligned. Alignment works by calculating the longest line of text in the object and then offsetting the other lines to match it.
* `BitmapText.setCenterAlign` is a new chainable method to center-align the text.
* `BitmapText.setLeftAlign` is a new chainable method to left-align the text.
* `BitmapText.setRightAlign` is a new chainable method to right-align the text.
* `BitmapText.align` is a new property that holds the alignment of the text.
* `BitmapText.setFont` is a new method that allows you to change the font it is rendering with.
* Internally all of the BitmapText properties have been renamed with an underscore (i.e. `letterSpacing` is now `_letterSpacing`), so as to not change the API, getters and setters for them all have been added.
* Internally there is a new `dirty` flag that tracks if any part of the BitmapText has changed. This is used when getting the BitmapText's bounds object, as used in the renderer for line alignment, and in properties like `width` and `height`. The dirty flag ensures the bounds are only recalculated if something has changed, cutting down on un-necessary calculations.
* `GetBitmapTextSize`, which is used internally in the BitmapText Game Objects, will now produce different bounds from the previous version. Previously, the bounds were tight against the letters in the text. However, this meant the bounds were not properly aligned with the origin of the BitmapText, and consequently you'd get different bounds if the text consisted of different characters. The bounds are now calculated purely based on the glyph data and letter spacing values. This will give a far more consistent overall experience, but it does mean if you were using the bounds to position text previously, you'll need to revisit that code again. See issue #3799 for more details (and to discuss this further if you wish) (thanks @SBCGames)
* `GetBitmapTextSize` and its exposed method `BitmapText.getTextBounds` now factor in the display origin of the BitmapText into the `global` position returned.
* The `BitmapText` WebGL Renderer incorrectly calculated the font scale at very small sizes, causing characters to overlap when they shouldn't. Scale is now applied to the correct component parts in the render code.
* Under WebGL `BitmapText` would be cut off if you specified a resolution value > 1. Fix #3642 (thanks @kanthi0802)
* Under WebGL, `DynamicBitmapText` that had a crop set on it would fail to render if anything was above it on the display list. It now crops properly, no matter what is above or below it on the display list.
* The `DynamicBitmapText` class now extends the `BitmapText` class. This saves on lots of space in the bundle and consolidates functionality between the two. Please be aware of it if you have classes that extend either of them.
* If you were using the `displayCallback` in the `DynamicBitmapText` class it would generate a brand new object containing all the glyph data, every frame, for every glyph, and send it to the callback. This has been changed so it now uses a new cached local object: `callbackData`. This object is recycled for every glyph, stopping un-needed gc from building up.
### Dynamic Tilemap Layer New Features, Updates and Bug Fixes
* `DynamicTilemapLayer.tilesDrawn` is a read-only property that contains the number of tiles sent to the renderer in the previous frame.
* `DynamicTilemapLayer.tilesTotal` is a read-only property that contains the total number of tiles in the layer, updated every frame.
* `DynamicTilemapLayer.skipCull` and its associated chainable method `setSkipCull` allows you to control if the cameras should cull the layer tiles before rendering them or not. By default they will cull, to avoid over-rendering, but in some circumstances you may wish to disable this and can now do so by toggling this property.
* The `CullTiles` component, as used by the Dynamic Tilemap, has been recoded from scratch to take advantage of updates in the Camera system. It will now properly cull tiles, irrespective of the layer scale, or camera zoom. It also now supports the layers `skipCull` property, allowing you to override the culling. The Dungeon Generator labs demo now works again as a result of this fix, and has been updated with a debug mode and camera control UI. You can edit the example source to swap between 4 different dungeon layouts, from 2500 tiles up to 1 million tiles. There are limitations to the way the culling works though. If you rotate the camera you may find you see the cull edge. You can disable this using the new `skipCull` property. Fixing this also fixed #3818 (thanks @Mursaat)
* `DynamicTilemapLayer.cullPaddingX`, `cullPaddingY` and the associated chainable method `setCullPadding` allows you to control how many additional tiles are added into the cull rectangle when it is calculated. If you find that your camera size and zoom settings are causing tiles to get prematurely culled, resulting in clipping during scrolling, then set the `cullPadding` values to add extra layers of tiles to the calculations in both directions without needing to disable culling entirely.
* `DynamicTilemapLayer.cullCallback` allows you to change the function that is used to perform the tile culling. By default it will call `TilemapComponents.CullTiles` but you can override this to call any function you like. It is sent 3 arguments: the layer data, the camera and the array to store the tiles in. Using this feature you can now create whatever culling system you require, should the default one prove to not be suitable for your game. Fix #3811 (thanks @georgzoeller)
* Dynamic Tilemap Layers now properly support the Lights2D Pipeline. This means you can provide a normal map for the layer tileset and it'll illuminate with the Lights shader properly. See the new `light map` example in the labs for a demonstration. Note that there are limits on the number of tiles that can be rendered with lighting enabled. Fix #3544 (thanks @FrancescoNegri)
### New Features
* `Graphics.fillRoundedRect` will draw a stroked rounded rectangle to a Graphics object. The radius of the corners can be either a number, or an object, allowing you to specify different radius per corner (thanks @TadejZupancic)
* `Graphics.strokeRoundedRect` will draw a filled rounded rectangle to a Graphics object. The radius of the corners can be either a number, or an object, allowing you to specify different radius per corner (thanks @TadejZupancic)
* `ParticleEmitter.stop` is a new chainable method to stop a particle emitter. It's the same as setting `on` to `false` but means you don't have to break the method flow to do so (thanks @samme)
* `ScenePlugin.pause` (and the corresponding methods in Scene Systems and the Scene Manager) now has a new optional `data` argument, which is passed to the target Scene and emitted in its 'pause' event.
* `ScenePlugin.resume` (and the corresponding methods in Scene Systems and the Scene Manager) now has a new optional `data` argument, which is passed to the target Scene and emitted in its 'resume' event.
* `ScenePlugin.sleep` (and the corresponding methods in Scene Systems and the Scene Manager) now has a new optional `data` argument, which is passed to the target Scene and emitted in its 'sleep' event.
* `ScenePlugin.wake` (and the corresponding methods in Scene Systems and the Scene Manager) now has a new optional `data` argument, which is passed to the target Scene and emitted in its 'wake' event.
* `ScenePlugin.setActive` now has a new optional `data` argument, which is passed to the target Scene and emitted in its 'pause' or 'resume' events.
* `TileSprite.tileScaleX` and `tileScaleY` are two new properties that allow you to control the scale of the texture within the Tile Sprite. This impacts the way the repeating texture is scaled, and is independent to scaling the Tile Sprite itself. It works in both Canvas and WebGL mode.
* `TransformMatrix.copyFrom` is a new method that will copy the given matrix into the values of the current one.
* `TransformMatrix.multiplyWithOffset` is a new method that will multiply the given matrix with the current one, factoring in an additional offset to the results. This is used internally by the renderer code in various places.
* `Rectangle.Intersection` will take two Rectangle objects and return the area of intersection between them. If there is no intersection, an empty Rectangle is returned.
* `Pointer.prevPosition` is a new Vector2 that stores the previous position of the Pointer, prior to the most recent DOM event. You can use this when performing calculations between the old and current positions, such as for tracking the pointer speed.
* `Pointer.getInterpolatedPosition` is a new method that will return an array of smoothly interpolated values between the old and previous position of the Pointer. You can configure how many interpolation steps should take place (the default is 10) and provide an output array to store them in. This method is handy if you've got an object tracking a pointer and you want to ensure it has smooth movement (as the DOM will often process pointer events at a faster rate than the game loop can update).
* `TransformMatrix.copyFromArray` will populate a matrix from the given array of values. Where 0, 1, 2, 3, 4 and 5 map to a, b, c, d, e and f.
* `WebGLPipeline` has a new over-rideable method called `boot` which is called when the renderer and all core game systems have finished being set-up.
* `KeyboardPlugin.checkDown` is a new method that allows you to check if a Key is being pressed down or not in an update loop. The difference between this method and checking the `Key.isDown` property directly is that you can provide a duration to this method. For example, if you wanted a key press to fire a bullet, but you only wanted it to be able to fire every 100ms, then you can call this method with a `duration` of 100 and it will only return `true` every 100ms.
### Updates
* DataManager.removeValue (and by extension the `remove` method too) will not emit the parent of the DataManager as the 2nd argument in the `removedata` event, to keep it consistent with the set events (thanks @rexrainbow)
* The docs for the Loader `filecomplete` event said that you could listen for a specific file using its type and key, i.e.: `filecomplete-image-monster`, however, the code used an underscore instead of a hyphen. We feel the hyphen looks cleaner, so the Loader code has been updated, meaning you can now use the hyphen version of the event properly (thanks @NokFrt)
* If a Game Object is already being dragged, it cannot be dragged by another pointer (in multi-touch mode) until the original pointer has released it (thanks @rexrainbow)
* Calling `Tween.play` on a tween created via `TweenManager.create` wouldn't actually start playback until the tween was first added to the Tween Manager. Now, calling `play` will have it automatically add itself to the Tween Manager if it's not already in there. Fix #3763 (thanks @pantoninho)
* If the Blitter object has no Bobs to render it will now abort immediately, avoiding several context calls in Canvas mode.
* `Scene.run` will now pass the optional `data` object in all cases, no matter if it's waking, resuming or starting a Scene (thanks @rook2pawn)
* `ScenePlugin.start` and `ScenePlugin.restart` will now always queue the op with the Scene Manager, regardless of the state of the Scene, in order to avoid issues where plugins carry on running for a frame before closing down. Fix #3776 (thanks @jjalonso)
* `Tileset.glTexture` is a new property that maps to the WebGL Texture for the Tileset image. It's used internally by the renderer to avoid expensive object look-ups and is set automatically in the `Tileset.setImage` method.
* `Frame.glTexture` is a new property that maps to the WebGL Texture for the Frames Texture Source image. It's used internally by the renderer to avoid expensive object look-ups and is set automatically in the `Frame` constructor.
* `TransformMatrix.e` and `TransformMatrix.f` are two new properties that are an alias for the `tx` and `ty` values.
* `Graphics.arc` has a new optional argument `overshoot`. This is a small value that is added onto the end of the `endAngle` and allows you to extend the arc further than the default 360 degrees. You may wish to do this if you're trying to draw an arc with an especially thick line stroke, to ensure there are no gaps. Fix #3798 (thanks @jjalonso)
* The TextureManager Sprite Sheet Parser will now throw a concise console warning if you specify invalid frame sizes that would result in no frames being generated (thanks @andygroff)
* The `Quad` Game Object now has a new `setFrame` method that allows you to change the frame being rendered by the Quad, including using frames that are part of a texture atlas. Fix #3161 (thanks @halgorithm)
* The `ScenePlugin` will now queue all of the following ops with the Scene Manager: `start`, `run`, `pause`, `resume`, `sleep`, `wake`, `switch` and `stop`. This means for all of these calls the Scene Manager will add the call into its queue and process it at the start of the next frame. This fixes #3812 and keeps things more predictable (thanks @Waclaw-I)
* `TransformMatrix.multiply` has a new optional argument `out` which is a matrix to store the multiplication results in. If not given it will act as before, multiplying the current matrix.
* `Zones` now have a NOOP `setAlpha` method, which allows them to be added into Containers (thanks @TadejZupancic)
* The `setPipeline` method now returns the instance of the Game Object on which it was called. It used to return the pipeline that was set, but this made it non-chainable which broke with the conventions set in all the other `set` methods. If you use `setPipeline` in your code anywhere to retrieve the pipeline reference, please use the `pipeline` property of the Game Object instead.
### Bug Fixes
* The DataManager `changedata` event was emitting the original value of the data instead of new value (thanks @iamchristopher)
* The LoaderPlugin didn't emit the `filecomplete` event if any of files failed to load, causing it to fail to run the Scene `create` function as well. Fix #3750 (thanks @NokFrt)
* Fix setter calls in BuildGameObjectAnimation so it will now properly set the delay, repeat, repeat delay and yoyo of a config based animation (thanks @DannyT)
* The Arcade Body `blocked.none` property is now set to `false` after separation with static bodies or tiles. Previously, the blocked direction was set correctly, but the `none` remained `true` (thanks @samme)
* `Bob.setFrame` didn't actually set the frame on the Bob, now it does. Fix #3774 (thanks @NokFrt)
* `Bob.alpha` was ignored by the canvas renderer, only working in WebGL. This has now been fixed.
* Although the Blitter object had the Alpha component, setting it made no difference. Setting Blitter alpha now impacts the rendering of all children, in both Canvas and WebGL, and you can also specify an alpha per Bob as well.
* `SceneManager.run` would ignore scenes that are currently in the queue of scenes pending to be added. This has now been fixed so that the scene is queued to be started once it's ready (thanks @rook2pawn)
* `GameObject.disableInteractive` was toggling input. Every second call would turn the input back on (thanks @TadejZupancic)
* The position of the TilemapLayer wasn't taken into account when culling tiles for the Camera. It's now calculated as part of the cull flow (thanks @Upperfoot)
* Fix extra argument passing in Array.Each (thanks @samme)
* TileSprite was using the Size component instead of ComputedSize, meaning its `getBounds` and `displayWidth` and `displayHeight` results were incorrect. Fix #3789 (thanks @jjalonso)
* `ArrayUtils.AddAt` didn't calculate the array offset correctly if you passed an array in to be merged with an existing array. This also caused Container.addAt to fail if an array was passed to it. Fix #3788 (thanks @jjalonso)
* The `Pointer.camera` property would only be set if there was a viable Game Object in the camera view. Now it is set regardless, to always be the Camera the Pointer interacted with.
* Added the Mask component to Container. It worked without it, but this brings it in-line with the documentation and other Game Objects. Fix #3797 (thanks @zilbuz)
* The DataManager couldn't redefine previously removed properties. Fix #3803 (thanks @AleBles @oo7ph)
* The Canvas DrawImage function has been recoded entirely so it now correctly supports parent matrix and camera matrix calculations. This fixes an issue where children inside Containers would lose their rotation, and other issues, when in the Canvas Renderer. Fix #3728 (thanks @samid737)
* `clearMask(true)` would throw an exception if the Game Object didn't have a mask. Now it checks first before destroying the mask. Fix #3809 (thanks @NokFrt)
* In the WebGL `GeometryMask` the stencil has been changed from `INVERT` to `KEEP` in order to fix issues when masking Graphics objects and other complex objects. Fix #3807. This also fixes the issue where children in Containers would display incorrectly outside of a Geometry mask. Fix #3746 (thanks @zilbuz @oklar)
* `BitmapMask.destroy` will now remove the textures and framebuffers that it created from the WebGL Renderer as part of the destroy process. Fix #3771 (thanks @nunof07)
### 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:
@DannyT @squilibob @dvdbrink @t1gu1 @cyantree @DrevanTonder @mikewesthad @tarsupin @shadowofsoul
Also, a special mention to @andygroff for his excellent work enhancing the search box on the examples site, and @hexus for his assistance completing the documentation for the Game Objects.

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# Phaser 3 Change Log
## Version 3.12.0 - Silica - 4th September 2018
### FlatTintPipeline Updates
In 3.11 I overhauled the TextureTintPipeline, the WebGL batch used to render all texture based Game Objects, such as Sprites. In this release I did the same to the FlatTintPipeline. This pipeline was used exclusively by the Graphics Game Object to draw filled and stroked primitives in WebGL. It was also used by classes such as the Camera in order to draw their colored backgrounds and flash / fade effects.
When I looked closely at the shaders being used by the texture and graphics pipelines I noticed they were virtually identical. Yet if you were to mix Graphics objects and Sprites in your game, it would cause a complete batch flush as it switched between the them as it rebound the shaders, adding to both the draw calls and gl ops per frame.
The more I looked through the graphics pipeline, the more I saw the same kind of things the texture one previously had: duplicate vars, in-line matrix operations and so on. So I worked through the process of refactoring it, boiling it down to just a handful of core methods and re-using methods the texture pipeline already had. The end result is that I've been able to remove the FlatTintPipeline entirely. This saves 42.3KB (unminifed) and removes 1000 lines of code from the build. Of course, lots of the methods were added to the texture pipeline, but that only increased from 730 sloc to 1087 sloc, a fraction of the amount before! And the benefits don't end there.
If you had any custom pipelines that extended the FlatTintPipeline please update them to extend the TextureTintPipeline instead. You'll likely need to remap a few methods, but most of them remain the same. Double-check the method signatures though.
The same pipeline can now draw both graphics and sprites, with the same shader and no texture swapping either. This means you can happily mix Graphics objects alongside Sprites and it won't cost any extra overhead at all. There are more benefits too, which are outlined in the list below.
* The TextureTintPipeline now has 100% jsdoc coverage.
* The removal of the FlatTintPipeline shaves 42.3KB and 1000 sloc from the bundle size.
* The Graphics fill and line styles are now cached in the pipeline, rather than being re-calculated for every primitive drawn.
* The new `batchTri` method will add a triangle to the vertex batch, either textured or filled.
* `drawFillRect` is a new method that will add an untransformed rectangle to the batch. These are used by things like Cameras to fill in background colors.
* `batchFillRect` has been moved to the TextureTintPipeline and has a new much more concise method signature.
* `batchFillTriangle` has been moved to the TextureTintPipeline and has a new much more concise method signature.
* `batchFillPath` has been moved to the TextureTintPipeline and has a new much more concise method signature.
* `batchLine` has been moved to the TextureTintPipeline.
* When drawing Graphics paths with a line width of 1 it will no longer spend any time drawing the line joins, speeding-up the rendering of 1px lines.
### WebGL Scissor Update
The process of managing scissors in the WebGLRenderer has been completely rewritten. Previously, the gl scissor was being constantly enabled and disabled for every Camera in your game, leading to pointless gl operations.
* Cameras have a new internal method `updateSystem` which is automatically called if you change any Camera viewport values. This in turn tells the Scene Manager if there are any cameras with custom viewports, in any Scene of your game. If there are not then the scissor is never even enabled or set, meaning zero gl ops! If your game uses full sized Cameras it now doesn't cost anything at all with regard to scissoring.
* If a new scissor is set it will now check to see if it's the same size and position as the current scissor, and if so, it'll skip setting it at all.
### Render Texture New Features and Updates
The Render Texture class has been rewritten from scratch and all Game Objects have been updated to support it. Previously it was very restricted in what you could do with it. It used to have a matrix stack for internal transforms, but this has been replaced with a Camera instead. This means you have the full power of a Camera system (scrolling, zooming, rotation) but it only impacts the contents of the Render Texture.
* The biggest update is the change in what the `draw` method can accept. Previously you had to pass in a texture and frame reference. This has changed, as has the method signature. It can now accept any of the following:
- Any renderable Game Object, such as a Sprite, Text, Graphics or TileSprite.
- Dynamic and Static Tilemap Layers.
- A Group. The contents of which will be iterated and drawn in turn.
- A Container. The contents of which will be iterated fully, and drawn in turn.
- A Scene. Pass in `Scene.children` to draw the whole display list.
- Another Render Texture.
- A Texture Frame instance.
- A string. This is used to look-up a texture from the Texture Manager.
* There is a new method `drawFrame` which allows you to pass in a string-based texture and frame key and have it drawn to the Render Texture.
* The new method `saveTexture` allows you to save the Render Texture into the Texture Manager using your own key. You can then use the Render Texture for any Game Object that accepts textures as a source, such as Sprites or even Tilemap Layers. You can add frame data to a Render Texture using the `RenderTexture.texture.add` method.
* The new `camera` property is an instance of a complete 2D Camera. You can use it to change the view into your Render Texture. Scroll, rotate, zoom, just like you would with a normal Camera, except it will only influence the objects being drawn to the Render Texture.
* All of the matrix-style methods have been removed: `save`, `translate`, `restore`, `scale`, `rotate`. You can now achieve the same thing by either transforming the object you want to draw to the Render Texture, or using the built-in Camera.
* You can now crop a Render Texture. Use the `setCrop` method to define the crop region.
See the fully complete documentation for more details and the extensive examples and tests created.
### Text Game Object New Features and Updates
The Text Game Object has been given an internal overhaul to make it more flexible. Some properties have been renamed or moved and new features added:
* Text can now be cropped in WebGL and Canvas! Use the `setCrop` method to crop the text.
* Text now keeps a reference to the renderer in the `renderer` property.
* The `canvasTexture` property has been removed.
* Text now has internal `texture` and `frame` properties. These replace the old `canvasTexture` but perform the same task, while allowing for texture cropping and much smaller renderer code.
* Previously, changing a Text object by setting its `text` property directly wouldn't change the text being rendered as using `setText` was the expected way to change what was being displayed. Internally the `text` property has been renamed to `_text` and flagged as private, and a new getter / setter for `text` has been added, which hands over to the `setText` method, meaning you can now use both ways of setting the text. Fix #3919 (thanks @hackhat @samid737)
### Tile Sprite Object New Features and Updates
The Tile Sprite Game Object has been given an internal overhaul to make it more flexible. Some properties have been renamed or moved and new features added:
* Tile Sprites can now be cropped in WebGL and Canvas! Use the `setCrop` method to crop the tile sprite.
* There is a new method `setTileScale` which will set the tile scale in a chainable call.
* There is a new internal `canvas` property. Tile Sprites work differently than before in Canvas mode: Previously they would use the `fillRect` command on the game canvas to draw themselves every frame, even if they hadn't changed. They now draw to an internal canvas only when their position or scale changes. This canvas is then drawn to the game canvas instead. It's faster, as it doesn't fillRect every frame and also allows you to draw them to other contexts, such as Render Textures.
* There are two new internal properties `_tilePosition` and `_tileScale` which are Vector 2s that hold the position and scale. Getters have been added, so use the same properties as before in your code.
* There are two new properties `displayTexture` and `displayFrame`. These replace the previous `texture` and `frame` properties and hold references to the source texture the Tile Sprite is using.
* The `canvasPattern` property has been renamed to `fillPattern`.
* The `oldFrame` property has been removed.
* The `canvasBuffer` property has been renamed to `fillCanvas`.
* The `canvasBufferCtx` property has been renamed to `fillContext`.
### Tilemap New Features and Updates
The Tilemap and Dynamic and Static Tilemap Layer classes now all support 4 different modes of render order for drawing the tiles. This allows you to control the z-order of the tiles during render. This feature was requested by @etienne (who provided the test maps too) - see the new examples in the Labs for better understand the impact this has.
The default is 'right-down', meaning it will order the tiles starting from the top-left, drawing to the right and then moving down to the next row.
The four draw orders are:
0 = right-down
1 = left-down
2 = right-up
3 = left-up
* Tilemap has a new property `renderOrder` which is a string based version of the render order, as used when new layers are created via the map. If the map is created from Tiled JSON data, it will use whatever render order has been specified in the map data.
* Tilemap has a new method `setRenderOrder`. This takes either an integer or a string-based version of the render order and stores it locally. It's then used during the creation of any layers from that point on.
* The DynamicTilemapLayer has a new method `setRenderOrder`. This takes either an integer or a string-based version of the render order and stores it locally. It's then used during rendering of the layer. You can change the value on the fly.
* The StaticTilemapLayer has a new method `setRenderOrder`. This takes either an integer or a string-based version of the render order and stores it locally. Under WebGL it will re-create the whole vertex buffer, using the new draw order. Under Canvas it uses it at run-time during rendering. You can change it on the fly.
* ParseJSONTiled now extracts the `renderorder` property from the Tiled JSON.
* MapData has a new `renderOrder` property, which is populated by the Tiled Parser.
### Matter.js Updates
The version of Matter.js used by Phaser has been updated from 0.13.1 to 0.14.2. To clarify why we don't include Matter via npm, it's because we use a customized version of Matter that includes extra features and optimizations not yet found in the official library.
Most of the updates were about documentation and module namespacing, however those relevant to Phaser are listed below. You can also view the full [Matter Change Log](https://github.com/liabru/matter-js/blob/master/CHANGELOG.md).
* fix Composite.bounds global issue, closes #627, closes #544 ([f7f77b4](https://github.com/liabru/matter-js/commit/f7f77b4)), closes [#627](https://github.com/liabru/matter-js/issues/627) [#544](https://github.com/liabru/matter-js/issues/544)
* updated pathseg library, closes #548, closes #602, closes #424 ([1e5758f](https://github.com/liabru/matter-js/commit/1e5758f)), closes [#548](https://github.com/liabru/matter-js/issues/548) [#602](https://github.com/liabru/matter-js/issues/602) [#424](https://github.com/liabru/matter-js/issues/424)
* fix Common.isElement on node, closes #535 ([ec38eeb](https://github.com/liabru/matter-js/commit/ec38eeb)), closes [#535](https://github.com/liabru/matter-js/issues/535)
* added Query.collides, closes #478 ([6593a72](https://github.com/liabru/matter-js/commit/6593a72)), closes [#478](https://github.com/liabru/matter-js/issues/478)
* fix `point` argument of Body.scale, closes #428 ([894c1ef](https://github.com/liabru/matter-js/commit/894c1ef)), closes [#428](https://github.com/liabru/matter-js/issues/428)
* fix Body.scale for compound bodies ([50a89d0](https://github.com/liabru/matter-js/commit/50a89d0))
* fix centroid for static compound bodies, closes #483 ([ece66e6](https://github.com/liabru/matter-js/commit/ece66e6)), closes [#483](https://github.com/liabru/matter-js/issues/483)
* fix Common.isElement, closes #501, closes #507, closes #459, closes #468, closes #517 ([18a0845](https://github.com/liabru/matter-js/commit/18a0845)), closes [#501](https://github.com/liabru/matter-js/issues/501) [#507](https://github.com/liabru/matter-js/issues/507) [#459](https://github.com/liabru/matter-js/issues/459) [#468](https://github.com/liabru/matter-js/issues/468) [#517](https://github.com/liabru/matter-js/issues/517)
* fix inertia change in Body.setMass, closes #378 ([f7d1877](https://github.com/liabru/matter-js/commit/f7d1877)), closes [#378](https://github.com/liabru/matter-js/issues/378)
* fix Vertices.chamfer radius argument, closes #467 ([3bceef4](https://github.com/liabru/matter-js/commit/3bceef4)), closes [#467](https://github.com/liabru/matter-js/issues/467)
### Camera 3D Plugin
Support for Camera 3D and Sprite 3D Game Objects have been removed from the core Phaser bundle and moved to an optional plugin.
You can find the source for Camera 3D in the new `plugins/camera3d` folder, along with a README file explaining how to now use the plugin in your games.
* When a Sprite3D object is added to a Camera via `Camera.add` it is now added to the Display and Update Lists. Fix #3945 (thanks @vvega)
### New Features
* `Camera.resolution` is a new read-only property that holds the current game config resolution that the camera is using. This is used internally for viewport calculations.
* `Text.resolution` and the method `Text.setResolution` allows you to control the resolution of a Static Text Game Object. By default it will be set to match the resolution set in the Game Config, but you can override it yourself via the TextStyle. It allows for much clearer text on High DPI devices, at the cost of larger internal Canvas textures for the Text - so please use with caution, as the more high res Text you have, the more memory it uses up. Fix #3528 (thanks @kirillbunin)
* `TransformMatrix.getCSSMatrix` will return a CSS transform matrix formatted string from the current matrix values.
* `CacheManager` now creates a new cache called `html` which is used to store all loaded HTML snippets.
* `FileType.HTML` is a new file type loader that will load an HTML snippet and store it in the new `html` cache. Access it via `load.html` (this method was previously used to load html to textures, please see `load.htmlTexture` for this feature now)
* `TransformMatrix.getX` is a new method that return the x component from the given x and y values based on the current matrix. This is used heavily in the pipelines.
* `TransformMatrix.getY` is a new method that return the y component from the given x and y values based on the current matrix. This is used heavily in the pipelines.
* `TransformMatrix.copyToArray` is a new method that will copy the matrix values to the given array. It's the counter-part of `copyFromArray`.
* `Graphics.setTexture` is a new WebGL only method that allows you to set a texture to be used when drawing the shapes on the Graphics object. You can also specify how the texture should be blended with the current fill or gradient colors. Note that the texture is not tiled, it is stretched to fit the shape being drawn.
* `Graphics.fillGradientStyle` is a new WebGL only method that allows you to set a gradient for the shapes being filled. You can control the colors at the 4 corners of a rectangle. The colors are then blended automatically in the shader. Use of this feature is limited. For example, you cannot gradient fill a whole path or an arc, as it's made up of lots of triangles. But for quick gradient backgrounds or buttons it's perfect.
* `Graphics.lineGradientStyle` is a new WebGL only method that allows you to set a gradient for the shapes being stroked. You can control the colors at the 4 corners of a rectangle. The colors are then blended automatically in the shader. Use of this feature is limited. For example, you cannot gradient stroke a whole path or an arc, as it's made up of lots of triangles. But for quick gradient lines it's perfect.
* `TextureManager.getBase64` is a new method that will take a texture frame key and return a base64 encoded version of the frame. You can also provide the image type and encoder options.
* Global Plugins now have a new optional `data` object, the contents of which are passed to the plugins `init` method. This allows users to pass data directly into a plugin when added in the config: `{ key: 'BankPlugin', plugin: BankPluginV3, start: true, data: { gold: 5000 } }` or when adding a plugin via the `install` method (thanks @samme)
* You can now play animations in reverse! Use the new `Sprite.anims.playReverse` method to play a pre-defined animation in reverse from its starting frame. Or call `Sprite.anims.reverse` to immediately reverse the flow of an already running animation. Animations running in reverse still count towards the repeat total and respect the yoyo flag (thanks @khaleb85 @Ben-Millions)
* The `ParticleEmitterManager` now has the Transform component. This means you can now set the position, rotation or scale of the Emitter Manager, and it will influence every Emitter it is rendering. The Managers transform is mixed with that of the Camera. This works in both Canvas and WebGL.
* `TextureManager.addRenderTexture` is a new method that will add a Render Texture into the Texture Manager, allowing you to use it as the texture for Game Objects just by using the texture key. Modifying the source Render Texture will immediately modify any Game Objects using it.
* TextureSource has a new boolean property `isRenderTexture` which is set automatically when it's created.
* The Canvas Renderer has a new method `setContext` which allows it to swap the context being drawn to by all draw operations. Call the method with no arguments to reset it to the default game canvas.
* If you set `window.FORCE_WEBGL` or `window.FORCE_CANVAS` in the window in which the Phaser game is loaded it will over-ride the renderer type setting in your game config, and force either WebGL or Canvas. This is handy for quickly testing the differences between renderers without having to do a new build each time.
* `TextureSource.source` is a new property that contains the original source of the Texture image. It is cleared when the source is destroyed.
* `TransformMatrix.copyToContext` is a new method that will copy the values from the Matrix to the given Canvas Rendering Context.
* `Phaser.Utils.String.UUID` will return an RFC4122 complaint UUID as a string. This is used internally to avoid cache key conflicts, but is exposed for your own use as well.
* There is a new `Crop` Component which is used by non-texture based Game Objects, such as Text and TileSprite. You either use `TextureCrop` or `Crop`, not both together on the same object.
* `TransformMatrix.setToContext` is a new method that will set the values from the Matrix to the given Canvas Rendering Context using setTransform rather than transform.
* `SetTransform` is a new Canvas Renderer function that consolidates the process of preparing a Game Object for rendering, without actually rendering it. This is used internally by the Graphics and Bitmap Text classes.
* The Texture Manager has a new method called `renameTexture` which will let you rename a texture, changing the key to the new one given. All existing Game Objects will still maintain their reference, even after a rename.
* When loading an SVG file you can now change the size of the SVG during the load process, before it is rendered to a texture. This is really helpful if you wish to increase SVGs that have small viewBoxes set, or want to try and reduce memory consumption from SVGs with extra large dimensions. You can either pass in a fixed width and height: `this.load.svg('morty', 'file.svg', { width: 300, height: 600 })` or you can provide a scale factor instead: `this.load.svg('morty', 'file.svg', { scale: 4 })` (thanks @ysraelJMM)
* `Polygon.Perimeter` will return the perimeter for the given Polygon (thanks @iamchristopher)
* `Polygon.GetPoints` will return an array of Point objects containing the coordinates of the points around the perimeter of the Polygon, based on the given quantity or stepRate values. This is available as a static function and as the `getPoints` method on a Polygon (thanks @iamchristopher)
### Updates
* The Camera class has been split into two: `BaseCamera` which contains all of the core Camera functions and properties, and would serve as a great base for you to extend for your own custom Cameras, and `Camera` which is the same class name as previously. `Camera` extends the Base Camera and adds in follower support and the Special Effects. You don't need to update your code, even if currently extending a Camera, as they work the same as before.
* `Camera.x` and `Camera.y` have been turned into getters / setters, mapped to the internal private values `_x` and `_y` respectively. This is so that setting the Camera viewport position directly will now update the new internal resolution calculation vars too.
* `Camera.setScene` will now set the Cameras `resolution` property at the same time and update the internal viewport vars.
* The `Cull Tiles` method used by the Dynamic Tilemap Layer has had a nice and significant optimization. It will now use the cull area dimensions to restrict the amount of tile iteration that takes place per layer, resulting in dramatic reductions in processing time on large layers, or multiple layers (thanks @tarsupin)
* `GameObject.willRender` now takes a Camera as its only argument and uses it within the check. This has allowed me to remove 23 duplicate checks spread across the various Game Objects, all of which did the same thing, saving both KB and CPU time as the flags were being checked twice in most cases.
* The file type loader `HTML` has been renamed to `HTMLTexture`. If you were using this then please change your calls from `load.html` to `load.htmlTexture`. The arguments remain the same.
* The `setBlendMode` method in the WebGL Renderer now returns a boolean. True if a new blend mode was set, otherwise false. Previously it returned a reference to the renderer instance.
* The method `batchVertices` in the TextureTintPipeline has been renamed to `batchQuad` which more accurately describes what it does.
* In ArcadePhysics `Body.setSize` you can now choose to not pass width and height values to the method. If you do this it will check to see if the parent Game Object has a texture frame, and if so, it will use the frame sizes for the Body dimensions (thanks @tarsupin)
* `PluginCache.destroyCorePlugins` will remove all core plugins from the cache. Be very careful calling this as Phaser cannot restart or create any new Scenes once this has been called.
* `PluginCache.destroyCustomPlugins` will remove all custom plugins from the cache.
* `PluginManager.destroy` will now clear all custom plugins from the Plugin Cache. This fixes an issue with not being able to destroy a Phaser game instance and restart it if it used a custom plugin (thanks jd.joshuadavison)
* `Game.destroy` has a new boolean argument `noReturn`. If set it will remove all Core plugins when the game instance is destroyed. You cannot restart Phaser on the same web page after doing this, so only set it if you know you're done and don't need to run Phaser again.
* The `MouseManager` will no longer process its native events if the manager reference has been removed (i.e. you move the pointer as the game is destroying itself)
* The `TouchManager` will no longer process its native events if the manager reference has been removed (i.e. you move the pointer as the game is destroying itself)
* `Particle.color` has been removed as it's now calculated during rendering to allow for Camera alpha support.
* The Game boot event flow has changed slightly. The Game will now listen for a `texturesready` event, which is dispatched by the Texture Manager when the default textures have finished processing. Upon receiving this, the Game will emit the `ready` event, which all the other systems listen for and respond to. The difference is that the Renderer uses the `texturesready` event to ensure that it is the first thing to be activated, before any other system.
* The WebGLRenderer has a new property `blankTexture` which is a reference to an empty 32x32 transparent WebGL Texture. This is used internally for things like rendering Graphics with no texture fills and where no other texture has been set.
* The WebGLRenderer has a new method `setBlankTexture` which forces it to set the blank texture as the current texture. This is used after drawing a Render Texture to ensure no other object tries to draw to itself.
* The StaticTilemapLayer has had the following properties and methods added to it: `skipCull`, `tilesDrawn`, `tilesTotal`, `cullPaddingX`, `cullPaddingY`, `cullCallback`, `setSkipCull` and `setCullPadding` as these are all used by the Canvas Static Layer renderer. Static Layers in 3.11 didn't render in Canvas because the cull values were missing, but now render correctly and can also be rendered to other targets, like a Render Texture.
* The Math.Snap methods `Snap.Floor`, `Snap.Ceil` and `Snap.To` have all gained a new optional boolean argument `divide`. If set the resulting snapped value will be divided by the gap amount before returning. This is handy if you're trying to quickly snap a value into a grid or array location.
* The `currentBlendMode` property has been removed from the Canvas Renderer and is no longer checked by any class. Blend modes are now set directly on the context to avoid state saving invalidation.
* The `currentAlpha` property has been removed from the Canvas Renderer and is no longer checked by any class. Alpha values are now set directly on the context to avoid state saving invalidation.
* `TextureCrop` and `Crop` have a new method `resetCropObject` which generates the crop data object required by Game Objects that support cropping. This allows us to remove duplicate code from a number of Game Objects and replace it with a single function call.
* The Canvas Renderer has a new `batchSprite` method that consolidates the process of drawing a texture-based Game Object to the canvas. It processes the alpha, blend mode and matrix calculations in a single function and now is used by nearly all Game Object canvas renderers.
* The `batchTexture` method in the Texture Tint Pipeline now supports cropped Game Objects and will adjust the drawn texture frame accordingly.
* The `Matrix Stack` Component has been removed. It's no longer used internally and was just wasting space.
* You can now specify the `lineHeight` of a Retro Font in the Retro Font Config object (thanks @FelixNemis)
* When a Static Tilemap Layer is generated in WebGL it will use the Cameras `roundPixels` value to clamp the tile coordinates.
* The `CanvasRenderer.DrawImage` function has been removed, as has the associated `drawImage` property from the Canvas Renderer as they're no longer used.
* The `CanvasRenderer.BlitImage` function has been removed, as has the associated `blitImage` property from the Canvas Renderer as they're no longer used.
* You can now access the Game instance directly from a Scene using `this.game` as long as it exists in the Scene's Injection Map, which it does by default. Be very careful what you do here: there's next to nothing you should actually use this for.
* `Camera.ignore` can now take nested-arrays of Game Objects and also supports both Groups and Containers.
* The `changedata` event dispatched by the Data Manager now includes the previous value as the 4th argument to the callback, so the event signature is now: `parent, key, value, previousValue` (thanks @iamchristopher)
* The call to `gl.clearColor` is now skipped when `clearBeforeRender` is set to `false` (thanks @goldfire)
* The calls to `DistanceBetween` have been replaced with `DistanceSquared` in the `closest` and `furthest` functions within Arcade Physics (thanks @Mursaat)
* The RandomDataGenerator will now create a default random seed if you instantiate your own version of the class (instead of using `Phaser.Math.RND`) and don't provide a seed for it (thanks michaeld)
* The Tilemap `createFromObjects` method will now add custom properties to the Game Objects. It works by checking if the property exists or not, and if not, it sets it in the Game Objects Data Manager (thanks @scalemailted @samme)
* In Matter.js if you scaled a Body it would only scale correctly once, due to the way Matter handles scaling internally. We now automatically reset the Matter scale before applying the new value, which allows you to keep the Phaser and Matter object scales in sync. Fix #3785 #3951 (thanks @bergben)
* The default Container Blend Mode is now `SKIP_TEST`. This allows you to either set a blend mode for a Container, in which case all children use that blend mode. Or, you can set a blend mode on the children and the children will render using their own blend modes, as the Container doesn't have one set. The WebGL and Canvas Renderer functions have also been updated to support this change. Fix #3684 (thanks @TadejZupancic)
* Previously the Input Manager would create a Touch handler unless the Game Config had `input.touch` set to `false` (the default was true). If no such property is set, it no longer defaults to `true` and instead is set to whatever `Device.input.touch` returns. On non-touchscreen desktops this means it will now only create one single Pointer, rather than two.
* The Arcade Physics Body `_tempMatrix` property has been removed. It was only used if the Body's Game Object had a parent. The matrix has been moved to the World instance instead, shared by all bodies.
* Arcade Physics World has gained two new private properties `_tempMatrix` and `_tempMatrix2`. These are used by all bodies in the simulation that need a temporal matrix for calculations, rather than having their own instances.
* The Input Manager has gained a new private property `_tempMatrix2`. This is used internally in the hitTest checks to avoid constant matrix creation.
* The Transform Matrix has a new method `applyInverse` which will take an x/y position and inverse translate it through the current matrix.
* Using `keyboard.addKeys("W, A, S, D")` would fail because of the spacing between the characters. `addKeys` will now trim the input allowing you to space characters out if you prefer (thanks @dhruvyad)
* Calling `setTimeScale` on the Sprite's Animation component will now set the time scale value and keep it set until you change it again. Previously it would be reset to 1 when a new animation was loaded into the component, but this no longer happens - once the time scale is set it remains in effect, regardless of which animations are played on the Sprite.
### Game Config Resolution Specific Bug Fixes
Setting the `resolution` property in the Game Config to a value other than 1 would cause various errors in the API. The following have been fixed:
* The game canvas would be sized incorrectly, unless you had enabled auto resizing. It now scales the canvas to the size given, maintaining the resolution. Fix #3468 (thanks @Legomite)
* Cameras with background colors set would display the filled color area at the wrong size. Camera fills now respect the resolution.
* The Camera Fade Effect would display the fade fill rectangle at the wrong size. Camera fades now respect the resolution.
* The Camera Flash Effect would display the fade fill rectangle at the wrong size. Camera flashes now respect the resolution.
* The Camera Shake Effect would shake the Camera using the wrong width values. Camera Shakes now respect the resolution.
* Input calculations would not factor in the Game Resolution correctly. If a Camera viewport was not at 0x0 or not the full size, or the Camera was rotated or zoomed, the input areas would be wrong if `resolution` was > 1. These are now factored in correctly and changing the resolution no longer breaks input. Fix #3606 (thanks @Secretmapper @thanh-taro)
### Bug Fixes
* The `setCrop` method stored its crop object on the prototype chain by mistake, causing all Images or Sprites that were cropped to display the same frame. The crop data has been moved to the Game Object instance, where it should be, fixing this issue (thanks NoxBrutalis)
* If an AudioFile failed to load and throw an incomplete error, it would cause the console.log to crash JavaScript when trying to log the error. It now only logs the message if it exists. Fix #3830 (thanks @kelostrada)
* Particles using a blend mode wouldn't render correctly after the updates in 3.11. If the blend mode changes during the processing of an emitter manager it'll now correctly rebind the texture, stopping the particles from vanishing. Fix #3851 (thanks @maxailloud)
* Adding an array of children to a Group would cause it to mistakenly think you were passing a config object. Fix #3854 (thanks @pedro-w)
* Graphics paths in WebGL would not render the line join between the final and the first path if the path was closed, leaving a noticeable gap if you used particularly thick strokes. If the path is closed it will now render the final line join properly.
* If a Mesh caused a batch flush it would fail to render as its texture was lost. It's now rebound correctly after the flush.
* `ArcadePhysics.closest` and `ArcadePhysics.furthest` used the wrong tree reference, causing them to throw errors (thanks @samme)
* `BlitterCanvasRenderer` would fail to render a Bob in Canvas mode if it was flipped (thanks @SBCGames)
* `RenderTexture.draw` would fail to draw the frame in Canvas mode (thanks @SBCGames)
* `ParticleEmitter` would fail to draw a textured particle in Canvas mode (thanks @SBCGames)
* `RenderTexture.preDestroy` will now release the canvas back to the CanvasPool if running in canvas mode (thanks @SBCGames)
* The `alpha` value is now always set for Render Textures in canvas mode, regardless of the previous alpha value in the renderer (thanks @SBCGames)
* Zone now calls `updateDisplayOrigin` in its constructor, causing the `displayOriginX` and `displayOriginY` values to now be correct if you create a Zone and then don't resize it. Fix #3865 (thanks @rexrainbow)
* The `CameraManager` was accidentally adding extra destroy event calls when a Scene was restarted, causing an `Uncaught TypeError: Cannot read property 'events' of null` when trying to destroy a game instance having swapped from a Scene to another, and back again. Fix #3878 (thanks @mbunby)
* RenderTextures in WebGL will now set the viewport size, stopping the console warning in Firefox. Fix #3823 (thanks @SBCGames)
* Particles now take the Cameras alpha value into consideration when calculating their final alpha values in WebGL. They previously ignored it. If you now alpha a Camera out all particles will change accordingly.
* The `CullTiles` updates from 3.11 didn't factor in the position of the Tilemap Layer to its bounds calculations, causing Static layers displayed out of the Camera viewport to never render in Canvas mode. The method has also been optimized further, with less divisions and less checks if culling is disabled.
* The Particle Emitter when running in Canvas wouldn't allow more than 1 emitter to use a blend mode (as seen in the Electric examples). The blend mode is properly set for each emitter now.
* The Blend Mode is now set directly in all Canvas Renderers without comparing it to what's stored in the Canvas Renderer. This fixes problems where the blend mode would be lost between two different Game Objects because they restored the context, but didn't update the renderer flag. Game Objects in Canvas can now mix and match blend modes across the display list.
* Matter.js has received a tiny update that prevents `collisionEnd` from triggering many times when it should only trigger once (thanks @mikewesthad)
* Graphics objects couldn't be set to be ignored by Cameras. Now every renderable Game Object can be ignored by a Camera, either directly or via a Container. The exception are Groups because they don't render and are non-exclusive parents.
* The Tilemap Culling function now uses the Tilemap tile dimensions for its bounds calculations, instead of the layer tile sizes, as they two don't have to match and it's the underlying grid size that takes precedence when calculating visible tiles. Fix #3893 (thanks @Zax37)
* The Arcade Physics `Body.speed` property is now set whenever you set the velocity via `setVelocity` or `setVelocityX` or `setVelocityY` which stops the body velocity being reset to zero if `useDamping` is enabled. Fix #3888 (thanks @samme)
* The `getPixelAlpha` method in the Texture Manager wasn't using the correct frame name. This is now passed in correctly. Fix #3937 (thanks @goldfire)
* The `getPixelAlpha` and `getPixel` methods in the Texture Manager would allow x/y coordinates from outside the cut area of a frame. It now tests to ensure they're within the frame. Fix #3937 (thanks @goldfire)
* A Game Object couldn't have a blend mode of `SKIP_TEST` set by using the getter or the `setBlendMode` method.
* In Arcade Physics the `World.disable` call was passing the wrong argument, so never disabling the actual body (thanks @samme)
* There was a visual bug with Rounded Rectangles in Canvas mode, due to the addition of the `overshoot` argument in the Graphics arc call. This has been fixed, so arcs will now render correctly and consistently in WebGL and Canvas and Rounded Rectangles are back to normal again too. Fix #3912 (thanks @valse)
* The `InputManager.inputCandidate` method, which determines if a Game Object can be interacted with by a given Pointer and Camera combination, now takes the full camera status into consideration. This means if a Camera is set to ignore a Game Object you can now no longer interact with it, or if the Camera is ignoring a Container with an interactive Game Object inside it, you cannot interact with the Container children anymore. Previously they would interact regardless of the Camera state. Fix #3984 (thanks @NemoStein @samid737)
* `Transform.getWorldTransformMatrix` has been recoded to iterate the transform parents correctly, applying the matrix multiplications as it goes. This (along with some changes in the Input Manager) fix the issue with Game Objects inside of Containers failing hit tests between certain angles. Fix #3920 (thanks @chaping @hackhat)
* Calling Arcade Physics `collide` during an `update` method wouldn't inject the results back into the Body parent, causing the bodies to carry on moving. Using Colliders worked, but manually checking did not. Now, both methods work. Fix #3777 (thanks @samme)
* The `setTintFill` method would ignore the `alpha` value of the Game Object in the shader. The alpha value is now blended with the tint fill, allowing you to properly alpha out tint-filled Game Objects. Fix #3992 (thanks @trl-bsd)
* Arcade Physics World `collideSpriteVsTilemapLayer` now syncs the collision results back to the body, allowing you to call `collide` from within an update loop once again. Fix #3999 (thanks @nkholski @mikewesthad)
* Arcade Physics Body `deltaX` and `deltaY` methods will now return the previous steps delta values, rather than zero. Fix #3987 (thanks @HaoboZ)
### 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:
@SBCGames @rgk @rook2pawn @robbintt @bguyl @halilcakarr @PhaserEditor2D @Edwin222 @tfelix @Yudikubota @hexus @guzmonne @ampled @thanh-taro @dcbriccetti @Dreaded-Gnu @padme-amidala @rootasjey @ampled @thejonanshow @polarstoat @jdjoshuadavison @alexeymolchan @samme @PBird @spontoreau @hypertrifle @kid-wumeng
Thanks to @khaleb85 for fixing the super-annoying lag on the API Docs pages when it hung the browser while indexing the search field.

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# Phaser 3 Change Log
## Version 3.13.0 - Yuuki - 20th September 2018
### Facebook Instant Games Plugin
Phaser 3.13 introduces the new 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.
The plugin offers the following features:
* Easy integration with the Phaser Loader so load events update the Facebook progress circle.
* Events for every plugin method, allowing the async calls of the SDK to be correctly inserted into the Phaser game flow. When SDK calls resolve they will surface naturally as a Phaser event and you'll know you can safely act upon them without potentially doing something mid-way through the game step.
* All Plugin methods check if the call is part of the supported APIs available in the SDK, without needing to launch an async request first.
* Instant access to platform, player and locale data.
* Easily load player photos directly into the Texture Manager, ready for use with a Game Object.
* Subscribe to game bots.
* The plugin has a built-in Data Manager which makes dealing with data stored on Facebook seamless. Just create whatever data properties you need and they are automatically synced.
* Support for FB stats, to retrieve, store and increment stats into cloud storage.
* Save Session data with built-in session length validation.
* Easy context switching, to swap between game instances and session data retrieval.
* Easily open a Facebook share, invite, request or game challenge window and populate the text and image content using any image stored in the Texture cache.
* Full Leaderboard support. Retrieve, scan and update leaderboard entries, as well as player matching.
* Support for in-app purchases, with product catalogs, the ability to handle purchases, get past purchases and consume previously unlocked purchases.
* Easily preload a set of interstitial ads, in both banner and video form, then display the ad at any point in your game, with in-built tracking of ads displayed and inventory available.
* Plus other features, such as logging to FB Analytics, creating short cuts, switching games, etc.
The plugin is fully documented and official tutorials and project templates will follow shortly.
### New Shape Game Objects
Phaser 3.13 has a new Game Object called `Shape`, which by itself isn't much use because it's a base class. However, extending that class are 11 different types of Shape (with more to come) and you can use it to create your own custom Shapes as well. Shapes are added to the display list in the exact same way as any other Game Object. For example:
```
this.add.rectangle(400, 300, 500, 120, 0x00ff00);
```
Here we're creating a new Rectangle shape. It's positioned at 400 x 300 in the Scene and has a size of 500 x 120 pixels. The final value is the fill color.
The thing to remember is that you can treat this Shape just like you'd treat any other Game Object. You can scale it, rotate it, alpha it, blend mode it, change its origin, give it a Camera scroll factor, put it inside a Container or Group, give it input abilities or even give it a physics body. It is, to all intents and purposes, a normal Game Object. The only difference is that when rendering it uses its own special bit of display code.
The shapes available are as follows:
* `GameObject.Arc` - The arc allows you to draw either a circle, or part of a circle. You can set the start and end angle, if the rotation is clockwise or not, and even set the number of iterations the arc will use during rendering.
* `GameObject.Curve` - The Curve Shape can take any Phaser Curve object, such as a Spline or Bezier Curve, and add it to the display list.
* `GameObject.Ellipse` - An ellipse shape, which is essentially a circle with a differing width and height. It can be filled or stroked (or both!) and as with the arc you can set the 'smoothness' of it, allowing you to decrease the number of points used when creating its polygon data.
* `GameObject.Grid` - The Grid Shape object allows you to generate them. You can set the width and height of the grid itself, as well as for the grid cells. The grid can either have a single color, or alternating cell colors and even have outline spacing between the cells, or not.
* `GameObject.Line` - Create a Line Shape drawn between any two points, with a color and thickness. In WebGL you can also specify a different thickness for the start and end of the line.
* `GameObject.Polygon` - A Polygon is effectively a list of points that is drawn between. The points can be provided in a number of different ways (as Vec2 objects, as an array, etc) and then you can either fill or stroke the resulting shape, or both.
* `GameObject.Rectangle` - Simple, but powerful and endlessly useful. Set a width and height and it'll display a Rectangle, with control over the size, fill color and stroke color.
* `GameObject.Star` - The Star shape does as its name suggests: it displays a star. You can control the number of points in the star as well as the inner and outer radius of it.
* `GameObject.Triangle` - A Triangular shape with full control over the points used to make it and its fill and stroke colors. Internally it uses the `batchFillTriangle` method in WebGL, making it actually faster to draw than a Quad! Use them happily for bullets or abstract space ships, or anything else you feel like.
* `GameObject.IsoTriangle` - This draws an isometric triangle, like a pyramid. You can control the colors of each face, if the pyramid is upside down or not and the width and height of it.
* `GameObject.IsoBox` - This draws an isometric box. You can set the colors for each face of the box, as well as the projection angle and also which of the 3 faces are drawn.
All of the Shape objects render in both Canvas and WebGL and are available via the Game Object Factory.
### Pointer and Input Event Updates
The specificity if the input events has been changed to allow you more control over event handling. Previously, the InputPlugin would emit the global `pointerdown` event first, and then the Game Object itself would emit the `pointerdown` event and finally the InputPlugin would emit the `gameobjectdown` event.
The order has now changed. The Game Object will dispatch its `pointerdown` event first. The InputPlugin will then dispatch `gameobjectdown` and finally the less specific of them all, `pointerdown` will be dispatched.
New in 3.13 is the ability to cancel this at any stage. All events are now sent an event object which you can call `event.stopPropagation()` on. This will immediately stop any further listeners from being invoked. If you call `stopPropagation()` after the first Game Object `pointerdown` event, then no more Game Object's will receive their callbacks and the InputPlugin will not dispatch either of its events.
This change has been introduced for `pointerdown`, `pointerup`, `pointermove`, `pointerover` and `pointerout`. No other data is included in the `event` object in this release.
* The Game Object `pointerdown` callback signature has changed. It used to send `pointer, x, y, camera` to the listener. It now sends `pointer, x, y, event` to the listener. If you still need the `camera` property you can get it from `pointer.camera`.
* The Game Object `gameobjectdown` callback signature has a new argument. It now sends `event` as the 3rd argument.
* The `pointerdown` event, as dispatched by the InputPlugin, is now sent _after_ the Game Object specific events (`GameObject.pointerdown` and `gameobjectdown`). This gives you the chance to cancel the event before the global listener receives it.
* The Game Object `pointerup` callback signature has a new argument. It now sends the `event` as the 4th argument.
* The Game Object `gameobjectup` callback signature has a new argument. It now sends `event` as the 3rd argument.
* The `pointerup` event, as dispatched by the InputPlugin, is now sent _after_ the Game Object specific events (`GameObject.pointerup` and `gameobjectup`). This gives you the chance to cancel the event before the global listener receives it.
* The Game Object `pointermove` callback signature has a new argument. It now sends the `event` as the 4th argument.
* The Game Object `gameobjectmove` callback signature has a new argument. It now sends `event` as the 3rd argument.
* The `pointermove` event, as dispatched by the InputPlugin, is now sent _after_ the Game Object specific events (`GameObject.pointermove` and `gameobjectmove`). This gives you the chance to cancel the event before the global listener receives it.
* The Game Object `pointerover` callback signature has a new argument. It now sends the `event` as the 4th argument.
* The Game Object `gameobjectover` callback signature has a new argument. It now sends `event` as the 3rd argument.
* The `pointerover` event, as dispatched by the InputPlugin, is now sent _after_ the Game Object specific events (`GameObject.pointerover` and `gameobjectover`). This gives you the chance to cancel the event before the global listener receives it.
* The Game Object `pointerout` callback signature has a new argument. It now sends the `event` as the 2nd argument.
* The Game Object `gameobjectout` callback signature has a new argument. It now sends `event` as the 3rd argument.
* The `pointerout` event, as dispatched by the InputPlugin, is now sent _after_ the Game Object specific events (`GameObject.pointerout` and `gameobjectout`). This gives you the chance to cancel the event before the global listener receives it.
### Game Object List Updates
When Sprite's are created they are added to two lists within the Scene - the Display List and the Update List. Under 3.12 when a Scene was shut down it would emit a `shutdown` event, which Sprites listened out for. When they received it, they would destroy themselves.
After [profiling and testing](https://github.com/photonstorm/phaser/issues/4028) this process has changed slightly. Game Object's no longer listen for the Scene `shutdown` event. Instead, the Display List and Update List will iterate their children and call `destroy` on them in turn. If being destroyed by a Scene in this way, the child will skip several expensive operations in its destroy function. More importantly, in busy Scenes you no longer need thousands of event listeners registered. The result is that changing Scene is now up to 100% faster than before. You need not change your code to benefit from this, however, if you were relying on custom Game Objects listening for the Scene `shutdown` event natively, then this is no longer the case and you'll have to manually add that listener to your classes.
* The UpdateList will now clear out its internal `_list`, `_pendingRemoval` and `_pendingInsertion` lists on shutdown. Before, it would only clear `_list`.
* `GameObject.destroy` has a new optional boolean argument `fromScene`, which controls how the destroy process flows.
### Camera Render to Texture
In 3.12 a new Camera method called `setRenderToTexture` was introduced. However, it had known issues so was placed under the experimental flag and you were advised not to use it unless in testing.
Thanks to several fixes in this release the experimental flag has been dropped and it's now safe to try using this new feature in production.
The method sets the Camera to render to a texture instead of to the main canvas. The Camera will redirect all Game Objects it's asked to render to this texture. During the render sequence, the texture itself will then be rendered to the main canvas.
Doing this gives you the ability to modify the texture before this happens, allowing for special effects such as Camera specific shaders, or post-processing on the texture.
* `Camera.setRenderToTexture` is a new method that enables the Camera to render to a target texture instead of the main canvas, allowing for application of special effects at run-time.
* `Camera.clearRenderToTexture` is a new method that stops a Camera from rendering to a texture and frees-up all associated resources.
* `Camera.setPipeline` allows you to change the WebGL pipeline being used if the Camera is rendering to a texture, effectively swapping the active shader. Call with no arguments to clear the pipeline.
* `Camera.renderToTexture` is a boolean property that controls where the Camera renders. It can be toggled on the fly.
* `Camera.canvas` is a Canvas Element that the Camera will render to if running under the Canvas Renderer and rendering to a texture.
* `Camera.context` is a Rendering Context that the Camera will render to if running under the Canvas Renderer and rendering to a texture.
* `Camera.glTexture` is a WebGL Texture that the Camera will render to if running under the WebGL Renderer and rendering to a texture.
* `Camera.framebuffer` is a WebGL Frame Buffer that the Camera will render to if running under the WebGL Renderer and rendering to a texture.
* `Camera.pipeline` is the Pipeline that the Camera will render with if running under the WebGL Renderer and rendering to a texture with a pipeline set.
* If you set a Camera to render to a texture then it will emit 2 events during the render loop. First, it will emit the event `prerender`. This happens right before any Game Object's are drawn to the Camera texture. Then, it will emit the event `postrender`. This happens after all Game Object's have been drawn, but right before the Camera texture is rendered to the main game canvas. It's the final point at which you can manipulate the texture before it appears in-game.
### New Features
* The `Color` object has a new property `h` which represents the hue of the color. You can tween or adjust this property in real-time and it will automatically update the internal RGB values with it.
* The `Color` object has a new property `s` which represents the saturation of the color. You can tween or adjust this property in real-time and it will automatically update the internal RGB values with it.
* The `Color` object has a new property `v` which represents the lightness value of the color. You can tween or adjust this property in real-time and it will automatically update the internal RGB values with it.
* `Color.setFromHSV` is a new method that will set the color values based on the HSV values given.
* `Color.gray` is a new method that will set the color to be a shade of gray based on the amount given.
* `Color.random` is a new method that will set the color to be a random hue based on the min and max values given.
* `Color.randomGray` is a new method that will set the color to be a random grayscale based on the min and max values given.
* `Color.saturate` is a new method that will saturate the color based on the amount given. This is a chainable version of adjusting the saturation property directly.
* `Color.desaturate` is a new method that will desaturate the color based on the amount given. This is a chainable version of adjusting the saturation property directly.
* `Color.lighten` is a new method that will lighten the color based on the amount given. This is a chainable version of adjusting the value property directly.
* `Color.darken` is a new method that will darken the color based on the amount given. This is a chainable version of adjusting the value property directly.
* `Color.brighten` is a new method that will brighten the color based on the amount given.
* The `CanvasTexture` class has a new property `imageData` which contains the ImageData of the texture.
* The `CanvasTexture` class has a new property `data` which is a Uint8ClampedArray view into the `buffer`.
* The `CanvasTexture` class has a new property `pixels` which is a Uint32Array view into the `buffer`.
* The `CanvasTexture` class has a new property `buffer` which is an ArrayBuffer the same size as the context ImageData.
* The `CanvasTexture` class has a new method `update` which refreshes the ImageData and ArrayBuffer based on the texture contents.
* The `CanvasTexture` class has a new method `draw` which draws the given Image or Canvas element to the CanvasTexture, then updates the internal ImageData buffer and arrays.
* The `CanvasTexture` class has a new method `getPixel` which will get the color of a specific pixel from the Canvas Texture and store it in the returned Color object. It uses the ArrayBuffer to do this, which is extremely fast, allowing for quick iteration across the canvas data.
* The WebGLPipeline and WebGLRenderer have new a method `setFloat1v` which allows you to set a `uniform1fv` uniform value (thanks @Mattykins)
* The WebGLPipeline and WebGLRenderer have new a method `setFloat2v` which allows you to set a `uniform2fv` uniform value (thanks @Mattykins)
* The WebGLPipeline and WebGLRenderer have new a method `setFloat3v` which allows you to set a `uniform3fv` uniform value (thanks @Mattykins)
* The WebGLPipeline and WebGLRenderer have new a method `setFloat4v` which allows you to set a `uniform4fv` uniform value (thanks @Mattykins)
* `Text.setLineSpacing` is a new method that allows you to easily set the line spacing value of a Text object in a chainable call (thanks @RafelSanso)
### Updates
* The Graphics Canvas Renderer will now automatically call `beginPath` on the target context before processing the command stack. This has the effect of clearing off any sub-paths that may have persisted on the stack from previous Graphics objects or frames. This makes it more in-line with WebGL re: expectations when calling `Graphics.clear`.
* `initPipeline` now defaults to the Texture Tint Pipeline if nothing else is specified. This allowed me to remove explicit strings from 11 different Game Objects, saving some bytes in the process.
* The `RGBToHSV` function can now take an optional `out` argument, which is either a `HSVColorObject` or a `Color` object, and the results will be set into that object instead of creating a new one.
* The `HSVToRGB` function can now take an optional `out` argument, which is either a `HSVColorObject` or a `Color` object, and the results will be set into that object instead of creating a new one.
* `Color.setTo` has a new argument `updateHSV` which allows you to control if the internal HSV values are updated during the same call or not.
* The `Text._lineSpacing` property has been renamed to `lineSpacing` and made public, not private. You still set it in the same way, by passing a `lineSpacing` property to the Text configuration object, but internally it's now clearer.
* If a Scene is already active (i.e. running) and you call `start` on it (such as from another Scene) then it will shutdown the Scene first, before starting it again.
### Bug Fixes
* TileSprite.setTileScale would set the tile position by mistake, instead of the scale. Using the properties directly worked, but the method was incorrect (thanks @alexeymolchan)
* Calling `Text.setStyle` would make the Text vanish if you didn't provide a `resolution` property in the style configuration object. Calling `setStyle` now only changes the properties given in the object, leaving any previously changed properties as-is. Fix #4011 (thanks @okcompewter)
* In Matter.js if a body had its debug `render.visible` property set to `false` it wouldn't then render any other debug body beyond it. Now it will just skip bodies with hidden debug graphics (thanks @jf908)
* If you flagged a Tween as `paused` in its config, never started it, and then called `Tween.stop` it wouldn't ever be removed from the `_pending` array. It's now moved to the Tween Manager's destroy list, ready for removal on the next frame. Fix #4023 (thanks @goldfire)
* Game Objects would not remove themselves from the Scene's `shutdown` event handler when destroyed, leading to a build-up over time (thanks @goldfire)
* The WebGL Renderer will no longer try and just resize a canvas backed texture, instead it will properly delete it then re-create it. Fix #4016 (thanks @alexeymolchan)
* The Camera background for mini-Cameras (those positioned deep inside another Camera) would be offset incorrectly in WebGL, causing the background fills to be displaced (thanks @aaronfc)
* The WebGL Renderer now always enables the `SCISSOR_TEST`, this allows Game Objects that use the scissor (such as custom objects, or Bitmap Text) to render properly again.
* The Cameras `setScene` method, which is called automatically when a new Camera is created, will now call `updateSystem` which correctly increases the custom viewport counter. This fixes an issue with mini-cams inside of larger cameras not clipping their contents properly. If a Camera is moved to another Scene it also now correctly shrinks the total custom viewport counter.
* Due to the two fixes above another bug was fixed: The ability for you to swap between Cameras with and without `setRenderToTexture` enabled with custom shaders. Previously if you used this with a custom shader then only the first Camera using the shader would render, the rest would appear black. Now, all Cameras using the custom shader work correctly. As a result all of the 'experimental' Camera rendering properties from 3.12 have been moved to stable.
* If you destroyed a Game Object that had a custom cursor set during one of its input events the cursor didn't correctly reset. Fix #4033 (thanks @pantoninho)
* `RenderTexture.resize` wouldn't correctly resize the texture under WebGL. Fix #4034 (thanks @jbpuryear)
* Calling `setFrame` on a TileSprite wouldn't change the frame, it would just change the frame size. Fix #4039 (thanks @Jerenaux)
* `Zone.setRectangleDropZone` used the wrong `x` and `y` coordinates for the hit area, causing it to be offset from the zone itself after the changes made for issue #3865 in the 3.12 release.
### 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:
@johanlindfors @Arthur3DLHC @JamesSkemp

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# Phaser 3 Change Log
## Version 3.14.0 - Tachikoma - 1st October 2018
### Tilemap New Features, Updates and Fixes
* Both Static and Dynamic Tilemap layers now support rendering multiple tilesets per layer in both Canvas and WebGL. To use multiple tilesets pass in an array of Tileset objects, or strings, to the `createStaticLayer` and `createDynamicLayer` methods respectively.
* `Tilemap.createStaticLayer` now supports passing either a Tileset reference, or a string, or an array of them as the 2nd argument. If strings, the string should be the Tileset name (usually defined in Tiled).
* `Tilemap.createDynamicLayer` now supports passing either a Tileset reference, or a string, or an array of them as the 2nd argument. If strings, the string should be the Tileset name (usually defined in Tiled).
* `Tilemap.createBlankDynamicLayer` now supports passing either a Tileset reference, or a string, or an array of them as the 2nd argument. If strings, the string should be the Tileset name (usually defined in Tiled).
* Static Tilemap Layers now support tile rotation and flipping. Previously this was a feature only for Dynamic Tilemap Layers, but now both have it. Close #4037 (thanks @thisredone)
* `Tilemap.getTileset` is a new method that will return a Tileset based on its name.
* `ParseTilesets` has been rewritten so it will convert the new data structures of Tiled 1.2 into the format expected by Phaser, allowing you to use either Tiled 1.2.x or Tiled 1.1 JSON exports. Fix #3998 (thanks @martin-pabst @halgorithm)
* `Tilemap.setBaseTileSize` now sets the size into the LayerData `baseTileWidth` and `baseTileHeight` properties accordingly. Fix #4057 (thanks @imilo)
* Calling `Tilemap.renderDebug` ignored the layer world position when drawing to the Graphics object. It will now translate to the layer position before drawing. Fix #4061 (thanks @Zax37)
* Calling `Tilemap.renderDebug` ignored the layer scale when drawing to the Graphics object. It will now scale the layer before drawing. Fix #4026 (thanks @JasonHK)
* The Static Tilemap Layer would stop drawing all tiles from that point on, if it encountered a tile which had invalid texture coordinates (such as a tile from another tileset). It now skips invalid tiles properly again. Fix #4002 (thanks @jdotrjs)
* If you used a RenderTexture as a tileset then Dynamic Tilemap Layers would render the tiles inversed on the y-axis in WebGL. Fix #4017 (thanks @s-s)
* If you used a scaled Dynamic Tilemap Layer and rotated or flipped tiles, the tiles that were rotated or flipped would be positioned incorrectly in WebGL. Fix #3778 (thanks @nkholski)
* `StaticTilemapLayer.tileset` is now an array of Tileset objects, where-as before it was a single reference.
* `StaticTilemapLayer.vertexBuffer` is now an array of WebGLBuffer objects, where-as before it was a single instance.
* `StaticTilemapLayer.bufferData` is now an array of ArrayBuffer objects, where-as before it was a single instance.
* `StaticTilemapLayer.vertexViewF32` is now an array of Float3Array objects, where-as before it was a single instance.
* `StaticTilemapLayer.vertexViewU32` is now an array of Uint32Array objects, where-as before it was a single instance.
* `StaticTilemapLayer.dirty` is now an array of booleans, where-as before it was a single boolean.
* `StaticTilemapLayer.vertextCount` is now an array of integers, where-as before it was a single integer.
* `StaticTilemapLayer.updateVBOData()` is a new private method that creates the internal VBO data arrays for the WebGL renderer.
* The `StaticTilemapLayer.upload()` method has a new parameter `tilesetIndex` which controls which tileset to prepare the VBO data for.
* The `StaticTilemapLayer.batchTile()` method has a new parameter `tilesetIndex` which controls which tileset to batch the tile for.
* `StaticTilemapLayer.setTilesets()` is a new private method that creates the internal tileset references array.
* `DynamicTilemapLayer.tileset` is now an array of Tileset objects, where-as before it was a single reference.
* `DynamicTilemapLayer.setTilesets()` is a new private method that creates the internal tileset references array.
### New Features
* `bodyDebugFillColor` is a new Matter Physics debug option that allows you to set a color used when drawing filled bodies to the debug Graphic.
* `debugWireframes` is a new Matter Physics debug option that allows you to control if the wireframes of the bodies are used when drawing to the debug Graphic. The default is `true`. If enabled bodies are not filled.
* `debugShowInternalEdges` is a new Matter Physics debug option that allows you to set if the internal edges of a body are rendered to the debug Graphic.
* `debugShowConvexHulls` is a new Matter Physics debug option that allows you to control if the convex hull of a body is drawn to the debug Graphic. The default is `false`.
* `debugConvexHullColor` is a new Matter Physics debug option that lets you set the color of the convex hull, if being drawn to the debug Graphic.
* `debugShowSleeping` is a new Matter Physics debug option that lets you draw sleeping bodies at 50% opacity.
* `Curves.Ellipse.angle` is a new getter / setter that handles the rotation of the curve in degrees instead of radians.
### Updates
* The Loader has been updated to handle the impact of you destroying the game instance while still processing files. It will no longer throw cache and texture related errors. Fix #4049 (thanks @pantoninho)
* `Polygon.setTo` can now take a string of space separated numbers when creating the polygon data, i.e.: `'40 0 40 20 100 20 100 80 40 80 40 100 0 50'`. This update also impacts the Polygon Shape object, which can now also take this format as well.
* The `poly-decomp` library, as used by Matter.js, has been updated to 0.3.0.
* `Matter.verts`, available via `this.matter.verts` from within a Scene, is a quick way of accessing the Matter Vertices functions.
* You can now specify the vertices for a Matter `fromVerts` body as a string.
* `TextureTintPipeline.batchTexture` has a new optional argument `skipFlip` which allows you to control the internal render texture flip Y check.
* The Device.OS check for `node` will now do a `typeof` first to avoid issues with rollup packaged builds needing to shim the variable out. Fix #4058 (thanks @hollowdoor)
* Arcade Physics Bodies will now sync the display origin of the parent Game Object to the body properties as part of the `updateBounds` call. This means if you change the origin of an AP enabled Game Object, after creation of the body, it will be reflected in the body position. This may or may not be a breaking change for your game. Previously it was expected that the origin should always be 0.5 and you adjust the body using `setOffset`, but this change makes a bit more sense logically. If you find that your bodies are offset after upgrading to this version then this is likely why. Close #4052 (thanks @SolarOmni)
* The `Texture.getFramesFromTextureSource` method has a new boolean argument `includeBase`, which defaults to `false` and allows you to set if the base frame should be returned into the array or not.
* There is a new Animation Event that is dispatched when an animation restarts. Listen for it via `Sprite.on('animationrestart')`.
* All of the Animation Events now pass the Game Object as the final argument, this includes `animationstart`, `animationrestart`, `animationrepeat`, `animationupdate` and `animationcomplete`.
* `Curves.Ellipse.rotation` is a getter / setter that holds the rotation of the curve. Previously it expected the value in degrees and when getting it returned the value in radians. It now expects the value in radians and returns radians to keep it logical.
* `Set.size` will now only set the new size if the value is smaller than the current size, truncating the Set in the process. Values larger than the current size are ignored.
* Arcade Physics `shutdown` will check to see if the world instance still exists and only try removing it if so. This prevents errors when stopping a world and then destroying it at a later date.
* `Text.setFont`, `Text.setFontFamily`, `Text.setFontStyle` and `Text.setStroke` will no longer re-measure the parent Text object if their values have not changed.
### Bug Fixes
* GameObjects added to and removed from Containers no longer listen for the `shutdown` event at all (thanks Vitali)
* Sprites now have `preDestroy` method, which is called automatically by `destroy`. The method destroys the Animation component, unregistering the `remove` event in the process and freeing-up resources. Fix #4051 (thanks @Aveyder)
* `UpdateList.shutdown` wasn't correctly iterating over the pending lists (thanks @felipeprov)
* Input detection was known to be broken when the game resolution was !== 1 and the Camera zoom level was !== 1. Fix #4010 (thanks @s-s)
* The `Shape.Line` object was missing a `lineWidth` property unless you called the `setLineWidth` method, causing the line to not render in Canvas only. Fix #4068 (thanks @netgfx)
* All parts of Matter Body now have the `gameObject` property set correctly. Previously only the first part of the Body did.
* When using `MatterGameObject` and `fromVerts` as the shape type it wouldn't pass the values to `Bodies.fromVertices` because of a previous conditional. It now passes them over correctly and the body is only set if the result is valid.
* The `Texture.getFramesFromTextureSource` method was returning an array of Frame names by mistake, instead of Frame references. It now returns the Frames themselves.
* When using `CanvasTexture.refresh` or `Graphics.generateTexture` it would throw WebGL warnings like 'bindTexture: Attempt to bind a deleted texture'. This was due to the Frames losing sync with the glTexture reference used by their TextureSource. Fix #4050 (thanks @kanthi0802)
* Fixed an error in the `batchSprite` methods in the Canvas and WebGL Renderers that would incorrectly set the frame dimensions on Sprites with the crop component. This was particularly noticeable on Sprites with trimmed animation frames (thanks @sergeod9)
* Fixed a bug where the gl scissor wasn't being reset during a renderer resize, causing it to appear as if the canvas didn't resize properly when `autoResize` was set to `true` in the game config. Fix #4066 (thanks @Quinten @hsan999)
* If a Game instance is destroyed without using the `removeCanvas` argument, it would throw exceptions in the `MouseManager` after the destroy process has run, as the event listeners were not unbound. They're not unbound, regardless of if the parent canvas is removed or not. Fix #4015 (thanks @garethwhittaker)
### Examples and TypeScript
A huge thanks to @presidenten for his work on the Phaser 3 Examples. You'll notice they now have a lovely screen shots for every example and the scripts generate them automatically :)
Also, thanks to the following for helping with the Phaser 3 Examples and TypeScript definitions, either by reporting errors, or even better, fixing them:
@madanus @truncs @samme
### Phaser Doc Jam
The [Phaser Doc Jam](http://docjam.phaser.io) is an on-going effort to ensure that the Phaser 3 API has 100% documentation coverage. Thanks to the monumental effort of myself and the following people we're now really close to that goal! My thanks to:
31826615 - @16patsle - @bobonthenet - @rgk - @samme - @shaneMLK - @wemyss - ajmetal - andiCR - Arian Fornaris - bsparks - Carl - cyantree - DannyT - Elliott Wallace - felixnemis - griga - Hardylr - henriacle - Hsaka - icbat - Kanthi - Kyle - Lee - Nathaniel Foldan - Peter Pedersen - rootasjey - Sam Frantz - SBCGames - snowbillr - Stephen Hamilton - STuFF - TadejZupancic - telinc1
If you'd like to help finish off the last parts of documentation then take a look at the [Doc Jam site](http://docjam.phaser.io).

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# Phaser 3 Change Log
## Version 3.15.1 - Batou - 16th October 2018
* Re-enabled Input Manager resizing, which had been left disabled by mistake.

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# Phaser 3 Change Log
## Version 3.15.0 - Batou - 16th October 2018
Note: We are releasing this version ahead of schedule in order to make some very important iOS performance and input related fixes available. It does not contain the new Scale Manager or Spine support, both of which have been moved to 3.16 as they require a few more weeks of development.
### New Features
* You can now set the `maxLights` value in the Game Config, which controls the total number of lights the Light2D shader can render in a single pass. The default is 10. Be careful about pushing this too far. More lights = less performance. Close #4081 (thanks @FrancescoNegri)
* `Rectangle.SameDimensions` determines if the two objects (either Rectangles or Rectangle-like) have the same width and height values under strict equality.
* An ArcadePhysics Group can now pass `{ enable: false }` in its config to disable all the member bodies (thanks @samme)
* `Body.setEnable` is a new chainable method that allows you to toggle the enable state of an Arcade Physics Body (thanks @samme)
* `KeyboardPlugin.resetKeys` is a new method that will reset the state of any Key object created by a Scene's Keyboard Plugin.
* `Pointer.wasCanceled` is a new boolean property that allows you to tell if a Pointer was cleared due to a `touchcancel` event. This flag is reset during the next `touchstart` event for the Pointer.
* `Pointer.touchcancel` is a new internal method specifically for handling touch cancel events. It has the same result as `touchend` without setting any of the up properties, to avoid triggering up event handlers. It will also set the `wasCanceled` property to `true`.
### Updates
* `WebGLRenderer.deleteTexture` will check to see if the texture it is being asked to delete is the currently bound texture or not. If it is, it'll set the blank texture to be bound after deletion. This should stop `RENDER WARNING: there is no texture bound to the unit 0` errors if you destroy a Game Object, such as Text or TileSprite, from an async or timed process (thanks jamespierce)
* The `RequestAnimationFrame.step` and `stepTimeout` functions have been updated so that the new Frame is requested from raf before the main game step is called. This allows you to now stop the raf callback from within the game update or render loop. Fix #3952 (thanks @tolimeh)
* If you pass zero as the width or height when creating a TileSprite it will now use the dimensions of the texture frame as the size of the TileSprite. Fix #4073 (thanks @jcyuan)
* `TileSprite.setFrame` has had both the `updateSize` and `updateOrigin` arguments removed as they didn't do anything for TileSprites and were misleading.
* `CameraManager.remove` has a new argument `runDestroy` which, if set, will automatically call `Camera.destroy` on the Cameras removed from the Camera Manager. You should nearly always allow this to happen (thanks jamespierce)
* Device.OS has been restructured to allow fake UAs from Chrome dev tools to register iOS devices.
* Texture batching during the batch flush has been implemented in the TextureTintPipeline which resolves the issues of very low frame rates, especially on iOS devices, when using non-batched textures such as those used by Text or TileSprites. Fix #4110 #4086 (thanks @ivanpopelyshev @sachinhosmani @maximtsai @alexeymolchan)
* The WebGLRenderer method `canvasToTexture` has a new optional argument `noRepeat` which will stop it from using `gl.REPEAT` entirely. This is now used by the Text object to avoid it potentially switching between a REPEAT and CLAMP texture, causing texture black-outs (thanks @ivanpopelyshev)
* `KeyboardPlugin.resetKeys` is now called automatically as part of the Keyboard Plugin `shutdown` method. This means, when the plugin shuts down, such as when stopping a Scene, it will reset the state of any key held in the plugin. It will also clear the queue of any pending events.
* The `Touch Manager` has been rewritten to use declared functions for all touch event handlers, rather than bound functions. This means they will now clear properly when the TouchManager is shut down.
* There is a new Input constant `TOUCH_CANCEL` which represents canceled touch events.
### Bug Fixes
* Fixed a bug in the canvas rendering of both the Static and Dynamic Tilemap Layers where the camera matrix was being multiplied twice with the layer, causing the scale and placement to be off (thanks galerijanamar)
* If you set `pixelArt` to true in your game config (or `antialias` to false) then TileSprites will now respect this when using the Canvas Renderer and disable smoothing on the internal fill canvas.
* TileSprites that were set to be interactive before they had rendered once wouldn't receive a valid input hit area, causing input to fail. They now define their size immediately, allowing them to be made interactive without having rendered. Fix #4085 (thanks @DotTheGreat)
* The Particle Emitter Manager has been given a NOOP method called `setBlendMode` to stop warnings from being thrown if you added an emitter to a Container in the Canvas renderer. Fix #4083 (thanks @maximtsai)
* The `game.context` property would be incorrectly set to `null` after the WebGLRenderer instance was created (thanks @samme)
* The Touch Manager, Input Manager and Pointer classes all now handle the `touchcancel` event, such as triggered on iOS when activating an out of browser UI gesture, or in Facebook Instant Games when displaying an overlay ad. This should prevent issues with touch input becoming locked on iOS specifically. Fix #3756 (thanks @sftsk @sachinhosmani @kooappsdevs)

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# Phaser 3 Change Log
## Version 3.16.2 - Ishikawa - 11th February 2019
This is point release primarily fixes a few important issues that surfaced in 3.16.0.
### Matter Pointer Constraint Changes
The following changes all effect the Matter JS Pointer Constraint class:
* Pointer handling has been changed to make more sense. In the previous version, pressing down and then moving the Pointer _over_ a body would start it being dragged, even if the pointer was pressed down well outside of the body bounds. Now, a body can only be dragged by actually pressing down on it, or any of its parts, which is more in-line with how input events should work.
* Previously, releasing ANY pointer would stop an object being dragged, even if it wasn't the one actually dragging a body, as in a multi-touch game. Bodies are now bound to the pointer which started their drag and only the release of that pointer will stop them.
* There is a new Matter Physics Event `DRAG_START` which is emitted by a Pointer Constraint when it starts dragging a body. Listen for this event from the Matter World instance.
* There is a new Matter Physics Event `DRAG` which is emitted by a Pointer Constraint as it drags a body. Listen for this event from the Matter World instance.
* There is a new Matter Physics Event `DRAG_END` which is emitted by a Pointer Constraint when it stops dragging a body. Listen for this event from the Matter World instance.
* The `camera` property can no longer be set in the config object. Instead it is set every time the Pointer is pressed down on a Body, this resolves issues where you have a multi-camera Scene and want to drag a body in the non-main camera.
* `body` is a new property that holds a reference to the Body being dragged, if any.
* `part` is a new property that holds a reference to the Body part that was clicked on which started the drag.
* The internal `getBodyPart` method has been renamed to `hitTestBody` to more accurately reflect what it does.
* The class no longer listens for the pointer `up` event, instead of tracks the active pointer and waits for that to be released. This has reduced the complexity and size of the `update` method considerably.
* `stopDrag` is a new method that allows you to manually stop an object being dragged, even if the pointer isn't released.
* This class now has 100% JSDocs.
### Updates
* `TileSprite.setTileScale` has been updated so that the `y` argument is optional and set to match the `x` argument, like `setScale` elsewhere in the API.
* `InputManager.time` is a new property that holds the most recent time it was updated from the Game step, which plugins can access.
* `InputManager.preStep` is a new method that populates some internal properties every step.
* `KeyboardPlugin.time` has moved from being a property to being a getter, which returns the time from the InputManager.
* The `scale` property has been added to the `Scene` class (thanks @strangeweekend)
* `Matter.World.remove` now uses the `Composite.remove` method internally. Previously, it used `Composite.removeBody` which only allowed it to remove bodies from the simulation. Now, it can remove any type of Matter object.
* When the Matter World creates its wall bounds, the left and right walls now extend further up and down than before, so that in a 4-wall setting there are no gaps in the corners, which previously allowed for fast moving objects that hit a corner intersection point to sometimes travel through it.
* Touch inputs will now trigger a `POINTER_OUT` event if they leave the game (i.e. are released), where-as before they would only trigger the `POINTER_UP` event. Now, both happen (thanks @rgk)
### Bug Fixes
* The `Mesh.setAlpha` method has been restored, even though it's empty and does nothing, to prevent runtime errors when adding a Mesh or Quad object to a Container. Fix #4338 #4343 (thanks @pfdtravalmatic @charmingny)
* `KeyboardPlugin.checkDown` would always fail if using the new event system, because the time value it was checking wasn't updated.
* Entering `Fullscreen` mode in the Scale Manager and then pressing ESC would leave the injected fullsceen div in the DOM, causing it to throw a node insertion failure the second time you wanted to enter fullscreen mode. Fix #4352 (thanks @ngdevr)
* Due to the changes in the Input event system, the `GAME_OUT` event would never fire unless the input system was in legacy mode. The OUT and OVER handlers have been refactored and will now fire as soon as the DOM event happens. As a result the `InputManager._emitIsOverEvent` property has been removed, as the native event is sent directly to the handler and doesn't need storing locally any more. Fix #4344 (thanks @RademCZ)
* Added `Zone.setBlendMode` method as a NOOP function, fixing a bug where if you added a Zone to a Container when running under Canvas it would fail. Fix #4295 (thanks @emanuel15)
### 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:
@maretana @CipSoft-Components @brian-lui

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# Phaser 3 Change Log
## Version 3.16.0 / 3.16.1 - Ishikawa - 5th February 2019
Phaser 3.16 is a massive update. The single largest in the history of Phaser 3 and it contains _breaking changes_. If you're upgrading from an earlier version please do check the log entries below.
Please note: there is no difference between 3.16.0 and 3.16.1. The version bump was just to get around a stupid npm semver policy.
### Important Namespace Changes
* The `Phaser.Boot` namespace has been renamed to `Phaser.Core`. As a result, the `boot` folder has been renamed to `core`. This impacts the `TimeStep` class and `VisibilityHandler` function, which have been moved to be under the new namespace.
* The `Phaser.Animations` namespace was incorrectly exposed in the Phaser entrypoints as `Animation` (note the lack of plural). This means that if you are creating any custom classes that extend Animation objects using the Phaser namespace, then please update them from `Phaser.Animation` to `Phaser.Animations`, i.e. `Phaser.Animation.AnimationFrame` to `Phaser.Animations.AnimationFrame`. This doesn't impact you if you created animations directly via the Animation Manager.
* The keyed Data Manager change data event string has changed from `changedata_` to `changedata-` to keep it consistent with other keyed events. Note the change from `_` to `-`.
* The Keyboard Plugin `keydown` dynamic event string has changed from `keydown_` to `keydown-` to keep it consistent with other keyed events. Note the change from `_` to `-`.
* The Keyboard Plugin `keyup` dynamic event string has changed from `keyup_` to `keyup-` to keep it consistent with other keyed events. Note the change from `_` to `-`.
* The `texturesready` event emitted by the Texture Manager has been renamed to `ready`.
* The `loadcomplete` event emitted by the Loader Plugin has been renamed to `postprocess` to be reflect what it's used for.
* Game Objects used to emit a `collide` event if they had an Arcade Physics Body with `onCollide` set, that collided with a Tile. This has changed. The event has been renamed to `tilecollide` and you should now listen for this event from the Arcade Physics World itself: `this.physics.world.on('tilecollide')`. Game Objects no longer emit this event.
* Game Objects used to emit an `overlap` event if they had an Arcade Physics Body with `onOverlap` set, that overlapped with a Tile. This has changed. The event has been renamed to `tileoverlap` and you should now listen for this event from the Arcade Physics World itself: `this.physics.world.on('tileoverlap')`. Game Objects no longer emit this event.
* The function `Phaser.Physics.Impact.SeperateX` has been renamed to `SeparateX` to correct the spelling mistake.
* The function `Phaser.Physics.Impact.SeperateY` has been renamed to `SeparateY` to correct the spelling mistake.
* The `ended` event in `WebAudioSound` has been renamed to `complete` to make it more consistent with the rest of the API.
* The `ended` event in `HTML5AudioSound` has been renamed to `complete` to make it more consistent with the rest of the API.
* The `Phaser.Utils.Objects` namespace was incorrectly exposed in the Phaser entrypoints as `Object` (note the lack of plural), this has now been fixed so all associated functions are properly namespaced.
* `Phaser.GameObjects.Blitter.Bob` has been renamed to `Phaser.GameObjects.Bob` to avoid namespace conflicts in TypeScript.
* `Phaser.GameObjects.Text.TextStyle` has been renamed to `Phaser.GameObjects.TextStyle` to avoid namespace conflicts in TypeScript.
### Important Changes to the Input System
In Phaser 3.15 and earlier the Input system worked using an event queue. All native DOM input events, such as from the Mouse, Touch or Keyboard, were picked up by event handlers and stored in a queue within the Input Manager. This queue was then processed during the next game step, all the events were dealt with and then it was cleared, ready to receive more events. As they were processed, the internal Phaser events such as `pointerdown` or `keyup` were dispatched to your game code.
This worked fine in that you were able to guarantee _exactly_ when the events would arrive, because it was always at the same time in the game step. However, it had the side effect of you not being able to do things like open external browser windows, or go into Full Screen mode, during your event handlers - because they weren't "real" events, so didn't pass the browser security checks. To this end, methods like `addUpCallback` were added to try and provide this support (although it was never possible for keyboard events).
In 3.16 this has changed. The DOM Events now trigger the respective internal events immediately, in the same invocation. So if you click on the canvas, the `pointerdown` event you receive in your game is still part of the 'native' event handler, so you're now free to do things like go into full screen mode, or open external windows, without any browser warnings or work-arounds.
It does, however, mean that the point at which these handlers are called is no longer always consistent, and is no longer bound to the speed of the Request Animation Frame update. We've tested as much as possible, and so far, things carry on working as before. We've noticed a slight increase in responsiveness, due to the removal of the fractional delay in processing the events, which feels good. However, if for whatever reason this change has broken your game then you're able to easily switch back to the previous version. In your Game Config, create an `input` object and give it the property `queue: true`. This will tell Phaser to use the legacy event queue system.
Please note that we _will_ remove this legacy system in the near future. So, please try and adapt your games to use the new system. If you've found an edge-case where something breaks because of it, please report it so we can look into it.
As a result of this change, the following are now deprecated:
* `InputPlugin.addUpCallback` method.
* `InputPlugin.addDownCallback` method.
* `InputPlugin.addMoveCallback` method.
* `InputManager.queue` property.
* `InputManager.domCallbacks` property.
* `InputManager._hasUpCallback` property.
* `InputManager._hasDownCallback` property.
* `InputManager._hasMoveCallback` property.
* `InputManager.processDomCallbacks` method.
* `InputManager.addUpCallback` method.
* `InputManager.addDownCallback` method.
* `InputManager.addMoveCallback` method.
### keydown and keyup changes
Due to unification across the event system, the `keydown_` and `keyup_` dynamic event strings have changed.
* In all cases the `keydown_KEY` event name has changed to `keydown-KEY`. Note the change from an underscore to a hyphen.
* In all cases the `keyup_KEY` event name has changed to `keyup-KEY`. Note the change from an underscore to a hyphen.
You should update your game code accordingly.
### Keyboard Input - New Features
The specificity of the Keyboard events has been changed to allow you more control over event handling. Previously, the Keyboard Plugin would emit the global `keydown-CODE` event first (where CODE was a keycode string, like `keydown-A`), then it would emit the global `keydown` event. In previous versions, `Key` objects, created via `this.input.keyboard.addKey()`, didn't emit events.
The `Key` class now extends EventEmitter and emits two new events directly: `down` and `up`. This means you can listen for an event from a Key you've created, i.e.: `yourKey.on('up', handler)`.
The order has also now changed. If it exists, the Key object will dispatch its `down` event first. Then the Keyboard Plugin will dispatch `keydown_CODE` and finally the least specific of them all, `keydown` will be dispatched.
You also now have the ability to cancel this at any stage either on a local or global level. All event handlers are sent an event object which you can call `event.stopImmediatePropagation()` on. This will immediately stop any further listeners from being invoked in the current Scene. Therefore, if you call `stopImmediatePropagation()` in the `Key.on` handler, then the Keyboard Plugin will not emit either the `keydown-CODE` or `keydown` global events. You can also call `stopImmediatePropagation()` during the `keydown-CODE` handler, to stop it reaching the global `keydown` handler. As `keydown` is last, calling it there has no effect.
There is also the `stopPropagation()` function. This works in the same way as `stopImmediatePropagation` but instead of being local, it works across all of the Scenes in your game. For example, if you had 3 active Scenes (A, B and C, with A at the top of the Scene list), all listening for the same key, calling `stopPropagation()` in Scene A would stop the event from reaching any handlers in Scenes B or C. Remember that events flow down the Scene list from top to bottom. So, the top-most rendering Scene in the Scene list has priority over any Scene below it.
All the above also works for `keyup` events.
New in 3.16 is the ability to receive a global `keydown` or `keyup` event from any key on the keyboard. Previously, it would only emit the event if it came from one of the keys listed in the KeyCodes file. Now, those global events will fire for any key, regardless of location.
#### Keyboard Captures
Key capturing is the way in which you stop a keyboard DOM event from activating anything else in the browser by calling `preventDefault` on it. For example, in tall web pages, pressing the SPACE BAR causes the page to scroll down. Obviously, if this is also the fire or jump button in your game, you don't want this to happen. So the key needs to be 'captured' to prevent it. Equally, you may wish to also capture the arrow keys, for similar reasons. Key capturing is done on a global level. If you set-up the capture of a key in one Scene, it will be captured globally across the whole game.
In 3.16 you now do this using the new `KeyboardPlugin.addCapture` method. This takes keycodes as its argument. You can either pass in a single key code (i.e. 32 for the Space Bar), an array of key codes, or a comma-delimited string - in which case the string is parsed and each code it can work out is captured.
To remove a capture you can use the `KeyboardPlugin.removeCapture` method, which takes the same style arguments as adding captures. To clear all captures call `KeyboardPlugin.clearCaptures`. Again, remember that these actions are global.
You can also temporarily enable and disable capturing using `KeyboardPlugin.enableGlobalCapture` and `KeyboardPlugin.disableGlobalCapture`. This means if you set-up a bunch of key captures, but then need to disable them all for a while (perhaps you swap focus to a DOM text field), you can call `disableGlobalCapture` to do this, and when finished in the DOM you can enable captures again with `enableGlobalCapture`, without having to clear and re-create them all.
Default captures can be defined in the Game Config in the `input.keyboard.captures` object. The captures are actually stored in the `KeyboardManager` class. The `KeyboardPlugin` is just a proxy to methods in the Keyboard Manager, but is how you should interface with it.
* `KeyboardPlugin.addCapture` is a new method that allows you to define a set of keycodes to have the default browser behaviors disabled on.
* `KeyboardPlugin.removeCapture` is a new method that removes specific previously set key captures.
* `KeyboardPlugin.clearCaptures` is a new method that removes all key captures.
* `KeyboardPlugin.getCaptures` is a new method that returns an array of all current key captures.
* `KeyboardPlugin.enableGlobalCapture` is a new method that enables any key captures that have been created.
* `KeyboardPlugin.disableGlobalCapture` is a new method that disables any key captures that have been created, without removing them from the captures list.
* `KeyboardPlugin.addKey` has a new boolean argument `enableCapture`, which is true by default, that will add a key capture for the Key being created.
* `KeyboardPlugin.addKeys` has a new boolean argument `enableCapture`, which is true by default, that will add a key capture for any Key created by the method.
#### Other Keyboard Updates and Fixes
* There is a new class called `KeyboardManager`. This class is created by the global Input Manager if keyboard access has been enabled in the Game config. It's responsible for handling all browser keyboard events. Previously, the `KeyboardPlugin` did this which meant that every Scene that had its own Keyboard Plugin was binding more native keyboard events. This was causing problems with parallel Scenes when needing to capture keys. the `KeyboardPlugin` class still exists, and is still the main point of interface when you call `this.input.keyboard` in a Scene, but DOM event handling responsibility has been taken away from it. This means there's now only
one set of bindings ever created, which makes things a lot cleaner.
* There is a new Game and Scene Config setting `input.keyboard.capture` which is an array of KeyCodes that the Keyboard Plugin will capture all non-modified key events on. By default it is empty. You can populate it in the config, or use the new capture methods.
* The Keyboard Manager will now call `preventDefault` only on non-modified key presses, stopping the keyboard event from hitting the browser. Previously, capturing the R key, for example, would block a CTRL+R page reload, but it now ignores it because of the key modifier.
* If the browser Window loses focus, either from switching to another app, or another tab, all active Keys will be reset. This prevents issues with keys still reporting as being held down after leaving the game and returning to it again. Fix #4134 (thanks @Simplonium)
* `Key.emitOnRepeat` is a new boolean property that controls if the Key will continuously emit a `down` event while being held down (true), or emit the event just once, on first press, and then skip future events (false).
* `Key.setEmitOnRepeat` is a new chainable method for setting the `emitOnRepeat` property.
* The `KeyboardPlugin.addKeys` method has a new optional boolean `emitOnRepeat` which sets that property on all Key objects it creates as part of the call. It defaults to `false`.
* The `KeyboardPlugin.addKey` method has a new optional boolean `emitOnRepeat` which sets that property on the Key object it creates. It defaults to `false`.
* The `Key` class now extends EventEmitter and emits two events directly: `down` and `up`. This means you can listen for an event from a Key you've created, i.e.: `yourKey.on('up', handler)`.
* The following Key Codes have been added, which include some missing alphabet letters in Persian and Arabic: `SEMICOLON_FIREFOX`, `COLON`, `COMMA_FIREFOX_WINDOWS`, `COMMA_FIREFOX`, `BRACKET_RIGHT_FIREFOX` and `BRACKET_LEFT_FIREFOX` (thanks @wmateam)
* `Key.onDown` is a new method that handles the Key being pressed down, including down repeats.
* `Key.onUp` is a new method that handles the Key being released.
* `Key.destroy` is a new method that handles Key instance destruction. It is called automatically in `KeyboardPlugin.destroy`.
* The `Key.preventDefault` property has been removed. This is now handled by the global keyboard capture methods.
* `Key.metaKey` is a new boolean property which indicates if the Meta Key was held down when the Key was pressed. On a Mac the Meta Key is Command. On a Windows keyboard, it's the Windows key.
* `InputManager.keyboard` is a new property that instantiates the global Keyboard Manager, if enabled in the game config.
* The `KeyboardPlugin.addKey` method has a new boolean property `enableCapture` which automatically prevents default on the Key being created.
* The `KeyboardPlugin.addKeys` method has a new boolean property `enableCapture` which automatically prevents default on Keys being created.
* `Phaser.Input.Keyboard.ProcessKeyDown` has been removed as it's no longer required, `Key.onDown` handles it instead.
* `Phaser.Input.Keyboard.ProcessKeyUp` has been removed as it's no longer required, `Key.onUp` handles it instead.
* The Keyboard Manager has a property called `captures` which is an array of keycodes, as populated by the Game Config. Any key code in the array will have `preventDefault` called on it if pressed.
* `KeyboardPlugin.manager` is a new property that references the Keyboard Manager and is used internally.
* `KeyboardPlugin.target` has been removed as it's no longer used by the class.
* `KeyboardPlugin.queue` has been removed as it's no longer used by the class.
* `KeyboardPlugin.onKeyHandler` has been removed as it's no longer used by the class.
* `KeyboardPlugin.startListeners` has been removed as it's no longer used by the class.
* `KeyboardPlugin.stopListeners` has been removed as it's no longer used by the class.
### Mouse and Touch Input - New Features, Updates and Fixes
* The Mouse Manager class has been updated to remove some commented out code and refine the `startListeners` method.
* When enabling a Game Object for input it will now use the `width` and `height` properties of the Game Object first, falling back to the frame size if not found. This stops a bug when enabling BitmapText objects for input and it using the font texture as the hit area size, rather than the text itself.
* `Pointer.smoothFactor` is a float-value that allows you to automatically apply smoothing to the Pointer position as it moves. This is ideal when you want something smoothly tracking a pointer in a game, or are need a smooth drawing motion for an art package. The default value is zero, meaning disabled. Set to a small number, such as 0.2, to enable.
* `Config.inputSmoothFactor` is a new property that allows you to set the smoothing factor for all Pointers the game creates. The default value is zero, which is disabled. Set in the game config as `input: { smoothFactor: value }`.
* `InputManager.transformPointer` has a new boolean argument `wasMove`, which controls if the pointer is being transformed after a move or up/down event.
* `Pointer.velocity` is a new Vector2 that contains the velocity of the Pointer, based on the current and previous positions. The velocity is smoothed out each frame according to the `Pointer.motionFactor` property. This is done for more accurate gesture recognition. The velocity is updated based on Pointer movement and doesn't require a button to be pressed first.
* `Pointer.angle` is a new property that contains the angle of the Pointer, in radians, based on the current and previous positions. The angle is smoothed out each frame according to the `Pointer.motionFactor` property. This is done for more accurate gesture recognition. The angle is updated based on Pointer movement and doesn't require a button to be pressed first.
* `Pointer.distance` is a new property that contains the distance of the Pointer, in radians, based on the current and previous positions. The distance is smoothed out each frame according to the `Pointer.motionFactor` property. This is done for more accurate gesture recognition. The distance is updated based on Pointer movement and doesn't require a button to be pressed first.
* `Pointer.motionFactor` is a new property that controls how much smoothing to apply to the Pointer positions each frame. This value is passed to the Smooth Step Interpolation that is used to calculate the velocity, angle and distance of the Pointer. It's applied every frame until the midPoint reaches the current position of the Pointer. The default value is 0.2.
* The Input Plugin was emitting a `preUpdate` event, with the capital U, instead of `preupdate`. This has now been corrected. Fix #4185 (thanks @gadelan)
* `Pointer.updateMotion` is a new method that is called automatically, each step, by the Input Manager. It's responsible for calculating the Pointer velocity, angle and distance properties.
* `Pointer.time` is a new property that holds the time the Pointer was last updated by the Game step.
* `Pointer.getDistance` has been updated. If called while a button is being held down, it will return the distance between the Pointer's current position and it's down position. If called when a Pointer doesn't have a button down, it will return the historic distance between the up and down positions.
* `Pointer.getDistanceX` is a new method that will return the horizontal distance between the Pointer's previous and current coordinates. If called while a button is being held down, it will return the distance between the Pointer's current position and it's down position. If called when a Pointer doesn't have a button down, it will return the historic distance between the up and down positions.
* `Pointer.getDistanceY` is a new method that will return the horizontal distance between the Pointer's previous and current coordinates. If called while a button is being held down, it will return the distance between the Pointer's current position and it's down position. If called when a Pointer doesn't have a button down, it will return the historic distance between the up and down positions.
* `Pointer.getDuration` is a new method that will return the duration the Pointer was held down for. If the Pointer has a button pressed down at the time this method is called, it will return the duration since the Pointer's button was pressed down. If no button is held down, it will return the last recorded duration, based on the time the Pointer button was released.
* `Pointer.getAngle` is a new method that will return the angle between the Pointer coordinates. If the Pointer has a button pressed down at the time this method is called, it will return the angle between the Pointer's `downX` and `downY` values and the current position. If no button is held down, it will return the last recorded angle, based on where the Pointer was when the button was released.
* In previous versions, the VisibilityHandler would create a `mousedown` listener for the game canvas and then call `window.focus` when detected (assuming the game config `autoFocus` property was `true`). Responsibility for this has now been moved to the Mouse Manager `onMouseDown` handler.
* In previous versions, the VisibilityHandler would create a `mouseout` listener for the game canvas and then set `game.isOver` when detected. Responsibility for this has now been moved to the Mouse Manager, which sets the new Input Manager `isOver` property directly.
* In previous versions, the VisibilityHandler would create a `mouseover` listener for the game canvas and then set `game.isOver` when detected. Responsibility for this has now been moved to the Mouse Manager, which sets the new Input Manager `isOver` property directly.
* The `Phaser.Game.isOver` property has been moved. You can now find it in the Input Manager and it's also accessible via the Input Plugin, which means you can do `this.input.isOver` from within a Scene. This makes more sense as it's input related and not a game level property.
* The Input Plugin has a new event you can listen to: `gameover`, which is triggered whenever the mouse or a pointer is moved over the Game canvas. Listen to it with `this.input.on('gameover')` from within a Scene.
* The Input Plugin has a new event you can listen to: `gameout`, which is triggered whenever the mouse or a pointer leaves the Game canvas. Listen to it with `this.input.on('gameout')` from within a Scene.
* The Game used to emit a `mouseover` event when the mouse entered the game canvas. This is no longer emitted by the Game itself and can instead be listened for using the new Input Plugin event `gameover`.
* The Game used to emit a `mouseout` event when the mouse left the game canvas. This is no longer emitted by the Game itself and can instead be listened for using the new Input Plugin event `gameout`.
* If the `window` object exists (which it will in normal browser environments) new `mouseup` and `touchend` event listeners are bound to it and trigger the normal `mouseup` or `touchend` events within the internal input system. This means you will now get a `pointerup` event from the Input Plugin even if the pointer is released outside of the game canvas. Pointers will also no longer think they are still 'down' if released outside the canvas and then moved inside again in their new state.
* The window will now have focus called on it by the Touch Manager, as well as the Mouse Manager, if the `autoFocus` game config property is enabled.
* The Input Plugin has a new event you can listen to: `pointerdownoutside`, which is triggered whenever the mouse or a pointer is pressed down while outside of the Game canvas. Listen to it with `this.input.on('pointerdownoutside')` from within a Scene.
* The Input Plugin has a new event you can listen to: `pointerupoutside`, which is triggered whenever the mouse or a pointer is released while outside of the Game canvas. Listen to it with `this.input.on('pointerupoutside')` from within a Scene.
* `Pointer.downElement` is a new property that holds the target of the DOM Event that triggered when the Pointer was pressed down. If this is within the game, this will be the game canvas element.
* `Pointer.upElement` is a new property that holds the target of the DOM Event that triggered when the Pointer was released. If this is within the game, this will be the game canvas element.
* The `Pointer.dragState` property has been removed. This is no longer used internally as it has to be tracked per Scene, not on a global level.
* `InputPlugin.setDragState` is a new internal method that sets the drag state for the given Pointer.
* `InputPlugin.getDragState` is a new internal method that gets the drag state for the given Pointer.
* Draggable Game Objects would not work if you had multiple Scenes running in parallel, with draggable objects in both of them. Only the top-most Scene would work fully. Items in the bottom Scene would never finish their drag cycle, causing them to get stuck. Fix #4249 #4278 (thanks @probt @iArePJ)
* `Pointer.leftButtonDown` will now return an actual boolean, rather than the result of the bitwise op (which still evaluated as a boolean, but this is cleaner).
* `Pointer.rightButtonDown` will now return an actual boolean, rather than the result of the bitwise op (which still evaluated as a boolean, but this is cleaner).
* `Pointer.middleButtonDown` will now return an actual boolean, rather than the result of the bitwise op (which still evaluated as a boolean, but this is cleaner).
* `Pointer.backButtonDown` will now return an actual boolean, rather than the result of the bitwise op (which still evaluated as a boolean, but this is cleaner).
* `Pointer.forwardButtonDown` will now return an actual boolean, rather than the result of the bitwise op (which still evaluated as a boolean, but this is cleaner).
* `Pointer.up`, `Pointer.move` and `Pointer.down` now use `in` to check for the existance of the `buttons` property on the event, causing it to be set even if equal to zero, which it is when there are no buttons down. This also fixes an issue where the buttons didn't update during a move event (thanks @SonnyCampbell @rexrainbow)
### Changes as a result of the new Scale Manager
3.16 introduces the completed Scale Manager. This is fully documented, but the class, all methods and all properties. It also includes a folder full of examples in the Phaser Labs, so you're strongly recommended to start there.
* If you set the Game Config property `zoom` to be > 1 then it will automatically enable `pixelArt` mode, unless you set `pixelArt: false` in the config.
* There is a new property in the Game Config called `autoRound`, which controls if the canvas size and style sizes are passed through Math.floor or not. On some devices this can help with performance and anti-aliasing. The default is `false` (turned off).
* The Game Config property `autoResize` has been removed as it's now redundant.
* The WebGL and Canvas Renderers no longer change the Canvas size in their `resize` methods. They just update internal properties.
* The WebGL and Canvas Renderers now read the `width`, `height` and `resolution` values from the Scale Manager, not the Game Config.
* `CameraManager.baseScale` property has been removed as it's no longer used anywhere.
* The BaseCamera and Camera `preRender` methods now only take a resolution argument and use it internally for their transforms.
* `InputManager.scaleManager` is a new property that is a reference to the Scale Manager. This is populated in the `boot` method.
* The `InputManager.transformX` method has been removed. This is now available in the ScaleManager.
* The `InputManager.transformY` method has been removed. This is now available in the ScaleManager.
* The `InputManager.scale` property has been removed. This is now available in the ScaleManager under `displayScale`.
* The `InputManager.resize` method has been removed as this process is now handled by the ScaleManager.
* The `InputManager.bounds` property has been removed as this process is now handled by the ScaleManager.
* The `InputManager.updateBounds` method has been removed as this process is now handled by the ScaleManager.
* The `InputManager.getOffsetX` method has been removed as it's no longer required.
* The `InputManager.getOffsetY` method has been removed as it's no longer required.
* The `InputManager.getScaleX` method has been removed as it's no longer required.
* The `InputManager.getScaleY` method has been removed as it's no longer required.
* The `SceneManager.resize` method has been removed as it's no longer required.
* The `Scene.Systems.resize` method has been removed as it's no longer required.
* Scenes will no longer dispatch the `resize` event. You should now listen for this event from the Scale Manager instead.
* `BaseCamera.config` has been removed as it's no longer required.
* `BaseCamera.scaleManager` is a new property that references the Scale Manager and is used internally for size checks.
* The `Game.resize` method has been removed as it's no longer required. You should now call `ScaleManager.resize` instead.
* The Game will no longer dispatch the `resize` event. You should now listen for this event from the Scale Manager instead.
### Facebook Instant Games Updates and Fixes
* Added the `Leaderboard.getConnectedScores` method, to get a list of scores from player connected entries.
* The `loadPlayerPhoto` function in the Instant Games plugin now listens for the updated Loader event correctly, causing the `photocomplete` event to fire properly.
* `Leaderboard.setScore` now emits the LeaderboardScore object with the `setscore` event, as the documentation said it did.
* `Leaderboard.getPlayerScore` now only populates the `playerScore` property if the entry isn't `null`.
* If the `setScore` or `getPlayerScore` calls fail, it will return `null` as the score instance, instead of causing a run-time error.
* You can now pass an object or a string to `setScore` and objects will be automatically stringified.
* The `preloadAds` method will now only create an AdInstance object if the interstitial `loadSync` promise resolves.
* The `preloadVideoAds` method will now only create an AdInstance object if the interstitial `loadSync` promise resolves.
* The `preloadAds` method will now emit the `adsnofill` event, if there are no ads in the inventory to load.
* The `preloadVideoAds` method will now emit the `adsnofill` event, if there are no ads in the inventory to load.
* The `showAd` method will now emit the `adsnotloaded` event, if there are no ads loaded matching the given Placement ID.
* The `showVideo` method will now emit the `adsnotloaded` event, if there are no ads loaded matching the given Placement ID.
* Showing an ad will emit the `adfinished` event when the ad is closed, previously this event was called `showad` but the new name better reflects what has happened.
* The Facebook Plugin is now available in the `Phaser.Scene` class template under the `facebook` property (thanks @bryanwood)
* Fixed the `Leaderboard.getScores` method to now take the arguments into account. Fix #4271 (thanks @Oramy)
* Fixed an API validation error in the `chooseContext` method. Fix #4248 (thanks @yadurajiv)
### New Features
* You can now load external Scene files using the new `load.sceneFile` method. This allows you to dynamically load a Scene into the Scene Manager of your game, and swap to it at will. Please see the documentation and examples for further details.
* The data object being sent to the Dynamic Bitmap Text callback now has a new property `parent`, which is a reference to the Bitmap Text instance that owns the data object (thanks ornyth)
* The WebGL Renderer has a new method `clearPipeline`, which will clear down the current pipeline and reset the blend mode, ready for the context to be passed to a 3rd party library.
* The WebGL Renderer has a new method `rebindPipeline`, which will rebind the given pipeline instance, reset the blank texture and reset the blend mode. This is useful for recovering from 3rd party libs that have modified the gl context.
* Game Objects have a new property called `state`. Use this to track the state of a Game Object during its lifetime. For example, it could move from a state of 'moving', to 'attacking', to 'dead'. Phaser itself will never set this property, although plugins are allowed to.
* Game Objects have a new method called `setState` which will set the state property in a chainable call.
* `BlendModes.ERASE` is a new blend mode that will erase the object being drawn. When used in conjunction with a Render Texture it allows for effects that require you to erase parts of the texture, in either Canvas or WebGL. When used with a transparent game canvas, it allows you to erase parts of the canvas, showing the web page background through.
* `BlendModes.SOURCE_IN` is a new Canvas-only blend mode that allows you to use the `source-in` composite operation when rendering Game Objects.
* `BlendModes.SOURCE_OUT` is a new Canvas-only blend mode that allows you to use the `source-out` composite operation when rendering Game Objects.
* `BlendModes.SOURCE_ATOP` is a new Canvas-only blend mode that allows you to use the `source-atop` composite operation when rendering Game Objects.
* `BlendModes.DESTINATION_OVER` is a new Canvas-only blend mode that allows you to use the `destination-over` composite operation when rendering Game Objects.
* `BlendModes.DESTINATION_IN` is a new Canvas-only blend mode that allows you to use the `destination-in` composite operation when rendering Game Objects.
* `BlendModes.DESTINATION_OUT` is a new Canvas-only blend mode that allows you to use the `destination-out` composite operation when rendering Game Objects.
* `BlendModes.DESTINATION_ATOP` is a new Canvas-only blend mode that allows you to use the `destination-atop` composite operation when rendering Game Objects.
* `BlendModes.LIGHTER` is a new Canvas-only blend mode that allows you to use the `lighter` composite operation when rendering Game Objects.
* `BlendModes.COPY` is a new Canvas-only blend mode that allows you to use the `copy` composite operation when rendering Game Objects.
* `BlendModes.XOR` is a new Canvas-only blend mode that allows you to use the `xor` composite operation when rendering Game Objects.
* `RenderTexture.erase` is a new method that will take an object, or array of objects, and draw them to the Render Texture using an ERASE blend mode, resulting in them being removed from the Render Texture. This is really handy for making a bitmap masked texture in Canvas or WebGL (without using an actual mask), or for 'cutting away' part of a texture.
* There is a new boolean Game Config property called `customEnvironment`. If set to `true` it will skip the internal Feature checks when working out which type of renderer to create, allowing you to run Phaser under non-native web environments. If using this value, you _must_ set an explicit `renderType` of either CANVAS or WEBGL. It cannot be left as AUTO. Fix #4166 (thanks @jcyuan)
* `Animation.nextFrame` will advance an animation to the next frame in the sequence instantly, regardless of the animation time or state. You can call this on a Sprite: `sprite.anims.nextFrame()` (thanks rgk25)
* `Animation.previousFrame` will set an animation to the previous frame in the sequence instantly, regardless of the animation time or state. You can call this on a Sprite: `sprite.anims.previousFrame()` (thanks rgk25)
* `Geom.Intersects.PointToLine` has a new optional argument `lineThickness` (which defaults to 1). This allows you to determine if the point intersects a line of a given thickness, where the line-ends are circular (not square).
* `Geom.Line.GetNearestPoint` is a new static method that will return the nearest point on a line to the given point.
* `Geom.Line.GetShortestDistance` is a new static method that will return the shortest distance from a line to the given point.
* `Camera.getBounds` is a new method that will return a rectangle containing the bounds of the camera.
* `Camera.centerOnX` will move the camera horizontally to be centered on the given coordinate without changing its vertical placement.
* `Camera.centerOnY` will move the camera vertically to be centered on the given coordinate without changing its horizontally placement.
* `AnimationManager.exists` is a new method that will check to see if an Animation using the given key already exists or not and returns a boolean.
* `animationstart-key` is a new Animation key specific event emitted by a Game Object. For example, if you had an animation with a key of 'explode' you can now listen for `animationstart-explode`.
* `animationrestart-key` is a new Animation key specific event emitted by a Game Object. For example, if you had an animation with a key of 'explode' you can now listen for `animationrestart-explode`.
* `animationcomplete-key` is a new Animation key specific event emitted by a Game Object. For example, if you had an animation with a key of 'explode' you can now listen for `animationcomplete-explode`.
* `animationupdate-key` is a new Animation key specific event emitted by a Game Object. For example, if you had an animation with a key of 'explode' you can now listen for `animationupdate-explode`.
* The Animation class now extends the Event Emitter and dispatches events itself. This allows you to listen for events from a specific Animation, rather than via a Game Object. This is handy, for example, if you had an explosion animation that you wanted to trigger a sound effect when it started. You can now listen for the events from the Animation object directly.
* The Animation class now emits the `start` event when played (either forward, or in reverse) by any Game Object.
* The Animation class now emits the `restart` event when it restarts playing on any Game Object.
* The Animation class now emits the `complete` event when it finishes playing on any Game Object.
* The Animation Component has a new method called `chain` which allows you to line-up another animation to start playing as soon as the current one stops, no matter how it stops (either by reaching its natural end, or directly by having stop called on it). You can chain a new animation at any point, including before the current one starts playing, during it, or when it ends (via its `animationcomplete` callback). Chained animations are specific to a Game Object, meaning different Game Objects can have different chained animations without impacting the global animation they're playing.
* `CanvasTexture.drawFrame` is a new method that allows you to draw a texture frame to the CanvasTexture based on the texture key and frame given.
* `CanvasTexture.getIndex` is a new method that will take an x/y coordinate and return the Image Data index offset used to retrieve the pixel values.
* `CanvasTexture.getPixels` is a new method that will take a region as an x/y and width/height and return all of the pixels in that region from the CanvasTexture.
* `CanvasTexture.setPixel` is a new method that sets the given pixel in the CanvasTexture to the color and alpha values provided.
* `CanvasTexture.getData` is a new method that will extract an ImageData block from the CanvasTexture from the region given.
* `CanvasTexture.putData` is a new method that will put an ImageData block at the given coordinates in a CanvasTexture.
* `Line.Extend` is a new static function that allows you extend the start and/or end points of a Line by the given amounts.
* `Vector2.LEFT` is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
* `Vector2.RIGHT` is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
* `Vector2.UP` is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
* `Vector2.DOWN` is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
* `Vector2.ONE` is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
* `Vector3.ZERO` is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
* `Vector3.LEFT` is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
* `Vector3.RIGHT` is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
* `Vector3.UP` is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
* `Vector3.DOWN` is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
* `Vector3.FORWARD` is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
* `Vector3.BACK` is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
* `Vector3.ONE` is a new constant that can be used in Vector comparison operations (thanks @Aedalus)
* Geometery Mask has a new property called `invertAlpha` in WebGL, which works in the same way as the flag on the Bitmap Mask and allows you to invert the function of the stencil buffer, i.e. non-drawn shapes become invisible, and drawn shapes visible (thanks @tfelix)
* The Arcade Physics Body has a new property `maxSpeed` which limits the vector length of the Body velocity. You can set it via the method `setMaxSpeed` and it is applied in the `World.computeVelocity` method (thanks @Edwin222 @rexrainbow)
* `WebGLRenderer.snapshotArea` is a new method that allows you to grab an image of the given region of the canvas during the post-render step and have it sent to your defined callback. This is the same as `snapshot` except you control the area being grabbed, so is more efficient if you only need a smaller area.
* `WebGLRenderer.snapshotPixel` is a new method that allows you to grab a single pixel from the game canvas, post-render. It returns the result as a `Color` object to your specified callback.
* `CanvasRenderer.snapshotArea` is a new method that allows you to grab an image of the given region of the canvas during the post-render step and have it sent to your defined callback. This is the same as `snapshot` except you control the area being grabbed, so is more efficient if you only need a smaller area.
* `CanvasRenderer.snapshotPixel` is a new method that allows you to grab a single pixel from the game canvas, post-render. It returns the result as a `Color` object to your specified callback.
* `SceneManager.getScenes` is a new method that will return all current Scenes being managed by the Scene Manager. You can optionally return only active scenes and reverse the order in which they are returned in the array.
* `DOM.GetTarget` is a new helper function that will return a reference to a DOM Element based on the given string or node.
* `GameObjects.Extern` is a new special type of Game Object that allows you to pass rendering off to a 3rd party. When you create an Extern and place it in the display list of a Scene, the renderer will process the list as usual. When it finds an Extern it will flush the current batch, clear down the pipeline and prepare a transform matrix which your render function can take advantage of, if required. The Extern Game Object is used heavily by the Spine Plugin, but can also be used by other libraries such as three.js, allowing them to render directly into a Phaser game.
### Updates
* You can now modify `this.physics.world.debugGraphic.defaultStrokeWidth` to set the stroke width of any debug drawn body, previously it was always 1 (thanks @samme)
* `TextStyle.setFont` has a new optional argument `updateText` which will sets if the text should be automatically updated or not (thanks @DotTheGreat)
* `ProcessQueue.destroy` now sets the internal `toProcess` counter to zero.
* The `PathFollower.pathRotationVerticalAdjust` property has been removed. It was supposed to flipY a follower when it reversed path direction, but after some testing it appears it has never worked and it's easier to do this using events, so the property and associated config value are removed. The `verticalAdjust` argument from the `setRotateToPath` method has been removed as well.
* The config value `preserveDrawingBuffer` has been removed as it has never been used by the WebGL Renderer.
* `PluginManager.install` returns `null` if the plugin failed to install in all cases.
* `PluginFile` will now install the plugin into the _current_ Scene as long as the `start` or `mapping` arguments are provided.
* MATH_CONST no longer requires or sets the Random Data Generator, this is now done in the Game Config, allowing you to require the math constants without pulling in a whole copy of the RNG with it.
* The Dynamic Bitmap Text Canvas Renderer was creating a new data object every frame for the callback. It now uses the `callbackData` object instead, like the WebGL renderer does.
* `WebGLRenderer.setBlendMode` has a new optional argument `force`, which will force the given blend mode to be set, regardless of the current settings.
* The method `DisplayList.sortGameObjects` has been removed. It has thrown a runtime error since v3.3.0(!) which no-one even spotted which is a good indication of how little the method was used. The display list is automatically sorted anyway, so if you need to sort a small section of it, just use the standard JavaScript Array sort method (thanks ornyth)
* The method `DisplayList.getTopGameObject` has been removed. It has thrown a runtime error since v3.3.0(!) which no-one even spotted which is a good indication of how little the method was used (thanks ornyth)
* `WebGLRenderer.setFramebuffer` has a new optional boolean argument `updateScissor`, which will reset the scissor to match the framebuffer size, or clear it.
* `WebAudioSoundManager.onFocus` will not try to resume the Audio Context if it's still locked.
* `WebAudioSoundManager.onBlur` will not try to suspend the Audio Context if it's still locked.
* When using `ScenePlugin.add`, to add a new Scene to the Scene Manager, it didn't allow you to include the optional Scene data object. You can now pass this in the call (thanks @kainage)
* `Graphics.stroke` is a new alias for the `strokePath` method, to keep the calls consistent with the Canvas Rendering Context API.
* `Graphics.fill` is a new alias for the `fillPath` method, to keep the calls consistent with the Canvas Rendering Context API.
* `LoaderPlugin.sceneManager` is a new property that is a reference to the global Scene Manager, useful for Plugins.
* Whenever `Camera.roundPixels` was enabled it would use a bitwise operation to truncate the float (`x |= 0`) - this has been replaced across all files that used it, with a call to `Math.round` instead. This gives far better results when zooming cameras both in and out of a Scene, stopping thin gaps appearing between closely packed Game Objects.
* `AnimationManager.create` will now return a boolean `false` if the given key is invalid (i.e. undefined or falsey).
* `AnimationManager.create` will no longer raise a console warning if the animation key is already in use. Instead, it will return the animation belonging to that key. A brand new animation will only be created if the key isn't already in use. When this happens, the `add` event is emitted by the Animation Manager. If no event is emitted, the animation already existed.
* `ArcadePhysics.Body.destroy` will now only add itself to the World `pendingDestroy` list if the world property exists. This prevents `Cannot read property 'pendingDestroy' of undefined` errors if you try to delete a physics body in a callback and then immediately change Scene (which tells the physics work to also delete all bodies)
* The Animation Component `restart` method has had is sole `key` argument removed. Previously, you had to pass in the key of the animation you wished to reverse, but now you can just call the method directly, and as long as there is an animation playing, it will automatically start playing in reverse, without the nee for a key (the way it should have been originally)
* `Animation.play` and `playReverse` will now accept either a string-based key of the animation to play (like before), or you can pass in an Animation instance, and it will play that animation.
* `CanvasTexture.clear` now has 4 new optional arguments: `x, y, width, height` which allow you to define the region of the texture to be cleared. If not provided it will clear the whole texture, which is the same behavior as before.
* EarCut, the polygon triangulation library used by the Graphics and WebGL classes, has been upgraded from 2.1.1 to 2.1.4. 2.1.2 fixed a few race conditions where bad input would cause an error. 2.1.3 improved performance for bigger inputs (5-12%) and 2.1.4 fixed a race condition that could lead to a freeze on degenerate input.
* `TextureTintPipeline.batchQuad` and `batchTri` have two new optional arguments `texture` and `unit` which are used to re-set the batch texture should the method cause a batch flush.
* `TextureTintPipeline.requireTextureBatch` is a new internal method that helps speed-up the creation of texture batches. It is used in conjunction with `setTexture2D` and `pushBatch`.
* `TextureTintPipeline.flush` and `TextureTintPipeline.pushBatch` have been optimized to handle zero based texture units as priority. They've also been refactored to avoid creation of empty texture batches.
* The `WebGLRenderer.setTexture2D` method has a new optional argument `flush` which controls if the pipeline is flushed if the given texture is new, or not. This is used internally to skip flushing during an existing flush.
* The Tilemap Layer `width` and `height` properties are now based on the tilemap tile sizes multiplied by the layer dimensions. This corrects an issue with layer sizes being wrong if you called `setBaseTileSize` on a Map.
* The WebGLRenderer will now clear the framebuffer at the start of every render.
* `WebGLRenderer.setScissor` now has a new optional argument `drawingBufferHeight` which allows you to specify the drawing buffer height, rather than use the renderers default value.
* `WebGLRenderer.pushScissor` now has a new optional argument `drawingBufferHeight` which allows you to specify the drawing buffer height, rather than use the renderers default value.
* `WebGLRenderer.preRender` now calls `gl.clearColor` in order to restore the background clear color in case something, like a Render Texture, has changed it.
* `Map.set` will now update an existing value if you provide it with a key that already exists within the Map. Previously, if you tried to set the value of a key that existed it would be skipped.
* `MatterSprite` would set its `type` property to be `Image`. It now sets it to be `Sprite` as it should do.
* `Matter.TileBody.setFromTileCollision` no longer checks if the shape is concave or convex before modifying the vertices, as the update to the Matter.js lib in 3.12 stopped this from working with Tiled collision shapes.
* The Scene `transitionstart` event is now dispatched by the Target Scene of a transition, regardless if the Scene has a `create` method or not. Previously, it was only dispatched if the Scene had a create method.
* The Loader will now allow an XHR status of 0 as success too. Normally only status 200 would be accepted as success, but 0 is returned when a file is loaded from the local filesystem (file://). This happens, for example, when opening the index.html of a game in a browser directly, or when using Cordova on iOS. Fix #3464 (thanks @Ithamar)
* `Tween.restart` now returns the Tween instance (thanks @rexrainbow)
* `Tween.play` now returns the Tween instance (thanks @rexrainbow)
* `Tween.seek` now returns the Tween instance (thanks @rexrainbow)
* `Tween.complete` now returns the Tween instance (thanks @rexrainbow)
* `Tween.stop` now returns the Tween instance (thanks @rexrainbow)
* `List.sort` now has an optional parameter `handler` which allows you to provide your own sort handling function (thanks @jcyuan)
* `Container.sort` now has an optional parameter `handler` which allows you to provide your own sort handling function (thanks @jcyuan)
* The WebGLRenderer method `canvasToTexture` will now only set the filter to be `NEAREST` if `antialias` is disabled in the game config (i.e. when running in pixelArt mode). This means that Text objects, and other Canvas backed textures, now render with anti-aliasing if everything else does. You can disable this on a per-object basis by calling `texture.setFilter(1)` on them.
* `CanvasRenderer.snapshotCallback`, `snapshotType` and `snapshotEncoder` have all been removed as they are no longer required.
* `CanvasRenderer.snapshotState` is a new object that contains the snapshot configuration data, the same as the WebGL Renderer.
* The signature of the `WebGLSnapshot` function has changed. It now takes a Snapshot Configuration object as the second parameter.
* The signature of the `CanvasSnapshot` function has changed. It now takes a Snapshot Configuration object as the second parameter.
* A Tween Timeline will now set it's internal destroy state _before_ calling either the `onComplete` callback or sending the `COMPLETE` event. This means you can now call methods that will change the state of the Timeline, such as `play`, during the callback handlers, where-as before doing this would have had the internal state changed immediately, preventing it (thanks Lucas Knight)
* The `AddToDOM` method has had the `overflowHidden` argument removed. The DOM element the canvas is inserted into no longer has `overflow: hidden` applied to its style. If you wish to have this, please add it directly via CSS.
### Bug Fixes
* The Rectangle Shape object wouldn't render if it didn't have a stroke, or any other objects on the display list (thanks mliko)
* When using a font string instead of setting `fontFamily`, `fontSize` and `fontStyle` in either `Text.setStyle` or `setFont`, the style properties wouldn't get set. This isn't a problem while creating the text object, only if modifying it later (thanks @DotTheGreat)
* `Text.toJSON` wasn't saving the font style when using the "font" shorthand to create it. It now saves it correctly. Fix #4141 (thanks @divillysausages)
* Disabling camera bounds and then moving the camera to an area in a Tilemap that did not have any tile information would throw an `Uncaught Reference error` as it tried to access tiles that did not exist (thanks @Siyalatas)
* Fixed an issue where Sprite Sheets being extracted from a texture atlas would fail if the sheet was either just a single column or single row of sprites. Fix #4096 (thanks @Cirras)
* If you created an Arcade Physics Group without passing a configuration object, and passing an array of non-standard children, it would throw a classType runtime error. It now creates a default config object correctly (thanks @pierpo)
* The `Camera.cull` method has been restructured so it now calculates if a Game Object is correctly in view or not before culling it. Although not used internally, if you need to cull objects for a camera, you can now safely use this method. Fix #4092 (thanks @Cirras)
* The Tiled Parser would ignore animated tile data if it was in the new Tiled 1.2 format. This is now accounted for, as well as 1.0 (thanks @nkholski)
* `Array.Matrix.ReverseRows` was actually reversing the columns, but now reverses the rows.
* `Array.Matrix.ReverseColumns` was actually reversing the rows, but now reverses the columns.
* UnityAtlas now sets the correct file type key if using a config file object.
* Starting with version 3.13 in the Canvas Renderer, it was possible for long-running scripts to start to get bogged-down in `fillRect` calls if the game had a background color set. The context is now saved properly to avoid this. Fix #4056 (thanks @Aveyder)
* Render Textures created larger than the size of the default canvas would be automatically clipped when drawn to in WebGL. They now reset the gl scissor and drawing height property in order to draw to their full size, regardless of the canvas size. Fix #4139 (thanks @chaoyang805 @iamchristopher)
* The `cameraFilter` property of a Game Object will now allow full bitmasks to be set (a value of -1), instead of just those > 0 (thanks @stuartkeith)
* The `PathFollower.startFollow` method now properly uses the `startAt` argument to the method, so you can start a follower off at any point along the path. Fix #3688 (thanks @DannyT @diteix)
* Static Circular Arcade Physics Bodies now render as circles in the debug display instead of showing their rectangle bounds (thanks @maikthomas)
* Changing the mute flag on an `HTML5AudioSound` instance, via the `mute` setter, now works as it does via the Sound Manager (thanks @Waclaw-I @neon-dev)
* Changing the volume on an `HTML5AudioSound` instance, via the `volume` setter, now works as it does via the Sound Manager (thanks @Waclaw-I)
* The Dynamic Tilemap Layer WebGL renderer was drawing tiles at the incorrect position if the layer was scaled. Fix #4104 (thanks @the-realest-stu)
* `Tile.tileset` now returns the specific Tileset associated with the tile rather than an array of them. Fix #4095 (thanks @quadrupleslap)
* `Tile.getCollisionGroup` wouldn't return the correct Group after the change to support multiple Tilesets. It now returns the group properly (thanks @jbpuryear)
* `Tile.getTileData` wouldn't return the correct data after the change to support multiple Tilesets. It now returns the tile data properly (thanks @jbpuryear)
* The `GetTileAt` and `RemoveTileAt` components would error with "Cannot read property 'index' of undefined" if the tile was undefined rather than null. It now handles both cases (thanks @WaSa42)
* Changing `TileSprite.width` or `TileSprite.height` will now flag the texture as dirty and call `updateDisplayOrigin`, allowing you to resize TileSprites dynamically in both Canvas and WebGL.
* `RandomDataGenerator.shuffle` has been fixed to use the proper modifier in the calculation allowing for a more even distribution (thanks wayfinder)
* The Particle Emitter was not recycling dead particles correctly so it was creating new objects every time it emitted (the old particles were then left to the browsers gc to clear up). This has now been recoded so the emitter will properly keep track of dead particles and re-use them (thanks @Waclaw-I for the initial PR)
* `ParticleEmitter.indexSortCallback` has been removed as it's no longer required.
* `Particle.index` has been removed as it's no longer required. Particles don't need to keep track of their index any more.
* The Particle Emitter no longer needs to call the StableSort.inplace during its preUpdate, saving cpu.
* `Particle.resetPosition` is a new method that is called when a particle dies preparing it for firing again in the future.
* The Canvas `SetTransform` method would save the context state, but it wasn't restored at the end in the following Game Objects: Dynamic Bitmap Text, Graphics, Arc, Curve, Ellipse, Grid, IsoBox, IsoTriangle, Line, Polygon, Rectangle, Star and Triangle. These now all restore the context, meaning if you're using non-canvas sized cameras in Canvas mode, it will now render beyond just the first custom camera.
* `Utils.Array.MoveUp` wouldn't let you move an array element to the top-most index in the array. This also impacted `Container.moveUp`.
* The Texture Tint Pipeline had a logic error that would cause every 2001st quad to either be invisible, or pick-up the texture of the 2000th quad by mistake. The `batchQuad` and `batchTri` methods how handle re-assigning the batch texture if they cause a batch flush as part of their process.
* Rotating Sprites that used a Normal Map wouldn't rotate the normal map with it causing the lighting effects to become irregular. The normal map vectors are now rotated correctly (thanks @sercant for the PR and @fazzamatazz and @ysraelJMM for the report)
* Changing `scaleX` or `scaleY` on a `MatterImage` or `MatterSprite` would cause the body scale to become distorted as the setters didn't use the correct factor when resetting the initial scale. Fix #4206 (thanks @YannCaron)
* `StaticBody.reset` in Arcade Physics would ignore the `x` and `y` values given to it. If given, they're now used to reset the parent Game Object before the body is updated. Fix #4224 (thanks @samme)
* Static Tilemap Layers wouldn't render correctly if the layer used a tileset with a different size to the base map data (set via `setBaseTileSize`). They now render correctly in WebGL and Canvas regardless of the base tile size.
* When using `RenderTexture.fill`, the `alpha` argument would be ignored in Canvas mode. It's now used when filling the RenderTexture.
* Fixed an issue in `WebGLRenderer.setScissor` where it was possible to try and compare the scissor size to a non-current scissor if called outside of the render loop (i.e. from `RenderTexture.fill`) (thanks @hackhat)
* `RenderTexture.fill` in WebGL would use `gl.clear` and a clear color to try and fill the Render Texture. This only worked for full-canvas sized RenderTextures that didn't have a camera zoom applied. It has now been swapped to use the `drawFillRect` method of the Texture Tint Pipeline, allowing it to work properly regardless of camera zoom or size.
* `Container.getFirst` was using an incorrect Array Utils function `GetFirstElement` when it should have been using `GetFirst`. It now uses the correct function. Fix #4244 (thanks @miran248)
* `List.getFirst` was using an incorrect Array Utils function `GetFirstElement` when it should have been using `GetFirst`. It now uses the correct function. Fix #4244 (thanks @miran248)
* Fixed an issue where changing the viewport or size of a Camera belonging to a RenderTexture wouldn't impact the rendering and objects will still render outside of the viewport range. It's now converted to a proper gl scissor rect by the renderer, meaning you can limit the area rendered to by adjusting the internal Render Texture cameras viewport. Fix #4243 (thanks @hackhat)
* `CanvasTexture.destroy` is a new method that specifically handles the destruction of the CanvasTexture and all of its associated typed arrays. This prevents a memory leak when creating and destroying lots of RenderTextures (which are CanvasTexture backed). Fix #4239 (thanks @sjb933)
* The Alpha, Flip and Origin components have been removed from the Mesh Game Object (and by extension, Quad as well) as they are not used in the renderer and should be manipulated via the Mesh properties. Fix #4188 (thanks @enriqueto)
* The `processDomCallbacks` method in the Input Manager wasn't correctly clearing the `once` arrays. Responsibility for this has now been passed to the queue methods `queueTouchStart`, `queueTouchMove`, `queueTouchEnd`, `queueMouseDown`, `queueMouseMove` and `queueMouseUp`. Fix #4257 (thanks @iArePJ)
* Arcade Physics now manages when `postUpdate` should be applied better, stopping it from gaining a zero delta during a further check in the same frame. This fixes various issues, including the mass collision test demo. Fix #4154 (thanks @samme)
* Arcade Physics could trigger a `collide` event on a Body even if it performing an overlap check, if the `onCollide` property was true (thanks @samme)
* TileSprites no longer cause a crash when using the Headless mode renderer. Fix #4297 (thanks @clesquir)
* The WebGLRenderer will now apply a transparent background if `transparent = true` in the game config (thanks @gomachan7)
* `List.sort` was missing the scope required for the sort handler, this is now correctly provided internally. Fix #4241 (thanks @jcyuan)
* `Container.sort` was missing the scope required for the sort handler, this is now correctly provided internally. Fix #4241 (thanks @jcyuan)
* `DataManager.pop` would emit the DataManager instance, instead of the parent, as the first event argument. It now emits the parent as it should do. Fix #4186 (thanks @gadelan)
* The `GetValue` function wasn't checking for the existance of '.' in the config property name correctly, causing the branch to always be taken (thanks @kyranet)
* Safari had permission problems playing HTML5 Audio files on Mac OS. Due to the changes in the input event system audio now plays properly based on user interactions. You still can't play it automatically, though, it will always require a user gesture to begin. Fix #4217 (thanks @increpare)
### Examples and TypeScript
Thanks to the following for helping with the Phaser 3 Examples and TypeScript definitions, either by reporting errors, or even better, fixing them:
@guilhermehto @samvieten @darkwebdev @RoryO @snowbillr @slothyrulez @jcyuan @jestarray @CzBiX
### Phaser Doc Jam
The Phaser Doc Jam was a community-backed effort to try and get the Phaser 3 API documentation to 100% coverage. The Doc Jam is now over and I offer my thanks to the following who helped with docs in this release:
@16patsle - @gurungrahul2 - @icbat - @samme - @telinc1 - anandu pavanan - blackhawx - candelibas - Diego Romero - doronlinder - Elliott Wallace - eric - Georges Gabereau - Haobo Zhang - henriacle - jak6jak - Jake Jensen - James Van Roose - JamesSkemp - joelahoover - Joey - madclaws - marc136 - Mihail Ilinov - naum303 - NicolasRoehm - nuane - rejacobson - Robert Kowalski - rodri042 - rootasjey - sawamara - scottwestover - sir13tommy - stetso - therealsamf - Tigran - willblackmore - zenwaichi
Also, the following helped with the docs outside of the Doc Jam:
@bryanwood @jestarray @matosummer @tfelix @imilo @BigZaphod @OmarShehata @16patsle @jcyuan @iam13islucky @FractalBobz Endre

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# Phaser 3 Change Log
## Version 3.17.0 - Motoko - 10th May 2019
### Shaders
'Shader' is a new type of Game Object which allows you to easily add a quad with its own shader into the display list, and manipulate it as you would any other Game Object, including scaling, rotating, positioning and adding to Containers. Shaders can be masked with either Bitmap or Geometry masks and can also be used as a Bitmap Mask for a Camera or other Game Object. They can also be made interactive and used for input events.
They work by taking a reference to a `Phaser.Display.BaseShader` instance, as found in the Shader Cache. These can be created dynamically at runtime, or loaded in via the updated GLSL File Loader:
```javascript
function preload ()
{
this.load.glsl('fire', 'shaders/fire.glsl.js');
}
function create ()
{
this.add.shader('fire', 400, 300, 512, 512);
}
```
Please see the Phaser 3 Examples GitHub repo for examples of loading and creating shaders dynamically.
* `Display.BaseShader` is a new type of object that contain the fragment and vertex source, together with any uniforms the shader needs, and are used when creating the new `Shader` Game Objects. They are stored in the Shader cache.
* The Shader Cache `this.cache.shader` has been updated. Rather than holding plain text fragments, it now holds instances of the new `BaseShader` objects. As a result, using `cache.shader.get(key)` will now return a `BaseShader` instead of a text file.
* The `GLSLFile` loader has been updated with new arguments. As well as a URL to the shader file you can also specify if the file is a fragment or vertex shader. It then uses this value to help create or update a `BaseShader` instance in the shader cache.
* The `GLSLFile` loader now supports shader bundles. These allow for multiple shaders to be stored in a single file, with each shader separated by a block of front-matter that represents its contents. Example shader bundles can be found in the Phaser 3 Examples repo.
### DOM Elements
DOM Elements have finally left the experimental stage and are now part of the full Phaser release.
DOM Element Game Objects are a way to control and manipulate HTML Elements over the top of your game. In order for DOM Elements to display you have to enable them by adding the following to your game configuration object:
```javascript
dom {
createContainer: true
}
```
When this is added, Phaser will automatically create a DOM Container div that is positioned over the top of the game canvas. This div is sized to match the canvas, and if the canvas size changes, as a result of settings within the Scale Manager, the dom container is resized accordingly.
You can create a DOM Element by either passing in DOMStrings, or by passing in a reference to an existing
Element that you wish to be placed under the control of Phaser. For example:
```javascript
this.add.dom(x, y, 'div', 'background-color: lime; width: 220px; height: 100px; font: 48px Arial', 'Phaser');
```
The above code will insert a div element into the DOM Container at the given x/y coordinate. The DOMString in the 4th argument sets the initial CSS style of the div and the final argument is the inner text. In this case, it will create a lime colored div that is 220px by 100px in size with the text Phaser in it, in an Arial font.
You should nearly always, without exception, use explicitly sized HTML Elements, in order to fully control alignment and positioning of the elements next to regular game content.
Rather than specify the CSS and HTML directly you can use the `load.html` File Loader to load it into the cache and then use the `createFromCache` method instead. You can also use `createFromHTML` and various other methods available in this class to help construct your elements.
Once the element has been created you can then control it like you would any other Game Object. You can set its position, scale, rotation, alpha and other properties. It will move as the main Scene Camera moves and be clipped at the edge of the canvas. It's important to remember some limitations of DOM Elements: The obvious one is that they appear above or below your game canvas. You cannot blend them into the display list, meaning you cannot have a DOM Element, then a Sprite, then another DOM Element behind it.
You can find lots of examples on using DOM Elements in the Phaser 3 Examples repo.
### Geometry and Bitmap Masks
* `Camera.setMask` is a new method that allows you to set a geometry or bitmap mask on any camera. The mask can be set to remain fixed in position, or to translate along with the camera. It will impact anything the camera renders. A reference to the mask is stored in the `Camera.mask` property.
* `Camera.clearMask` is a new method that clears a previously set mask on a Camera.
* There is a new Game Config property `input.windowEvents` which is true by default. It controls if Phaser will listen for any input events on the Window. If you disable this, Phaser will stop being able to emit events like `POINTER_UP_OUTSIDE`, or be aware of anything that happens outside of the Canvas re: input.
* Containers can now contain masked children and have those masks respected, including the mask on the Container itself (if any). Masks work on any depth of child up to 255 children deep.
* Geometry Masks are now batched. Previously, using the same mask on multiple Game Objects would create brand new stencil operations for every single Game Object, causing performance to tank. Now, the mask is only set if it's different from the previously masked object in the display list, allowing you to mask thousands of Game Objects and retain batching through-out.
* `GeometryMask.setInvertAlpha` is a new method that allows you to set the `invertAlpha` property in a chainable call.
* Previously, setting a mask on a Particle Emitter wouldn't work (it had to be set on the Emitter Manager instance), even though the mask methods and properties existed. You can now set a geometry or bitmap mask directly on an emitter.
* The Particle Emitter Manager was missing the Mask component, even though it fully supported masking. The Mask component has now been added. You can now mask the manager, which impacts all emitters you create through it, or a specific emitter. Different emitters can have different masks, although they override the parent mask, if set.
* You can now apply a Bitmap Mask to a Camera or Container and a Geometry Mask to a child and have it work correctly.
* `WebGLRenderer.maskCount` is a new internal property that tracks the number of masks in the stack.
* `WebGLRenderer.maskStack` is a new internal array that contains the current mask stack.
### Arcade Physics
#### New Features
* `overlapTiles` is a new method that allows you to check for overlaps between a physics enabled Game Object and an array of Tiles. The Tiles don't have to have been enable for collision, or even be on the same layer, for the overlap check to work. You can provide your own process callback and/or overlap callback. This is handy for testing for overlap for a specific Tile in your map, not just based on a tile index. This is available via `this.physics.overlapTiles` and the World instance.
* `collideTiles` is a new method that allows you to check for collision between a physics enabled Game Object and an array of Tiles. The Tiles don't have to have been enable for collision, or even be on the same layer, for the collision to work. You can provide your own process callback and/or overlap callback. There are some limitations in using this method, please consult the API Docs for details, but on the whole, it allows for dynamic collision on small sets of Tile instances. This is available via `this.physics.collideTiles` and the World instance.
* `overlapRect` is a new method that allows you to return an array of all physics bodies within the given rectangular region of the World. It can return dynamic or static bodies and will use the RTree for super-fast searching, if enabled (which it is by default)
* The `Body.setCollideWorldBounds` method has two new optional arguments `bounceX` and `bounceY` which, if given, will set the World Bounce values for the body.
#### Updates
* `Body.preUpdate` is a new method that is called only once per game step. It resets all collision status properties and syncs the Body with the parent Game Object.
* `Body.update` has been rewritten to just perform one single physics step and no longer re-syncs with the Game Object. It can be called multiple times per game step, depending on the World FPS rate.
* `Body.postUpdate` has been rewritten to make it more compact. It syncs the body data back to the parent Game Object and is only called once per game step now (previously it was called whenever the Body updated)
* The `World.late` Set has been removed and is no longer populated, as it's no longer required.
* `World.update` now calls `Body.preUpdate` just once per game step, then calls `Body.update` as many times as is required as per the FPS setting, and no longer calls `Body.postUpdate` at all.
* `World.collideSpriteVsTilemapLayer` now returns a boolean if a collision or overlap happens, where-as before it didn't.
* `World.collideSpriteVsTilemapLayerHandler` is a new private method that handles all tilemap collision checks.
* The internal method `SeparateTile` now has a new argument `isLayer` which controls if the set comes from a layer or an array.
* The internal method `TileCheckX` now has a new argument `isLayer` which controls if the set comes from a layer or an array.
* The internal method `TileCheckY` now has a new argument `isLayer` which controls if the set comes from a layer or an array.
* `Body.isMoving` has been removed as it was never used internally.
* `Body.stopVelocityOnCollide` has been removed as it was never used internally.
* All of the Arcade Physics Components are now available directly under the `Phaser.Physics.Arcade.Components` namespace. Fix #4440 (thanks @jackfreak)
* `Phaser.Physics.Arcade.Events` is now exposed in the namespace, preventing it from erroring if you use them in TypeScript. Fix #4481 (thanks @danielalves)
* The Matter World configuration value `bodyDebugFillColor` has been renamed to `debugBodyFillColor` to be consistent with the rest of the options.
* The Matter World configuration has a new property: `debugStaticBodyColor` that sets the static body debug color.
#### Bug Fixes
* The `Body.delta` values are now able to be read and acted upon during a Scene update, due to the new game step flow. This means you can now call `this.physics.collide` during a Scene `update` and it will work properly again. Fix #4370 (thanks @NokFrt)
* `ArcadePhysics.furthest` now iterates the bodies Set, rather than the RTree, which keeps it working even if the RTree has been disabled.
* `ArcadePhysics.closest` now iterates the bodies Set, rather than the RTree, which keeps it working even if the RTree has been disabled.
* `Body.setVelocity` caused the `speed` property to be set to `NaN` if you didn't provide a `y` argument.
* Passing an _array_ of configuration objects to `physics.add.group` would ignore them and none of the children would be assigned a physics body. Fix #4511 (thanks @rgk)
* A Body with `damping` and `drag` enabled would fail to move if it went from zero velocity to a new velocity inside an `update` loop. It will now reset its speed accordingly and retain its new velocity (thanks StealthGary)
### Facebook Instant Games Plugin
* The method `consumePurchases` has been renamed to `consumePurchase` to bring it in-line with the Facebook API.
* `getProduct` is a new method that will return a single Product from the product catalog based on the given Product ID. You can use this to look-up product details based on a purchase list.
### New Features
* A Scene will now emit the new `CREATE` event after it has been created by the Scene Manager. If the Scene has a `create` method this event comes after that, so is useful to knowing when a Scene may have finished creating Game Objects, etc. (thanks @jackfreak)
* `Tilemap.removeTile` is a new method that allows you to remove a tile, or an array of tiles, by passing in references to the tiles themselves, rather than coordinates. The tiles can be replaced with new tiles of the given index, or removed entirely, and the method can optionally recalculate interesting faces on the layer.
* `TweenManager.remove` is a new method that immediately removes the given Tween from all of its internal arrays.
* `Tween.remove` is a new method that immediately removes the Tween from the TweenManager, regardless of what state the tween is in. Once called the tween will no longer exist within any internal TweenManager arrays.
* `SceneManager.isPaused` is a new method that will return if the given Scene is currently paused or not (thanks @samme)
* `ScenePlugin.isPaused` is a new method that will return if the given Scene is currently paused or not (thanks @samme)
* `TextureManager.removeKey` is a new method that will remove a key from the Texture Manager without destroying the texture itself.
* `Matter.World.resetCollisionIDs` is a new method that will reset the collision IDs that Matter JS uses for body collision groups. You should call this before destroying your game if you need to restart the game again on the same page, without first reloading the page. Or, if you wish to consistently destroy a Scene that contains Matter.js and then run it again (thanks @clesquir)
* RenderTexture has two new optional constructor arguments `key` and `frame`. This allows you to create a RenderTexture pre-populated with the size and frame from an existing texture (thanks @TadejZupancic)
* `GameObjects.Components.PathFollower` is a new component that manages any type of Game Object following a path. The original Path Follower Game Object has been updated to use this new component directly, but it can be applied to any custom Game Object class.
* `Tilemap.removeLayer` is a new method that allows you to remove a specific layer from a Tilemap without destroying it.
* `Tilemap.destroyLayer` is a new method that allows you to destroy a layer and remove it from a Tilemap.
* `Tilemap.renderDebugFull` is a new method that will debug render all layers in the Tilemap to the given Graphics object.
* `Geom.Intersects.GetCircleToCircle` is a new function that will return the point/s of intersection between two circles (thanks @florianvazelle)
* `Geom.Intersects.GetCircleToRectangle` is a new function that will return the point/s of intersection between a circle and a rectangle (thanks @florianvazelle)
* `Geom.Intersects.GetLineToCircle` is a new function that will return the point/s of intersection between a line and a circle (thanks @florianvazelle)
* `Geom.Intersects.GetLineToRectangle` is a new function that will return the point/s of intersection between a line and a rectangle (thanks @florianvazelle)
* `Geom.Intersects.GetRectangleToRectangle` is a new function that will return the point/s of intersection between two rectangles (thanks @florianvazelle)
* `Geom.Intersects.GetRectangleToTriangle` is a new function that will return the point/s of intersection between a rectangle and a triangle (thanks @florianvazelle)
* `Geom.Intersects.GetTriangleToCircle` is a new function that will return the point/s of intersection between a triangle and a circle (thanks @florianvazelle)
* `Geom.Intersects.GetTriangleToLine` is a new function that will return the point/s of intersection between a triangle and a line (thanks @florianvazelle)
* `Geom.Intersects.GetTriangleToTriangle` is a new function that will return the point/s of intersection between two triangles (thanks @florianvazelle)
* `Size.setCSS` is a new method that will set the Size components width and height to the respective CSS style properties of the given element.
* `CSSFile` is a new Loader FileType that allows you to load css into the current document via the normal Phaser Loader, using the `load.css` method. As such, you can chain it with other load calls, load via config, use as part of a pack load or any other option available to all loader filetypes. The CSS is applied immediately to the document.
* `MultiScriptFile` is a new Loader FileType that allows you to load multiple script files into the document via the Phaser Loader, using the new `load.scripts` method. The difference between this and `load.script` is that you must pass an array of script file URLs to this method and they will be loaded in parallel but _processed_ (i.e. added to the document) in the exact order specified in the array. This allows you to load a bundle of scripts that have dependencies on each other.
* `Key.getDuration` is a new method that will return the duration, in ms, that the Key has been held down for. If the Key isn't down it will return zero.
* The `Container.setScrollFactor` method has a new optional argument `updateChildren`. If set, it will change the `scrollFactor` values of all the Container children as well as the Container. Fix #4466 #4475 (thanks @pinkkis @enriqueto)
* There is a new webpack config `FEATURE_SOUND` which is set to `true` by default, but if set to `false` it will exclude the Sound Manager and all of its systems from the build files. Fix #4428 (thanks @goldfire)
* `Scene.Systems.renderer` is a new property that is a reference to the current renderer the game is using.
* `Utils.Objects.SetValue` is a new function that allows you to set a value in an object by specifying a property key. The function can set a value to any depth by using dot-notation for the key, i.e. `SetValue(data, 'world.position.x', 100)`.
* `WebGLRenderer.glFuncMap` is a new object, populated during the `init` method, that contains uniform mappings from key to the corresponding gl function, i.e. `mat2` to `gl.uniformMatrix2fv`.
* `BaseCache.getKeys` is a new method that will return all keys in use in the current cache, i.e. `this.cache.shader.getKeys()`.
### Updates
* Removed all references to CocoonJS from the API, including in the Device.OS object and elsewhere, as Cocoon is no longer.
* The MouseManager and TouchManager now use separate handlers for the Window level input events, which check to see if the canvas is the target or not, and redirect processing accordingly.
* `AnimationManager.generateFrameNumbers` can now accept a start number greater than the end number, and will generate them in reverse (thanks @cruzdanilo)
* The return from the `ScenePlugin.add` method has changed. Previously, it would return the ScenePlugin, but now it returns a reference to the Scene that was added to the Scene Manager, keeping it in-line with all other `add` methods in the API. Fix #4359 (thanks @BigZaphod)
* The `PluginManager.installScenePlugin` method has a new optional boolean parameter `fromLoader` which controls if the plugin is coming in from the result of a Loader operation or not. If it is, it no longer throws a console warning if the plugin already exists. This fixes an issue where if you return to a Scene that loads a Scene Plugin it would throw a warning and then not install the plugin to the Scene.
* The Scale Manager has a new event `FULLSCREEN_FAILED` which is fired if you try to enter fullscreen mode, but the browser rejects it for some reason.
* The `ScaleMode` Component has been removed from every Game Object, and along with it the `scaleMode` property and `setScaleMode` method. These did nothing anyway as they were not hooked to the render pipeline and scale mode should be set on the texture, not the Game Object. Fix #4413 (thanks @jcyuan)
* The `Clock.now` property value is now synced to be the `TimeStep.time` value when the Clock plugin boots and is no longer `Date.now()` until the first update (thanks @Antriel)
* `Graphics.strokePoints` has renamed the second argument from `autoClose` to `closeShape`. There is also a new third argument `closePath`, which defaults to `true` and automatically closes the path before stroking it. The `endIndex` argument is now the fourth argument, instead of the third.
* `Graphics.fillPoints` has renamed the second argument from `autoClose` to `closeShape`. There is also a new third argument `closePath`, which defaults to `true` and automatically closes the path before filling it. The `endIndex` argument is now the fourth argument, instead of the third.
* Calling `Texture.destroy` will now call `TextureManager.removeKey` to ensure the key is removed from the manager, should you destroy a texture directly, rather than going via `TextureManager.remove`. Fix #4461 (thanks @BigZaphod)
* `SpriteSheetFromAtlas` now adds in a `__BASE` entry for the Sprite Sheet it creates, keeping it consistent with the other frame parsers (thanks @Cirras)
* The `from` and `to` properties in the PathFollower Config can now be used to set the span of the follow duration (thanks @kensleebos)
* `Graphics.lineFxTo` and `Graphics.moveFxTo` have been removed as they were not being rendered anyway.
* You can now use "infinite" tilemaps as created in Tiled v1.1 and above. Support is basic in that it takes the chunk data and builds one giant map from it. However, at least you are still able to now load and use infinite maps, even if they don't chunk during the game (thanks @Upperfoot)
* `MapData.infinite` is a new boolean that controls if the map data is infinite or not.
* `DynamicTilemapLayer.destroy` will now remove the layer from the Tilemap it belongs to, clearing it from the layers array. Fix #4319 (thanks @APXEOLOG)
* `StaticTilemapLayer.destroy` will now remove the layer from the Tilemap it belongs to, clearing it from the layers array. Fix #4319 (thanks @APXEOLOG)
* `DynamicTilemapLayer.destroy` has a new optional boolean argument `removeFromTilemap` which will control if the layer is removed from the parent map or not.
* `StaticTilemapLayer.destroy` has a new optional boolean argument `removeFromTilemap` which will control if the layer is removed from the parent map or not.
* `Tilemap.copy` now actually returns `null` if an invalid layer was given, as per the docs.
* `Tilemap.fill` now actually returns `null` if an invalid layer was given, as per the docs.
* `Tilemap.forEachTile` now actually returns `null` if an invalid layer was given, as per the docs.
* `Tilemap.putTilesAt` now actually returns `null` if an invalid layer was given, as per the docs.
* `Tilemap.randomize` now actually returns `null` if an invalid layer was given, as per the docs.
* `Tilemap.calculateFacesAt` now actually returns `null` if an invalid layer was given, as per the docs.
* `Tilemap.renderDebug` now actually returns `null` if an invalid layer was given, as per the docs.
* `Tilemap.replaceByIndex` now actually returns `null` if an invalid layer was given, as per the docs.
* `Tilemap.setCollision` now actually returns `null` if an invalid layer was given, as per the docs.
* `Tilemap.setCollisionBetween` now actually returns `null` if an invalid layer was given, as per the docs.
* `Tilemap.setCollisionByProperty` now actually returns `null` if an invalid layer was given, as per the docs.
* `Tilemap.setCollisionByExclusion` now actually returns `null` if an invalid layer was given, as per the docs.
* `Tilemap.setCollisionFromCollisionGroup` now actually returns `null` if an invalid layer was given, as per the docs.
* `Tilemap.setTileIndexCallback` now actually returns `null` if an invalid layer was given, as per the docs.
* `Tilemap.setTileLocationCallback` now actually returns `null` if an invalid layer was given, as per the docs.
* `Tilemap.shuffle` now actually returns `null` if an invalid layer was given, as per the docs.
* `Tilemap.swapByIndex` now actually returns `null` if an invalid layer was given, as per the docs.
* `Tilemap.weightedRandomize` now actually returns `null` if an invalid layer was given, as per the docs.
* `BaseCamera.cameraManager` is a new property that is a reference to the Camera Manager, set in the `setScene` method.
* `CameraManager.default` is a new property that contains a single un-transformed instance of a Camera, that exists outside of the camera list and doesn't render. It's used by other systems as a default camera matrix.
* The `Graphics` Game Object now has 3 new Transform Matrix instances called `_tempMatrix1` to `_tempMatrix3`, which are used by it during the WebGL Rendering process. This is because Graphics objects can be used as Geometry Masks, which need to retain their own matrix state mid-render of another object, so cannot share the renderer temp matrices that other Game Objects can use. This also indirectly fixes an issue where masked children (such as emitters or container children) would get incorrect camera scroll values.
* The `Key` method signature has changed. It now expects to receive a reference to the KeyboardPlugin instance that is creating the Key as the first argument. This is now stored in the new `Key.plugin` property, and cleared in `destroy`.
* `KeyboardPlugin.removeKey` has a new optional argument `destroy` that will, if set, destroy the Key object being removed from the plugin.
* `InteractiveObject.customHitArea` is a new property that records if the hitArea for the Interactive Object was created based on texture size (false), or a custom shape (true)
* A Camera will pause following a Game Object for the duration of the Camera Pan Effect, as the two will clash over the Camera scroll position (thanks fruitbatinshades).
* `ParseXMLBitmapFont` has now been exposed as a static function on the `BitmapText` object, so you can access it easily from your own code (thanks @jcyuan)
* The math used in the circle to circle Arcade Physics collision has been updated to better handle horizontal collision, giving a more realistic response. Fix #4256 (thanks @akuskis @JeSuisUnCaillou)
### Bug Fixes
* The parent bounds are reset when exiting fullscreen mode in the Scale Manager. This fixes an issue when leaving fullscreen mode by pressing ESC (instead of programmatically) would leave the canvas in the full screen size. Fix #4357 (thanks @khutchins and @HeyStevenXu)
* `GetAdvancedValue` now uses the correct Math RND reference, which means anything that used the `randInt` or `randFloat` features of this function, such as creating a Sprite from a Config object, or Bitmap Text sizing, will no longer throw an error about a null object reference. Fix #4369 (thanks @sanadov)
* Trying to enter Fullscreen mode on Android / Chrome, or iOS / Safari, would throw an error regarding an unhandled Promise and a failure to invoke the event from a user gesture. This has been tightened up, using a proper Promise handler internally and the documentation clarified to explicitly say that you must call the function from a `pointerup` handler, and not `pointerdown`. Fix #4355 (thanks @matrizet)
* Camera fadeIn and fadeOut would sometimes leave a very low alpha-valued rectangle rendering to the camera. Fix #3833 (thanks @bdaenen)
* `Actions.Spread` would only use the `min` value to work out the step value but not apply it to the property being set (thanks @galman33)
* Calling `Tween.pause` returns the Tween instance, however, if it was already paused, it would return `undefined`, causing problems when chaining Tween methods (thanks @kyranet)
* Calling `TweenManager.makeActive` returns the TweenManager instance, however, if you create a tween externally and call `makeActive` with it, this would return `undefined`.
* Setting the `fixedWidth` and / or `fixedHeight` properties in the configuration of a `Text` would be ignored, they were only supported when calling the `setFixedSize` method. They now work via either option. Fix #4424 (thanks @rexrainbow)
* When calculating the width of a Text object for word wrapping it would ignore the extra spaces added from the wrap. It now accounts for these in the width. Fix #4187 (thanks @rexrainbow)
* `Utils.Array.Add` would act incorrectly when adding an object into an array in which it already belonged. This would manifest if, for example, adding a child into a display list it was already a part of. Fix #4411 (thanks @mudala @LoolzRules)
* `Tile.getCenterX` and `Tile.getCenterY` would return the wrong values for tiles on scaled layers. Fix #3845 (thanks @oloflarsson @florianvazelle)
* `Camera.startFollow` will now ensure that if the Camera is using bounds that the `scrollX` and `scrollY` values set after first following the Game Object do not exceed the bounds (thanks @snowbillr)
* Creating a Tween with a `duration` of zero would cause the tweened object properties to be set to `NaN`. Now they will tween for one single frame before being set to progress 1. Fix #4235 (thanks @BigZaphod)
* The First frame of a Texture would take on the appearance of the second frame in a Sprite Sheet created from trimmed Texture Atlas frames. Fix #4088 (thanks @Cirras)
* `Tween.stop` assumed that the parent was the TweenManager. If the Tween has been added to the Timeline, that was not true and the stop method crashed (thanks @TadejZupancic)
* Calling `Tween.restart` multiple times in a row would cause the tween to freeze. It will now disregard all additional calls to `restart` if it's already in a pending state (thanks @rgk)
* Tween Timelines would only apply the `delay` value of a child tween once and not on loop. Fix #3841 (thanks @Edwin222 @Antriel)
* `Texture.add` will no longer let you add a frame to a texture with the same name or index as one that already exists in the texture. Doing so will now return `null` instead of a Frame object, and the `frameTotal` will never be incremented. Fix #4459 (thanks @BigZaphod)
* The InputPlugin will now dispatch an update event, allowing the Gamepad Plugin to update itself every frame, regardless of DOM events. This allows Gamepads to work correctly again. Fix #4414 (thanks @CipSoft-Components)
* Calling `Tween.play` on a tween that had already finished and was pending removal will stop the tween from getting stuck in an `isPlaying` state and will restart the tween again from the beginning. Calling `play` on a Tween that is already playing does nothing. Fix #4184 (thanks @SamCode)
* Declared `Audio.dataset`, which fixes Internet Explorer 10 crashing when trying to access the dataset property of the object (thanks @SirLink)
* The `InputManager.update` method is now called every frame, as long as a native DOM event hasn't already fired it, which allows things like `setPollRate` to work again. Fix #4405 (thanks @Shucki)
* `Pointer.getDuration` would only return zero until the pointer was released, or moved (basically any action that generated a DOM event). It now returns the duration regardless of the DOM events. Fix #4444 (thanks @plazicx)
* `Keyboard.UpDuration` has been changed so the `duration` being checked is now against the current game clock. This means you can use it to check if a Key was released within `duration` ms ago, based on the time now, not the historic value of the Key.
* `Keyboard.DownDuration` has been changed so the `duration` being checked is now against the current game clock. This fixes an issue where it couldn't be used while the Key was actively being held down. Fix #4484 (thanks @belen-albeza)
* Keys would lose track of the state of a Scene when the Scene became paused. They're now updated regardless, stopping them from getting stuck if you pause and resume a Scene while holding them down. Fix #3822 (thanks @DannyT)
* Changing any aspect of a Text object, such as the font size or content, wouldn't update its `hitArea` if it had been enabled for input, causing it to carry on using the old hit area size. Now, as long as the Text was created _without_ a custom hitArea, the hitArea size will be changed to match the new texture size on update. If you have provided your own custom hitArea shape, you need to modify it when the Text changes size yourself. Fix #4456 (thanks @thanh-taro and @rexrainbow)
* `Camera.clearRenderToTexture` will check to see if the Scene is available before proceeding, avoiding potential errors when a Camera is destroyed multiple times during a Scene shutdown.
* Destroying a Game object during its `pointerup` event handler on a touch device will no longer cause `Uncaught TypeError: Cannot read property 'localX' of undefined`. All InputPlugin process handlers now check to see if the Game Object has been destroyed at any stage and abort if it has. Fix #4463 (thanks @PatrickSachs)
* `InputPlugin.clear` has a new argument `skipQueue` which is used to avoid clearing a Game Object twice. This, combined with the fix for 4463 means you will no longer get a `Cannot read property 'dragState'` error if you destroy a Game Object enabled for drag where another draggable object exists. Fix #4228 (thanks @YannCaron)
* `UpdateList.remove` will now move the removed child to the internal `_pendingRemoval` array, instead of slicing it directly out of the active list. The pending list is cleared at the start of the next game frame. Fix #4365 (thanks @jcyuan)
* Setting `pixelPerfect` when input enabling a Container would cause it to crash, because Containers don't have a texture to check. It will now throw a run-time warning and skip the Container for input. You should use a custom input callback instead. Fix #4492 (thanks @BigZaphod)
* Setting `fixedWidth` and `fixedHeight` on a Text object will now clamp the size of the canvas being created, as well as the width and height properties of the Text object itself (thanks @rexrainbow)
### 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:
@sky-coding @G-Rath @S4n60w3n @rootasjey @englercj @josephmbustamante @Jason-Cooke @Zamiell @krzysztof-grzybek @S4n60w3n @m31271n @peterellisjones @martinlindhe @TylerMorley @samme @schomatis @BeLi4L @hizzd @OmarShehata @antoine-pous @digitsensitive
Also, thanks to @Osmose there is a new Dashing config added to the Phaser 3 Docs Repo, with a new command `build-docset` which will build a [Dash](https://kapeli.com/dash) compatible docset for those who like to use Dash for their docs.

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# Phaser 3 Change Log
## Version 3.18.1 - Raphtalia - 20th June 2019
### Bug Fixes
* `InputManager.preRender` didn't get the `time` property correctly, causing input plugin methods that relied on it to fail.
* `KeyboardPlugin.time` wasn't being set to the correct value, causing `checkDown` to fail constantly.

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# Phaser 3 Change Log
## Version 3.18.0 - Raphtalia - 19th June 2019
### Input System Changes
#### Mouse Wheel Support
3.18 now includes native support for reading mouse wheel events.
* `POINTER_WHEEL` is a new event dispatched by the Input Plugin allowing you to listen for global wheel events.
* `GAMEOBJECT_WHEEL` is a new event dispatched by the Input Plugin allowing you to listen for global wheel events over all interactive Game Objects in a Scene.
* `GAMEOBJECT_POINTER_WHEEL` is a new event dispatched by a Game Object allowing you to listen for wheel events specifically on that Game Object.
* `Pointer.deltaX` is a new property that holds the horizontal scroll amount that occurred due to the user moving a mouse wheel or similar input device.
* `Pointer.deltaY` is a new property that holds the vertical scroll amount that occurred due to the user moving a mouse wheel or similar input device.
* `Pointer.deltaZ` is a new property that holds the z-axis scroll amount that occurred due to the user moving a mouse wheel or similar input device.
* `Pointer.wheel` is a new internal method that handles the wheel event.
* `InputManager.onMouseWheel` is a new internal method that handles processing the wheel event.
* `InputManager.processWheelEvent` is a new internal method that handles processing the wheel event sent by the Input Manager.
#### Button Released Support
* `Pointer.button` is a new property that indicates which button was pressed, or released, on the pointer during the most recent event. It is only set during `up` and `down` events and is always 0 for Touch inputs.
* `Pointer.leftButtonReleased` is a new method that returns `true` if it was the left mouse button that was just released. This can be checked in a `pointerup` event handler to find out which button was released.
* `Pointer.rightButtonReleased` is a new method that returns `true` if it was the right mouse button that was just released. This can be checked in a `pointerup` event handler to find out which button was released (thanks @BobtheUltimateProgrammer)
* `Pointer.middleButtonReleased` is a new method that returns `true` if it was the middle mouse button that was just released. This can be checked in a `pointerup` event handler to find out which button was released.
* `Pointer.backButtonReleased` is a new method that returns `true` if it was the back mouse button that was just released. This can be checked in a `pointerup` event handler to find out which button was released.
* `Pointer.forwardButtonReleased` is a new method that returns `true` if it was the forward mouse button that was just released. This can be checked in a `pointerup` event handler to find out which button was released.
#### Input System Bug Fixes
* Calling `setPollAlways()` would cause the `'pointerdown'` event to fire multiple times. Fix #4541 (thanks @Neyromantik)
* The pointer events were intermittently not registered, causing `pointerup` to often fail. Fix #4538 (thanks @paulsymphony)
* Due to a regression in 3.16 the drag events were not performing as fast as before, causing drags to feel lagged. Fix #4500 (thanks @aliblong)
* The Touch Manager will now listen for Touch Cancel events on the Window object (if `inputWindowEvents` is enabled in the game config, which it is by default). This allows it to prevent touch cancel actions, like opening the dock on iOS, from causing genuinely active pointers to enter an active locked state.
* Over and Out events now work for any number of pointers in multi-touch environments, not just the first touch pointer registered. They also now fire correctly on touch start and touch end / cancel events.
* If you enable a Game Object for drag and place it inside a rotated Container (of any depth), the `dragX` and `dragY` values sent to the `drag` callback didn't factor the rotation in, so you had to do it manually. This is now done automatically, so the values account for parent rotation before being sent to the event handler. Fix #4437 (thanks @aliblong)
#### Input System API Changes
The old 'input queue' legacy system, which was deprecated in 3.16, has been removed entirely in order to tidy-up the API and keep input events consistent. This means the following changes:
* Removed the `inputQueue` Game config property.
* Removed the `useQueue`, `queue` and `_updatedThisFrame` properties from the Input Manager.
* Removed the `legacyUpdate` and `update` methods from the Input Manager.
* Removed the `ignoreEvents` property as this should now be handled on a per-event basis.
* The Input Manager no longer listens for the `GameEvents.POST_STEP` event.
* The following Input Manager methods are no longer required so have been removed: `startPointer`, `updatePointer`, `stopPointer` and `cancelPointer`.
As a result, all of the following Input Manager methods have been renamed:
* `queueTouchStart` is now called `onTouchStart` and invoked by the Touch Manager.
* `queueTouchMove` is now called `onTouchMove` and invoked by the Touch Manager.
* `queueTouchEnd` is now called `onTouchEnd` and invoked by the Touch Manager.
* `queueTouchCancel` is now called `onTouchCancel` and invoked by the Touch Manager.
* `queueMouseDown` is now called `onMouseDown` and invoked by the Mouse Manager.
* `queueMouseMove` is now called `onMouseMove` and invoked by the Mouse Manager.
* `queueMouseUp` is now called `onMouseUp` and invoked by the Mouse Manager.
Each of these handlers used to check the `enabled` state of the Input Manager, but this now handled directly in the Touch and Mouse Managers instead, leading to less branching and cleaner tests. They also all used to run an IIFE that updated motion on the changed pointers array, but this is now handled directly in the event handler, allowing it to be removed from here.
Because the legacy queue mode is gone, there is no longer any need for the DOM Callbacks:
* Removed the `_hasUpCallback`, `_hasDownCallback` and `_hasMoveCallback` properties from the Input Manager
* Removed the `processDomCallbacks`, `addDownCallback`, `addUpCallback`, `addMoveCallback`, `domCallbacks`, `addDownCallback`, `addUpCallback` and `addMoveCallback` methods.
Also, CSS cursors can now be set directly:
* Cursors are now set and reset immediately on the canvas, leading to the removal of `_setCursor` and `_customCursor` properties.
The following changes took place in the Input Plugin class:
* The method `processDragEvents` has been removed as it's now split across smaller, more explicit methods.
* `processDragDownEvent` is a new method that handles a down event for drag enabled Game Objects.
* `processDragMoveEvent` is a new method that handles a move event for drag enabled Game Objects.
* `processDragUpEvent` is a new method that handles an up event for drag enabled Game Objects.
* `processDragStartList` is a new internal method that builds a drag list for a pointer.
* `processDragThresholdEvent` is a new internal method that tests when a pointer with drag thresholds can drag.
* `processOverEvents` is a new internal method that handles when a touch pointer starts and checks for over events.
* `processOutEvents` is a new internal method that handles when a touch pointer stops and checks for out events.
The following changes took place in the Pointer class:
* `Pointer.dirty` has been removed as it's no longer required.
* `Pointer.justDown` has been removed as it's not used internally and makes no sense under the DOM event system.
* `Pointer.justUp` has been removed as it's not used internally and makes no sense under the DOM event system.
* `Pointer.justMoved` has been removed as it's not used internally and makes no sense under the DOM event system.
* The `Pointer.reset` method has been removed as it's no longer required internally.
* `Pointer.touchstart` now has two arguments, the Touch List entry and the Touch Event. The full Touch Event is now stored in `Pointer.event` (instead of the Touch List entry).
* `Pointer.touchmove` now has two arguments, the Touch List entry and the Touch Event. The full Touch Event is now stored in `Pointer.event` (instead of the Touch List entry).
* `Pointer.touchend` now has two arguments, the Touch List entry and the Touch Event. The full Touch Event is now stored in `Pointer.event` (instead of the Touch List entry).
* `Pointer.touchcancel` now has two arguments, the Touch List entry and the Touch Event. The full Touch Event is now stored in `Pointer.event` (instead of the Touch List entry).
### New Features
* `Matter.Factory.velocity` is a new method that allows you to set the velocity on a Matter Body directly.
* `Matter.Factory.angularVelocity` is a new method that allows you to set the angular velocity on a Matter Body directly.
* `Matter.Factory.force` is a new method that allows you to apply a force from a world position on a Matter Body directly.
* `GetBounds.getTopCenter` is a new method that will return the top-center point from the bounds of a Game Object.
* `GetBounds.getBottomCenter` is a new method that will return the bottom-center point from the bounds of a Game Object.
* `GetBounds.getLeftCenter` is a new method that will return the left-center point from the bounds of a Game Object.
* `GetBounds.getRightCenter` is a new method that will return the right-center point from the bounds of a Game Object.
* You can now create a desynchronized 2D or WebGL canvas by setting the Game Config property `desynchronized` to `true` (the default is `false`). For more details about what this means see https://developers.google.com/web/updates/2019/05/desynchronized.
* The CanvasRenderer can now use the `transparent` Game Config property in order to tell the browser an opaque background is in use, leading to faster rendering in a 2D context.
* `GameObject.scale` is a new property, that exists as part of the Transform component, that allows you to set the horizontal and vertical scale of a Game Object via a setter, rather than using the `setScale` method. This is handy for uniformly scaling objects via tweens, for example.
* `Base64ToArrayBuffer` is a new utility function that will convert a base64 string into an ArrayBuffer. It works with plain base64 strings, or those with data uri headers attached to them. The resulting ArrayBuffer can be fed to any suitable function that may need it, such as audio decoding.
* `ArrayBufferToBase64` is a new utility function that converts an ArrayBuffer into a base64 string. You can also optionally included a media type, such as `image/jpeg` which will result in a data uri being returned instead of a plain base64 string.
*`WebAudioSoundManager.decodeAudio` is a new method that allows you to decode audio data into a format ready for playback and stored in the audio cache. The audio data can be provided as an ArrayBuffer, a base64 string or a data uri. Listen for the events to know when the data is ready for use.
* `Phaser.Sound.Events#DECODED` is a new event emitted by the Web Audio Sound Manager when it has finished decoding audio data.
* `Phaser.Sound.Events#DECODED_ALL` is a new event emitted by the Web Audio Sound Manager when it has finished decoding all of the audio data files passed to the `decodeAudio` method.
* `Phaser.Utils.Objects.Pick` is a new function that will take an object and an array of keys and return a new object containing just the keys provided in the array.
* `Text.align` and `Text.setAlign` can now accept `justify` as a type. It will apply basic justification to multi-line text, adding in extra spaces in order to justify the content. Fix #4291 (thanks @andrewbaranov @Donerkebap13 @dude78GH)
* `Arcade.Events.WORLD_STEP` is a new event you can listen to. It is emitted by the Arcade Physics World every time the world steps once. It is emitted _after_ the bodies and colliders have been updated. Fix #4289 (thanks @fant0m)
### Updates
* `Zones` will now use the new `customHitArea` property introduced in 3.17 to avoid their hit areas from being resized if you specified your own custom hit area (thanks @rexrainbow)
* The default `BaseShader` vertex shader has a new uniform `uResolution` which is set during the Shader init and load to be the size of the Game Object to which the shader is bound.
* The default `BaseShader` vertex shader will now set the `fragCoord` varying to be the Game Object height minus the y inPosition. This will give the correct y axis in the fragment shader, causing 'inverted' shaders to display normally when using the default vertex code.
* There was some test code left in the `DOMElementCSSRenderer` file that caused `getBoundingClientRect` to be called every render. This has been removed, which increases performance significantly for DOM heavy games.
* The `TimeStep` will no longer set its `frame` property to zero in the `resetDelta` method. Instead, this property is incremented every step, no matter what, giving an accurate indication of exactly which frame something happened on internally.
* The `TimeStep.step` method no longer uses the time value passed to the raf callback, as it's not actually the current point in time, but rather the time that the main thread began at. Which doesn't help if we're comparing it to event timestamps.
* `TimeStep.now` is a new property that holds the exact `performance.now` value, as set at the start of the current game step.
* `Matter.Factory.fromVertices` can now take a vertices path string as its `vertexSets` argument, as well as an array of vertices.
* `GetBounds.prepareBoundsOutput` is a new private method that handles processing the output point. All of the bounds methods now use this, allowing us to remove a lot of duplicated code.
* The PluginManager will now display a console warning if it skips installing a plugin (during boot) because the plugin value is missing or empty (thanks @samme)
* When creating a Matter Constraint via the Factory you can now optionally provide a `length`. If not given, it will determine the length automatically from the position of the two bodies.
* When creating a Matter Game Object you can now pass in a pre-created Matter body instead of a config object.
* When Debug Draw is enabled for Arcade Physics it will now use `Graphics.defaultStrokeWidth` to drawn the body with, this makes static bodies consistent with dynamic ones (thanks @samme)
* `Group.name` is a new property that allows you to set a name for a Group, just like you can with all other Game Objects. Phaser itself doesn't use this, it's there for you to take advantage of (thanks @samme)
* Calling `ScaleManager.setGameSize` will now adjust the size of the canvas element as well. Fix #4482 (thanks @sudhirquestai)
* `Scale.Events.RESIZE` now sends two new arguments to the handler: `previousWidth` and `previousHeight`. If, and only if, the Game Size has changed, these arguments contain the previous size, before the change took place.
* The Camera Manager has a new method `onSize` which is invoked by handling the Scale Manager `RESIZE` event. When it receives it, it will iterate the cameras it manages. If the camera _doesn't_ have a custom offset and _is_ the size of the game, then it will be automatically resized for you. This means you no longer need to call `this.cameras.resize(width, height)` from within your own resize handler, although you can still do so if you wish, as that will resize _every_ Camera being managed to the new size, instead of just 'full size' cameras.
* `Graphics.translate` has been renamed to `Graphics.translateCanvas` to make it clearer what it's actually translating (i.e. the drawing buffer, not the Graphics object itself)
* `Graphics.scale` has been renamed to `Graphics.scaleCanvas` to make it clearer what it's actually scaling (i.e. the drawing buffer, not the Graphics object itself)
* `Graphics.rotate` has been renamed to `Graphics.rotateCanvas` to make it clearer what it's actually rotating (i.e. the drawing buffer, not the Graphics object itself)
* The `width` and `height` of an Arc / Circle Shape Game Object is now set to be the diameter of the arc, not the radius (thanks @rexrainbow)
* `LineStyleCanvas` now takes an `altColor` argument which is used to override the context color.
* `LineStyleCanvas` now takes an `altAlpha` argument which is used to override the context alpha.
* `FillStyleCanvas` now takes an `altAlpha` argument which is used to override the context alpha.
* `StaticPhysicsGroup` can now take a `classType` property in its Group Config and will use the value of it, rather than override it. If none is provided it'll default to `ArcadeSprite`. Fix #4401 (thanks @Legomite)
* `Phaser.Tilemaps.Parsers.Tiled` used to run the static function `ParseJSONTiled`. `Parsers.Tiled` is now just a namespace, so access the function within it: `Phaser.Tilemaps.Parsers.Tiled.ParseJSONTiled`.
* `Phaser.Tilemaps.Parsers.Impact` used to run the static function `ParseWeltmeister`. `Parsers.Impact` is now just a namespace, so access the function within it: `Phaser.Tilemaps.Parsers.Impact.ParseWeltmeister`.
* `Phaser.Tilemaps.Parsers.Tiled.AssignTileProperties` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.Base64Decode` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.BuildTilesetIndex` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.ParseGID` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.ParseImageLayers` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.ParseJSONTiled` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.ParseObject` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.ParseObjectLayers` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.ParseTileLayers` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.ParseTilesets` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.ParseTilesets` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Impact.ParseTileLayers` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Impact.ParseTilesets` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Impact.ParseWeltmeister` is now a public static function, available to be called directly.
* `Phaser.Tilemaps.Parsers.Tiled.Pick` has been removed. It is now available under `Phaser.Utils.Objects.Pick`, which is a more logical place for it.
* You can now call `this.scene.remove` at the end of a Scene's `create` method without it throwing an error. Why you'd ever want to do this is beyond me, but you now can (thanks @samme)
* The `Arcade.StaticBody.setSize` arguments have changed from `(width, height, offsetX, offsetY)` to `(width, height, center)`. They now match Dynamic Body setSize and the Size Component method (thanks @samme)
* When enabling Arcade Physics Body debug it will now draw only the faces marked for collision, allowing you to easily see if a face is disabled or not (thanks @BdR76)
* `Transform.getParentRotation` is a new method available to all GameObjects that will return the sum total rotation of all of the Game Objects parent Containers, if it has any.
* `Tween.restart` now sets the Tween properties `elapsed`, `progress`, `totalElapsed` and `totalProgress` to zero when called, rather than adding to existing values should the tween already be running.
* `ArcadePhysics.Body.resetFlags` is a new method that prepares the Body for a physics step by resetting the `wasTouching`, `touching` and `blocked` states.
* `ArcadePhysics.Body.preUpdate` has two new arguments `willStep` and `delta`. If `willStep` is true then the body will call resetFlags, sync with the parent Game Object and then run one iteration of `Body.update`, using the provided delta. If false, only the Game Object sync takes place.
* `ArcadePhysics.World.update` will now determine if a physics step is going to happen this frame or not. If not, it no longer calls `World.step` (fix #4529, thanks @ampled). If a step _is_ going to happen, then it now handles this with one iteration of the bodies array, instead of two. It has also inlined a single world step, avoiding branching out. If extra world steps are required this frame (such as in high Hz environments) then `World.step` is called accordingly.
* `ArcadePhysics.World.postUpdate` will no longer call `Body.postUpdate` on all of the bodies if no World step has taken place this frame.
* `ArcadePhysics.World.step` will now increment the `stepsLastFrame` counter, allowing `postUpdate` to determine if bodies should be processed should World.step have been invoked manually.
### Bug Fixes
* Tweens created in a paused state couldn't be started by a call to `play`. Fix #4525 (thanks @TonioParis)
* If both Arcade Physics circle body positions and the delta equaled zero, the `separateCircle` function would cause the position to be set `NaN` (thanks @hizzd)
* The `CameraManager` would incorrectly destroy the `default` Camera in its shutdown method, meaning that if you used a fixed mask camera and stopped then resumed a Scene, the masks would stop working. The default camera is now destroyed only in the `destroy` method. Fix #4520 (thanks @telinc1)
* Passing a Frame object to `Bob.setFrame` would fail, as it expected a string or integer. It now checks the type of object, and if a Frame it checks to make sure it's a Frame belonging to the parent Blitter's texture, and if so sets it. Fix #4516 (thanks @NokFrt)
* The ScaleManager full screen call had an arrow function in it. Despite being within a conditional block of code it still broke really old browsers like IE11, so has been removed. Fix #4530 (thanks @jorbascrumps @CNDW)
* `Game.getTime` would return `NaN` because it incorrectly accessed the time value from the TimeStep.
* Text with a `fixedWidth` or `fixedHeight` could cause the canvas to be cropped if less than the size of the Text itself (thanks @rexrainbow)
* Changing the `radius` of an Arc Game Object wouldn't update the size, causing origin issues. It now updates the size and origin correctly in WebGL. Fix #4542 (thanks @@PhaserEditor2D)
* Setting `padding` in a Text style configuration object would cause an error about calling split on undefined. Padding can now be applied both in the config and via `setPadding`.
* `Tilemap.createBlankDynamicLayer` would fail if you provided a string for the tileset as the base tile width and height were incorrectly read from the tileset argument. Fix #4495 (thanks @jppresents)
* `Tilemap.createDynamicLayer` would fail if you called it without setting the `x` and `y` arguments, even though they were flagged as being optional. Fix #4508 (thanks @jackfreak)
* `RenderTexture.draw` didn't work if no `x` and `y` arguments were provided, even though they are optional, due to a problem with the way the frame cut values were added. The class has been refactored to prevent this, fixing issues like `RenderTexture.erase` not working with Groups. Fix #4528 (thanks @jbgomez21 @telinc1)
* The `Grid` Game Object wouldn't render in Canvas mode at all. Fix #4585 (thanks @fyyyyy)
* If you had a `Graphics` object in the display list immediately after an object with a Bitmap Mask it would throw an error `Uncaught TypeError: Cannot set property 'TL' of undefined`. Fix #4581 (thanks @Petah @Loonride)
* Calling Arcade Physics `Body.reset` on a Game Object that doesn't have any bounds, like a Container, would throw an error about being unable to access `getTopLeft`. If this is the case, it will now set the position to the given x/y values (thanks Jazz)
* All of the `Tilemaps.Parsers.Tiled` static functions are now available to be called directly. Fix #4318 (thanks @jestarray)
* `Arcade.StaticBody.setSize` now centers the body correctly, as with the other similar methods. Fix #4213 (thanks @samme)
* Setting `random: false` in a Particle Emitter config option no longer causes it to think random is true (thanks @samme)
* `Zone.setSize` didn't update the displayOrigin, causing touch events to be inaccurate as the origin was out. Fix #4131 (thanks @rexrainbow)
* `Tween.restart` wouldn't restart the tween properly. Fix #4594 (thanks @NokFrt)
* Looped Tween Timelines would mess-up the tween values on every loop repeat, causing the loop to fail. They now loop correctly due to a fix in the Tween.play method. Fix #4558 (thanks @peteroravec)
* `Timeline.setTimeScale` would only impact the Timeline loop and completion delays, not the actively running Tweens. It now scales the time for all child tweens as well. Fix #4164 (thanks @garethwhittaker)
### 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:
@PhaserEditor2D @samme @Nallebeorn @Punkiebe @rootasjey @Sun0fABeach

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# Phaser 3 Change Log
## Version 3.19.0 - Naofumi - 8th August 2019
### Tween Updates
* All Tween classes and functions have 100% complete JSDocs :)
* `StaggerBuilder` is a new function that allows you to define a staggered tween property. For example, as part of a tween config: `delay: this.tweens.stagger(500)` would stagger the delay by 500ms for every target of the tween. You can also provide a range: `delay: this.tweens.stagger([ 500, 1000 ])` which is spread across all targets. Finally, you can provide a Stagger Config object as the second argument. This allows you to define a stagger grid, direction, starting value and more. Please see the API Docs and new Examples for further details.
* `Tween` now extends the Event Emitter class, allowing it to emit its own events and be listened to.
* `Tween.ACTIVE_EVENT` is a new event that is dispatched when a tween becomes active. Listen to it with `tween.on('active')`.
* `Tween.COMPLETE_EVENT` is a new event that is dispatched when a tween completes or is stopped. Listen to it with `tween.on('complete')`.
* `Tween.LOOP_EVENT` is a new event that is dispatched when a tween loops, after any loop delay expires. Listen to it with `tween.on('loop')`.
* `Tween.REPEAT_EVENT` is a new event that is dispatched when a tween property repeats, after any repeat delay expires. Listen to it with `tween.on('repeat')`.
* `Tween.START_EVENT` is a new event that is dispatched when a tween starts. Listen to it with `tween.on('start')`.
* `Tween.UPDATE_EVENT` is a new event that is dispatched when a tween property updates. Listen to it with `tween.on('update')`.
* `Tween.YOYO_EVENT` is a new event that is dispatched when a tween property yoyos, after any hold delay expires. Listen to it with `tween.on('yoyo')`.
* `Tween.onActive` is a new callback that is invoked the moment the Tween Manager brings the tween to life, even though it may not have yet started actively tweening anything due to delay settings.
* `Tween.onStart` is now only invoked when the Tween actually starts tweening a value. Previously, it was invoked as soon as the Tween Manager activated the Tween. This has been recoded and this action is now handled by the `onActive` callback. Fix #3330 (thanks @wtravO)
* `Tween.seek` has been rewritten so you can now seek to any point in the Tween, regardless of repeats, loops, delays and hold settings. Seeking will not invoke any callbacks or events during the seek. Fix #4409 (thanks @cristib84)
* You can now set `from` and `to` values for a property, i.e. `alpha: { from: 0, to: 1 }` which would set the alpha of the target to 0 and then tween it to 1 _after_ any delays have expired. Fix #4493 (thanks @BigZaphod)
* You can now set `start` and `to` values for a property, i.e. `alpha: { start: 0, to: 1 }` which would set the alpha of the target to 0 immediately, as soon as the Tween becomes active, and then tween it to 1 over the duration of the tween.
* You can now set `start`, `from` and `to` values for a property, i.e. `alpha: { start: 0, from: 0.5, to: 1 }` which would set the alpha of the target to 0 immediately, as soon as the Tween becomes active, then after any delays it would set the alpha to 0.5 and then tween it to 1 over the duration of the Tween.
* `Tween.hasStarted` is a new property that holds a flag signifying if the Tween has started or not. A Tween that has started is one that is actively tweening a property and not just in a delayed state.
* `Tween.startDelay` is a new property that is set during the Tween init to hold the shortest possible time before the Tween will start tweening a value. It is decreased each update until it hits zero, after which the `onStart` callback is invoked.
* `Tween.init` and `Tween.play` have been rewritten so they are not run multiple times when a Tween is paused before playback, or is part of a Timeline. This didn't cause any problems previously, but it was a redundant duplication of calls.
* `Tween.onLoop` will now be invoked _after_ the `loopDelay` has expired, if any was set.
* `Tween.onRepeat` will now be invoked _after_ the `repeatDelay` has expired, if any was set.
* `easeParams` would be ignored for tweens that _didn't_ use a string for the ease function name. Fix #3826 (thanks @SBCGames)
* You can now specify `easeParams` for any custom easing function you wish to use. Fix #3826 (thanks @SBCGames)
* All changes to `Tween.state` are now set _before_ any events or callbacks, allowing you to modify the state of the Tween in those handlers (thanks @Cudabear)
* `Tween.dispatchTweenEvent` is a new internal method that handles dispatching the new Tween Events and callbacks. This consolidates a lot of duplicate code into a single method.
* `Tween.dispatchTweenDataEvent` is a new internal method that handles dispatching the new TweenData Events and callbacks. This consolidates a lot of duplicate code into a single method.
* `Tween.isSeeking` is a new internal boolean flag that is used to keep track of the seek progress of a Tween.
* `Timeline.onLoop` will now be invoked _after_ the `loopDelay` has expired, if any was set.
* `Timeline.onComplete` will now be invoked _after_ the `completeDelay` has expired, if any was set.
* All changes to `Timeline.state` are now set _before_ any events or callbacks, allowing you to modify the state of the Timeline in those handlers.
* The `TIMELINE_LOOP_EVENT` has had the `loopCounter` argument removed from it. It didn't actually send the number of times the Timeline had looped (it actually sent the total remaining).
* When a TweenData completes it will now set the `current` property to be exactly either `start` or `end` depending on playback direction.
* When a TweenData completes it will set the exact `start` or `end` value into the target property.
* `TweenData` has a new function signature, with the new `index` and `getActive`arguments added to it. `TweenBuilder` has been updated to set these, but if you create any TweenData objects directly, use the new signature.
* `TweenData.getActiveValue` is a new property that, if not null, returns a value to immediately sets the property value to on activation.
* `GetEaseFunction`, and by extension anything that uses it, such as setting the ease for a Tween, will now accept a variety of input strings as valid. You can now use lower-case, such as `back`, and omit the 'ease' part of the direction, such as `back.in` or `back.inout`.
* The signature of `getStart` and `getEnd` custom property functions has changed to `(target, key, value, targetIndex, totalTargets, tween)`, previously it was just `(target, key, value)`. Custom functions don't need to change as the new arguments are in addition to those sent previously.
* The signature of the LoadValue generator functions (such as `delay` and `repeat`) has changed to `(target, key, value, targetIndex, totalTargets, tween)` to match those of the custom property functions. If you used a custom generator function for your Tween configs you'll need to modify the signature to the new one.
* Tweens created via `TweenManager.create` wouldn't start when `Tween.play` was called without first making them active manually. They now start automatically. Fix #4632 (thanks @mikewesthad)
### Spine Updates
The Spine Plugin is now 100% complete. It has been updated to use the Spine 3.7 Runtimes. Improvements have been made across the entire plugin, including proper batched rendering support in WebGL, cleaner skin and slot functions and lots and lots of updates. It's fully documented and there are lots of examples to be found. The following legacy bugs have also been fixed:
* Adding Spine to physics causes position to become NaN. Fix #4501 (thanks @hizzd)
* Destroying a Phaser Game instance and then re-creating it would cause an error trying to re-create Spine Game Objects ("Cannot read property get of null"). Fix #4532 (thanks @Alex-Badea)
* Rendering a Spine object when a Camera has `renderToTexture` enabled on it would cause the object to be vertically flipped. It now renders correctly in both cases. Fix #4647 (thanks @probt)
### New Features
* `Shader.setRenderToTexture` is a new method that will redirect the Shader to render to its own framebuffer / WebGLTexture instead of to the display list. This allows you to use the output of the shader as an input for another shader, by mapping a sampler2D uniform to it. It also allows you to save the Shader to the Texture Manager, allowing you to use it as a texture for any other texture based Game Object such as a Sprite.
* `Shader.setSampler2DBuffer` is a new method that allows you to pass a WebGLTexture directly into a Shader as a sampler2D uniform, such as when linking shaders together as buffers for each other.
* `Shader.renderToTexture` is a new property flag that is set if you set the Shader to render to a texture.
* `Shader.framebuffer` is a new property that contains a WebGLFramebuffer reference which is set if you set the Shader to render to a texture.
* `Shader.glTexture` is a new property that contains a WebGLTexture reference which is set if you set the Shader to render to a texture.
* `Shader.texture` is a new property that contains a Phaser Texture reference which is set if you set the Shader to save to the Texture Manager.
* `TextureManager.addGLTexture` is a new method that allows you to add a WebGLTexture directly into the Texture Manager, saved under the given key.
* `TextureSource.isGLTexture` is a new boolean property that reflects if the data backing the underlying Texture Source is a WebGLTexture or not.
* `TextureTintPipeline.batchSprite` will now flip the UV if the TextureSource comes from a GLTexture.
* `Math.ToXY` is a new mini function that will take a given index and return a Vector2 containing the x and y coordinates of that index within a grid.
* `RenderTexture.glTexture` is a new property that holds a reference to the WebGL Texture being used by the Render Texture. Useful for passing to a shader as a sampler2D.
* `GroupCreateConfig.quantity` - when creating a Group using a config object you can now use the optional property `quantity` to set the number of objects to be created. Use this for quickly creating groups of single frame objects that don't need the advanced capabilities of `frameQuantity` and `repeat`.
* `Pointer.locked` is a new read-only property that indicates if the pointer has been Pointer Locked, or not, via the Pointer Lock API.
* `WebGLRenderer.snapshotFramebuffer`, and the corresponding utility function `WebGLSnapshot`, allows you to take a snapshot of a given WebGL framebuffer, such as the one used by a Render Texture or Shader, and either get a single pixel from it as a Color value, or get an area of it as an Image object, which can then optionally be saved to the Texture Manager for use by Game Object textures.
* `CanvasRenderer.snapshotCanvas` allows you to take a snapshot of a given Canvas object, such as the one used by a Render Texture, and either get a single pixel from it as a Color value, or get an area of it as an Image object, which can then optionally be saved to the Texture Manager for use by Game Object textures.
* `RenderTexture.snapshot` is a new method that will take a snapshot of the whole current state of the Render Texture and return it as an Image object, which could then be saved to the Texture Manager if needed.
* `RenderTexture.snapshotArea` is a new method that will take a snapshot of an area of a Render Texture and return it as an Image object, which could then be saved to the Texture Manager if needed.
* `RenderTexture.snapshotPixel` is a new method that will take extract a single pixel color value from a Render Texture and return it as a Color object.
* The `SnapshotState` object has three new properties: `isFramebuffer` boolean and `bufferWidth` and `bufferHeight` integers.
* `Game.CONTEXT_LOST_EVENT` is a new event that is dispatched by the Game instance when the WebGL Renderer webgl context is lost. Use this instead of the old 'lostContextCallbacks' for cleaner context handling.
* `Game.CONTEXT_RESTORED_EVENT` is a new event that is dispatched by the Game instance when the WebGL Renderer webgl context is restored. Use this instead of the old 'restoredContextCallbacks' for cleaner context handling.
* `WebGLRenderer.currentType` contains the type of the Game Object currently being rendered.
* `WebGLRenderer.newType` is a boolean that indicates if the current Game Object has a new type, i.e. different to the previous one in the display list.
* `WebGLRenderer.nextTypeMatch` is a boolean that indicates if the _next_ Game Object in the display list has the same type as the one being currently rendered. This allows you to build batching into separated Game Objects.
* `PluginManager.removeGameObject` is a new method that allows you to de-register custom Game Object types from the global Game Object Factory and/or Creator. Useful for when custom plugins are destroyed and need to clean-up after themselves.
* `GEOM_CONST` is a new constants object that contains the different types of Geometry Objects, such as `RECTANGLE` and `CIRCLE`.
* `Circle.type` is a new property containing the shapes geometry type, which can be used for quick type comparisons.
* `Ellipse.type` is a new property containing the shapes geometry type, which can be used for quick type comparisons.
* `Line.type` is a new property containing the shapes geometry type, which can be used for quick type comparisons.
* `Point.type` is a new property containing the shapes geometry type, which can be used for quick type comparisons.
* `Polygon.type` is a new property containing the shapes geometry type, which can be used for quick type comparisons.
* `Rectangle.type` is a new property containing the shapes geometry type, which can be used for quick type comparisons.
* `Triangle.type` is a new property containing the shapes geometry type, which can be used for quick type comparisons.
* `InputPlugin.enableDebug` is a new method that will create a debug shape for the given Game Objects hit area. This allows you to quickly check the size and placement of an input hit area. You can customzie the shape outline color. The debug shape will automatically track the Game Object to which it is bound.
* `InputPlugion.removeDebug` will remove a Debug Input Shape from the given Game Object and destroy it.
* `Pointer.updateWorldPoint` is a new method that takes a Camera and then updates the Pointers `worldX` and `worldY` values based on the cameras transform (thanks @Nick-lab)
* `ScaleManager._resetZoom` is a new internal flag that is set when the game zoom factor changes.
* `Texture.remove` is a new method that allows you to remove a Frame from a Texture based on its name. Fix #4460 (thanks @BigZaphod)
### Updates
* When calling `setHitArea` and not providing a shape (i.e. a texture based hit area), it will now set `customHitArea` to `false` by default (thanks @rexrainbow)
* The Shader will no longer set uniforms if the values are `null`, saving on GL ops.
* The Animation Manager will now emit a console warning if you try and play an animation on a Sprite that doesn't exist.
* The Animation component will no longer start an animation on a Sprite if the animation doesn't exist. Previously it would throw an error saying "Unable to read the property getFirstTick of null".
* `InputManager.onPointerLockChange` is a new method that handles pointer lock change events and dispatches the lock event.
* `CanvasTexture` has been added to the `Textures` namespace so it can be created without needing to import it. The correct way to create a `CanvasTexture` is via the Texture Manager, but you can now do it directly if required. Fix #4651 (thanks @Jugacu)
* The `SmoothedKeyControl` minimum zoom a Camera can go to is now 0.001. Previously it was 0.1. This is to make it match the minimum zoom a Base Camera can go to. Fix #4649 (thanks @giviz)
* `WebGLRenderer.lostContextCallbacks` and the `onContextLost` method have been removed. Please use the new `CONTEXT_LOST` event instead.
* `WebGLRenderer.restoredContextCallbacks` and the `onContextRestored` method have been removed. Please use the new `CONTEXT_RESTORED` event instead.
* `TextureManager.getBase64` will now emit a console warning if you try to get a base64 from a non-image based texture, such as a WebGL Texture.
* The `WebAudioSoundManager` will now remove the document touch handlers even if the Promise fails, preventing it from throwing a rejection handler error.
* `GameObjectFactory.remove` is a new static function that will remove a custom Game Object factory type.
* `GameObjectCreator.remove` is a new static function that will remove a custom Game Object creator type.
* `CanvasTexture.getPixels` now defaults to 0x0 by width x height as the default area, allowing you to call the method with no arguments to get all the pixels for the canvas.
* `CreateDOMContainer` will now use `div.style.cssText` to set the inline styles of the container, so it now works on IE11. Fix #4674 (thanks @DanLiamco)
* `TransformMatrix.rotation` now returns the properly normalized rotation value.
* `PhysicsEditorParser` has now been exposed under the `Phaser.Physics.Matter` namespace, so you can call methods on it directly.
* Calling `CanvasTexture.update` will now automatically call `refresh` if running under WebGL. This happens for both `draw` and `drawFrame`, meaning you no longer need to remember to call `refresh` after drawing to a Canvas Texture in WebGL, keeping it consistent with the Canvas renderer.
* `Frame.destroy` will now null the Frames reference to its parent texture, glTexture and clear the data and customData objects.
* The Container renderer functions will now read the childs `alpha` property, instead of `_alpha`, allowing it to work with more variety of custom children.
### Bug Fixes
* The Scale Manager would throw the error 'TypeError: this.removeFullscreenTarget is not a function' when entering full-screen mode. It would still enter fullscreen, but the error would appear in the console. Fix #4605 (thanks @darklightcode)
* `Tilemap.renderDebug` was calling out-dated Graphics API methods, which would cause the debug to fail (thanks @Fabadiculous)
* The `Matter.Factory.constraint`, `joint` and `worldConstraint` methods wouldn't allow a zero length constraint to be created due to a falsey check of the length argument. You can now set length to be any value, including zero, or leave it undefined to have it automatically calculated (thanks @olilanz)
* `Pointer.getDuration` would return a negative / static value on desktop, or NaN on mobile, because the base time wasn't being pulled in from the Input Manager properly. Fix #4612 (thanks @BobtheUltimateProgrammer)
* `Pointer.downTime`, `Pointer.upTime` and `Pointer.moveTime` would be set to NaN on mobile browsers where Touch.timeStamp didn't exist. Fix #4612 (thanks @BobtheUltimateProgrammer)
* `WebGLRenderer.setScissor` will default the `drawingBufferHeight` if no argument is provided, stopping NaN scissor heights.
* If you called `Scene.destroy` within a Game Object `pointerdown` or `pointerup` handler, it would cause the error "Cannot read property 'game' of null" if the event wasn't cancelled in your handler. It now checks if the manager is still there before accessing its property. Fix #4436 (thanks @jcyuan)
* The `Arc / Circle` Game Object wasn't rendering centered correctly in WebGL due to an issue in a previous size related commit, it would be half a radius off. Fix #4620 (thanks @CipSoft-Components @rexrainbow)
* Destroying a Scene in HEADLESS mode would throw an error as it tried to access the gl renderer in the Camera class. Fix #4467 (thanks @AndreaBoeAbrahamsen @samme)
* `Tilemap.createFromObjects` would ignore the `scene` argument passed in to the method. It's now used (thanks @samme)
* Fixed a bug in the WebGL and Canvas Renderers where a Sprite with a `flipX` or `flipY` value set would render the offset frames slightly out of place, causing the animation to appear jittery. Also, the sprite would be out of place by its origin. Fix #4636 #3813 (thanks @jronn @B3L7)
* Animations with custom pivots, like those created in Texture Packer with the pivot option enabled, would be mis-aligned if flipped. They now render in the correct position, regardless of scale or flip on either axis. Fix #4155 (thanks @Zax37)
* Removing a frame from a 2 frame animation would cause an error when a Sprite using that animation next tried to render. Fix #4621 (thanks @orlicgms)
* Calling `Animation.setRepeat()` wouldn't reset the `repeatCounter` properly, causing Sprite bound animation instances to fail to change their repeat rate. Fix #4553 (thanks @SavedByZero)
* The `UpdateList.remove` method wouldn't flag the Game Object for removal properly if it was active. It now checks that the Game Object is in the current update list and hasn't already been inserted into the 'pending removal' list before flagging it. Fix #4544 (thanks @jcyuan)
* `DynamicTilemapLayer.destroy` will now no longer run its destroy sequence again if it has already been run once. Fix #4634 (thanks @CipSoft-Components)
* `StaticTilemapLayer.destroy` will now no longer run its destroy sequence again if it has already been run once.
* `Shader.uniforms` now uses Extend instead of Clone to perform a deep object copy, instead of a shallow one, avoiding multiple instances of the same shader sharing uniforms. Fix #4641 (thanks @davidmball)
* Calling `input.mouse.requestPointerLock()` will no longer throw an error about being unable to push to the Input Manager events queue.
* The `POINTERLOCK_CHANGE` event is now dispatched by the Input Manager again.
* The `Pointer.movementX` and `Pointer.movementY` properties are now taken directly from the DOM pointer event values, if the pointer is locked, and no longer incremental. Fix #4611 (thanks @davidmball)
* The `Pointer.velocity` and `Pointer.midPoint` values are now updated every frame. Based on the `motionFactor` setting they are smoothed towards zero, for velocity, and the pointer position for the mid point. This now happens regardless if the Pointer moves or not, which is how it was originally intended to behave.
* The `DESTROY` event hook wasn't removed from Group children when destroying the Group and `destroyChildren` was set to false. Now, the hook is removed regardless (thanks @rexrainbow)
* The WebGL Lost and Restored Context callbacks were never removed, which could cause them to hold onto stale references. Fix #3610 (thanks @Twilrom)
* `Origin.updateDisplayOrigin` no longer applies a Math.floor to the display origins, allowing you to have a 0.x origin for a Game Object that only has a width or height of 1. This fixes issues with things like 1x1 rectangles displaying incorrectly during rendering. Fix #4126 (thanks @rexrainbow)
* `InputManager.resetCursor` will now check if the canvas element still exists before resetting the cursor on it. Fix #4662 (thanks @fromnowhereuser)
* It was not possible to set the zoom value of the Scale Manager back to 1 again, having changed it to a different value. Fix #4633 (thanks @lgibson02 @BinaryMoon)
### 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:
@vacarsu @KennethGomez @samme @ldd @Jazcash @jcyuan @LearningCode2023 @PhaserEditor2D

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# Phaser 3 Change Log
## Version 3.2.1 - Kaori - 12th March 2018
### 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.
### Updates
* 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 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)

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# Phaser 3 Change Log
## Version 3.2.0 - Kaori - 5th March 2018
### New Features
* 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.
### Bug Fixes
* Arcade Physics Bodies didn't apply the results of `allowRotation` to the parent Game Object.
* InputManager.updateBounds wouldn't correctly get the bounds of the canvas if it had horizontal or vertical translation in the page, causing the scale factor to be off (and subsequently input values to mis-fire)
* TileSprite.setFrame now works and allows you to change the frame to any other in the texture. Fix #3232 (thanks @Jerenaux)
* Swapped the queue loop in the SceneManager to to use `_queue.length` rather than a cached length (thanks @srobertson421)
* When calling `ScenePlugin.launch` the `data` argument is now passed to the queued scenes (thanks @gaudeon)
* Rectangle.top wouldn't reset the `y` position if the value given never exceed the Rectangles bottom. Fix #3290 (thanks @chancezeus)
* The implementation of `topOnly` within the Input Manager had broken the way drop zones worked, as they were now filtered out of the display list before processing. Drop zones are now treated on their own in the Input Plugin meaning you can still have `topOnly` set and still drop an item into a drop zone. This indirectly fixed #3291 (thanks @rexrainbow)
* InputPlugin.clear now properly removes a Game Object from all internal arrays, not just the _list.
* InputPlugin.processOverOut no longer considers an item as being 'out' if it's in the internal `_drag` array.
* When a Game Object is scaled, its Arcade Physics body was still calculating its position based on its original size instead of scaled one (thanks @pixelpicosean)
* The RandomDataGenerator classes randomness has been improved thanks to the correct caching of a class property. Fix #3289 (thanks @migiyubi)
* The RandomDataGenerator `sign` property had a method collision. Fix #3323 (thanks @vinerz and @samme)
* In Arcade Physics World if you collided a group with itself it would call a missing method (`collideGroupVsSelf`), it now calls `collideGroupVsGroup` correctly (thanks @patrickgalbraith)
* The HTML5 Sound Manager would unlock the Sound API on a touch event but only if the audio files were loaded in the first Scene, if they were loaded in a subsequent Scene the audio system would never unlock. It now unlocks only if there are audio files in the cache. Fix #3311 (thanks @chancezeus)
* The Text.lineSpacing value was not taken into account when rendering the Text. Fix #3215 (thanks @sftsk)
* InputPlugin.update now takes the totals from the drag and pointerup events into consideration when deciding to fall through to the Scene below. Fix #3333 (thanks @chancezeus)
### Updates
* AnimationComponent.play now calls `setSizeToFrame()` and `updateDisplayOrigin()` on the parent Game Object in order to catch situations where you've started playing an animation on a Game Object that uses a different size to the previously set frame.
* Text.setText will check if the value given is falsey but not a zero and set to an empty string if so.
* BitmapText.setText will check if the value given is falsey but not a zero and set to an empty string if so.
* BitmapText.setText will now cast the given value to a string before setting.
* BitmapText.setText will not change the text via `setText` unless the new text is different to the old one.
* If you set `transparent` in the Game Config but didn't provide a `backgroundColor` then it would render as black. It will now be properly transparent. If you do provide a color value then it must include an alpha component.
* You can now pass normal Groups to Arcade Physics collide / overlap, as well as Physics Groups. Fix #3277 (thanks @nkholski)
* Texture.get has been optimized to fail first, then error, with a new falsey check. This allows you to skip out specifying animation frames in the animation config without generating a console warning.
* The `setFrame` method of the Texture component has been updated so that it will now automatically reset the `width` and `height` of a Game Object to match that of the new Frame. Related, it will also adjust the display origin values, because they are size based. If the Frame has a custom pivot it will set the origin to match the custom pivot instead.
* ScenePlugin.swapPosition now allows you to use it to swap the positions of any two Scenes. Before the change it only allowed you to swap the position of the calling Scene and another one, but a new optional `keyB` argument opens this up.
* The SceneManager no longer renders a Scene unless it is visible AND either running or paused. This now skips Scenes that are in an `init` state.
* The Keyboard Manager will now no longer emit `keydown` events if you keep holding a key down. Fix #3239 (thanks @squaresun)
* The SceneManager now employs a new queue for all pending Scenes, creating them and booting them in strict sequence. This should prevent errors where Scenes were unable to reference other Scenes further down the boot list in their create functions. Fix #3314 (thanks @max1701 @rblopes)
* Game.preBoot and Game.postBoot callbacks now pass an instance of the game to the callback (thanks @rblopes)
* Graphics.arc in WebGL mode now works more like arc does in Canvas (thanks @Twilrom)
* GameObjects now emit a 'destroy' event when they are destroyed, which you can use to perform any additional processing you require. Fix #3251 (thanks @rexrainbow)
* If an HTML5AudioSound sound fails to play it will now issue a console.warn (thanks @samme)
* Phaser is now running Travis CI build testing again (thanks @vpmedia)
* Documentation updates: thanks to @melissaelopez @samme @jblang94

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# Phaser 3 Change Log
## Version 3.20.1 - Fitoria - 15th October 2019
### Updates
* The `remove-files-webpack-plugin` plugin has been moved to a devDependency (thanks @noseglid)
### Bug Fixes
* `UpdateList.shutdown` wasn't removing the Scene Update event listener, causing actions to be multiplied on Scene restart (such as animation playback). Fix #4799 (thanks @jronn)
* `Container.mask` wouldn't render in WebGL due to a change in the way child masks were handled. Container masking now works again as in 3.19. Fix #4803 (thanks @paulsymphony)
* `DynamicTilemapLayer.setCollision` would cause an `indexOf` error when trying to access the layer data. Fix #4800 (thanks @PavelMishin)
* `SceneManager.run` (and consequently `ScenePlugin.run`) was using an out-dated way of checking if a Scene was paused before trying to resume it, causing a Scene to be started again instead of resumed. It now uses the `Systems.isPaused` function instead. Fix #3931 (thanks @alexeymolchan)
### 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:
@xSke

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# Phaser 3 Change Log
## Version 3.20.0 - Fitoria - 11th October 2019
### Video Game Object
This is a new Game Object is capable of handling playback of a previously loaded video from the Phaser Video Cache,
or playing a video based on a given URL. Videos can be either local, or streamed:
```javascript
preload () {
this.load.video('pixar', 'nemo.mp4');
}
create () {
this.add.video(400, 300, 'pixar');
}
```
To all intents and purposes, a video is a standard Game Object, just like a Sprite. And as such, you can do
all the usual things to it, such as scaling, rotating, cropping, tinting, making interactive, giving a
physics body, etc.
Transparent videos are also possible via the WebM file format. Providing the video file has was encoded with
an alpha channel, and providing the browser supports WebM playback (not all of them do), then it willl render
in-game with full transparency.
You can also save a video to the Texture Manager, allowing other Game Objects to use it as their texture,
including using it as a sampler2D input for a shader.
See the Video Game Object class for more details. Other Video related changes are as follows:
* `Loader.FileTypes.VideoFile` is a new Video File Loader File Type, used for preloading videos as streams or blobs.
* `WebGLRenderer.createVideoTexture` is a new method that will create a WebGL Texture from the given Video Element.
* `WebGLRenderer.updateVideoTexture` is a new method that will update a WebGL Texture from the given Video Element.
* `TextureSource.isVideo` is a new boolean property that is set when the Texture Source is backed by an HTML Video Element.
* `Cache.video` is a new global cache that store loaded Video content.
* `Device.Video.h264Video` has been renamed to `Device.Video.h264` to keep it in-line with the Audio Device names.
* `Device.Video.hlsVideo` has been renamed to `Device.Video.hls` to keep it in-line with the Audio Device names.
* `Device.Video.mp4Video` has been renamed to `Device.Video.mp4` to keep it in-line with the Audio Device names.
* `Device.Video.oggVideo` has been renamed to `Device.Video.ogg` to keep it in-line with the Audio Device names.
* `Device.Video.vp9Video` has been renamed to `Device.Video.vp9` to keep it in-line with the Audio Device names.
* `Device.Video.webmVideo` has been renamed to `Device.Video.webm` to keep it in-line with the Audio Device names.
### Spine Plugin
* The Spine runtimes have been updated to 3.8. Please note that Spine runtimes are _not_ backwards compatible. Animations exported with Spine 3.7 (or earlier) will need re-exporting with 3.8 in order to work with the new runtimes.
* Fixed a bug with the binding of the Spine Plugin causing the GameObjectFactory to remain bound to the first instance of the plugin, causing Scene changes to result in blank Spine Game Objects. Fix #4716 (thanks @olilanz)
* Fixed a bug with the caching of the Spine Texture Atlases, causing shader errors when returning from one Scene to another with a cached Texture Atlas.
* The WebGL Scene Renderer is now only disposed if the Scene is destroyed, not just shut-down.
* The Spine Game Object will no longer set the default skin name to be 'default', it will leave the name empty. Fix #4764 (thanks @Jonchun @badlogic)
* Thanks to a fix inside the Container WebGLRenderer, a bug was crushed which involved multiple Containers in a Scene, with Spine objects, from causing run-time errors. Fix #4710 (thanks @nalgorry)
* Using `Loader.setPath` to define the Spine assets locations could error if trying to load multiple files from different folders. It will now retain the path state at the time of invocation, rather than during the load.
* When loading Spine files that used the same internal image file names, only the first file would successfully load. Now, all files load correctly.
### Facebook Instant Games Plugin
* Calling `showAd` or `showVideoAd` will now check to see if the ad has already been displayed, and skip it when iterating the ads array, allowing you to display an ad with the same Placement ID without preloading it again. Fix #4728 (thanks @NokFrt)
* Calling `gameStarted` in a game that doesn't load any assets would cause the error `{code: "INVALID_OPERATION", message: "Can not perform this operation before game start."}`. The plugin will now has a new internal method `gameStartedHandler` and will redirect the flow accordingly based on asset loading. Fix #4550 (thanks @bchee)
* The documentation for the `chooseContext` method has been fixed. Fix #4425 (thanks @krzysztof-grzybek)
* `Leaderboard.getConnectedScores` incorrectly specified two parameters, neither of which were used. Fix #4702 (thanks @NokFrt)
* `Leaderboard` extends Event Emitter, which was missing in the TypeScript defs. Fix #4703 (thanks @NokFrt)
### Arcade Physics Updates
@BenjaminDRichards and the GameFroot team contributed the following updates to Arcade Physics, which fixes 3 issues encountered when the framerate drops below 60 (technically, any time when multiple physics steps run per frame, so if physics FPS is above 60 this will also occur.)
Issue 1: Friction starts to flip out. Objects on moving platforms get pushed ahead of the platform and "catch" on the leading edge.
Issue 2: Physics objects start to dip into the floor. In the "Before" demo, the camera is locked to the player, so this appears as the entire world starting to shake up and down.
Issue 3: When objects dip into the floor, their "rest velocity" is non-zero. This can affect debug and other logic.
* `Body.prevFrame` is a new vector allowing a Body to distinguish between frame-length changes and step-length changes. Several steps may run for every frame, particularly when fps is low.
* `Body._reset` flag was removed and replaced it with a check of `Body.moves`. The flag only turned on when `moves` was true, and never turned off.
* Added a reset of `prev` in Arcade.Body#step. This fixes the friction issue.
* Stopped the `Body.postUpdate` method from setting `_dx`, `_dy`, and `prev`. They remain in the state they were at the end of the last physics step. This will affect the delta methods, which are documented to provide step-based data (not frame-based data); they now do so. However, because several steps may run per frame, you can't interrogate every step unless you're running functions based on physics events like collisions. You'll just see the latest step. This should partially balance out the extra load of resetting prev.
* Added a zero-out of stepsLastFrame in Arcade.World#postUpdate, which would otherwise never zero out and keep running at least one pass per frame. This should improve performance when frames can be skipped.
* Removed `blocked` checks from `TileCheckX` and `TileCheckY`. Originally, this prevented multiple checks when an object had come to rest on a floor. However, when multiple steps run per frame, the object will accelerate again, the floor won't stop it on steps 2+, and it will end the frame a short distance into the floor. Removing the blocked checks will fix the floor dip issue and the rest velocity issue. Although this opens up multiple checks, this is probably very rare: how many times does an object hit two different floors in a single frame?
In combination these updates fix issues #4732 and #4672. My thanks to @BenjaminDRichards and @falifm.
### New Features
* `GameConfig.antialiasGL` is a new boolean that allows you to set the `antialias` property of the WebGL context during creation, without impacting any subsequent textures or the canvas CSS.
* `InteractiveObject.alwaysEnabled` is a new boolean that allows an interactive Game Object to always receive input events, even if it's invisible or won't render.
* `Bob.setTint` is a new method that allows you to set the tint of a Bob object within a Blitter. This is then used by the Blitter WebGL Renderer (thanks @rexrainbow)
* The `UpdateList` now emits two new events: 'add' and 'remove' when children are added and removed from it. Fix #3487 (thanks @hexus)
* The `Tilemap.setCollision` method has a new optional boolean parameter `updateLayer`. If set to `true`, it will update all of the collision settings of all tiles on the layer. If `false` it will skip doing this, which can be a huge performance boost in situations where the layer tiles haven't been modified and you're just changing collision flags. This is especially suitable for maps using procedural generated tilemaps, infinite tilemaps, multiplayer tilemaps, particularly large tilemaps (especially those dyanmic in nature) or who otherwise intend to index collisions before the tiles are loaded. This update also added the new parameter to the `SetCollision`, `SetCollisionBetween` and `DynamicTilemapLayer.setCollision` methods (thanks @tarsupin)
* `ArcadePhysics.Body.setBoundsRectangle` is a new method that allows you to set a custom bounds rectangle for any Body to use, rather than the World bounds, which is the default (thanks @francois-n-dream)
* `ArcadePhysics.Body.customBoundsRectangle` is a new property used for custom bounds collision (thanks @francois-n-dream)
* The Arcade Physics Group has a new config object property `customBoundsRectangle` which, if set, will set the custom world bounds for all Bodies that Group creates (thanks @francois-n-dream)
* `WebGLRenderer.createTexture2D` has a new optional parameter `flipY` which sets the `UNPACK_FLIP_Y_WEBGL` flag of the uploaded texture.
* `WebGLRenderer.canvasToTexture` has a new optional parameter `flipY` which sets the `UNPACK_FLIP_Y_WEBGL` flag of the uploaded texture.
* `WebGLRenderer.createCanvasTexture` is a new method that will create a WebGL Texture based on the given Canvas Element.
* `WebGLRenderer.updateCanvasTexture` is a new method that will update an existing WebGL Texture based on the given Canvas Element.
* `WebGLRenderer.createVideoTexture` is a new method that will create a WebGL Texture based on the given Video Element.
* `WebGLRenderer.updateVideoTexture` is a new method that will update an existing WebGL Texture based on the given Video Element.
* `TextureSource.flipY` is a new boolean that controls if the `UNPACK_FLIP_Y_WEBGL` flag is set when a WebGL Texture is uploaded.
* `TextureSource.setFlipY` is a new method that toggles the `TextureSource.flipY` property.
### Updates
* When calling `Shader.setRenderToTexture()` it will now draw the shader just once, immediately to the texture, to avoid the texture being blank for a single frame (thanks Kyle)
* The private `Shader._savedKey` property has been removed as it wasn't used anywhere internally.
* A `hasOwnProperty` check has been applied to the `SceneManager.createSceneFromObject` method when parsing additional properties in the `extend` object (thanks @halilcakar)
* The `Blitter.dirty` flag is no longer set if the render state of a Bob is changed to make it invisible (thanks @rexrainbow)
* `WebGLPipeline.addAttribute` will now automatically update the vertextComponentCount for you, without you having to do it manually any more (thanks @yhwh)
* `MultiFile` has three new internal properties: `baseURL`, `path` and `prefix` which allow them to retain the state of the loader at the time of creation, to be passed on to all child-files. Fix #4679.
* `LoaderPlugin` and `MultiFile` have a new private property `multiKeyIndex` which multi-files use and increment when batching sub-file loads.
* TileSprites will now throw a console warning if you try to use a RenderTexture or GLTexture as their frame source. Fix #4719 (thanks @pavel-shirobok)
* `TextureSource.isGLTexture` now checks if the browser supports `WebGLTexture` before checking to see if source is an instance of one. This should fix issues with Phaser in HEADLESS mode running under node / jsdom, or where WebGLTexture isn't present. Fix #4711 (thanks @tsphillips)
* `GameObject.ToJSON` will no longer output the `scaleMode` in the json because it's not a valid Game Object property.
* `TextureSource.setFilter` will now set the `scaleMode` to the given filter.
* `CanvasInterpolation` has updated the order of the CSS properties so that `crisp-edges` comes after the browser prefix versions.
* The `CanvasRenderer.scaleMode` property has been removed as it was never set or used internally.
* The `CanvasRenderer.currentScaleMode` property has been removed as it was never set or used internally.
* The `BuildGameObject` function will no longer set `scaleMode` because it's not a valid Game Object property.
* `CanvasRenderer.antialias` is a new property, populated by the game config property of the same name (or via the `pixelArt` property) that will tell the canvas renderer what to set image interpolation to during rendering of Sprites.
* `SetTransform` will now set the imageSmoothingEnabled context value based on the renderer and texture source scale mode.
* The Blitter Canvas Renderer will now respect the game config anti-alias / pixel art settings and render accordingly.
* The Particle Emitter Canvas Renderer will now respect the game config anti-alias / pixel art settings and render accordingly.
* The Static Tilemap Canvas Renderer will now respect the game config anti-alias / pixel art settings and render accordingly.
* The Dynamic Tilemap Canvas Renderer will now respect the game config anti-alias / pixel art settings and render accordingly.
* All Game Objects that use the Canvas Set Transform function (which is most of them) will aos now respect the game config anti-alias / pixel art settings and render accordingly. This means you can now have properly scaled Bitmap Text, Text, Sprites, Render Textures, etc when pixel art is enabled in your game. Fix #4701 (thanks @agar3s)
* Containers are now able to set the alpha quadrant values (topLeft, topRight, bottomLeft and bottomRight) and have these passed onto children which are capable of supporting them, such as Sprites. Fix #4714 (thanks @MrcSnm)
* The `ProcessQueue` struct now extends Event Emitter and will emit `PROCESS_QUEUE_ADD_EVENT` when a new item is added to it.
* The `ProcessQueue` struct now extends Event Emitter and will emit `PROCESS_QUEUE_REMOVE_EVENT` when an item is removed from it.
* `ProcessQueue.removeAll` is a new method that will remove all active entries from the queue.
* `ProcessQueue.length` is a new property that returns the size of the active list.
* `UpdateList` now extends the `ProcessQueue` struct and uses all of its methods for list management, instead of doing it directly. This means private properties such as `UpdateList._list` no longer exist. It also fixes an issue re: memory management where list items would remain until the end of a Scene. Fix #4721 (thanks @darkgod6)
* `BaseSoundManager.forEachActiveSound` will now only invoke the callback if the sound actually exists and isn't pending removal. Fix #3383 (thanks @DouglasLapsley)
* `MouseManager.target` can now be defined as either a string or by passing an HTMLElement directly. Fix #4353 (thanks @BigZaphod)
* The `BasePlugin.boot` method has been removed and moved to `ScenePlugin.boot` as it's a Scene-level method only (thanks @samme)
* The `BasePlugin.scene` and `BasePlugin.systems` properties have been removed and are defined in `ScenePlugin`, as they are Scene-level properties only (thanks @samme)
* The `Tween.getValue` method has been updated so you can specify the index of the Tween Data to get the value of. Previously, it only returned the first TweenData from the data array, ignoring any subsequent properties or targets. Fix #4717 (thanks @chepe263)
* `WebGLRenderer.createTexture2D` has a new optional parameter `forceSize`, which will force the gl texture creation to use the dimensions passed to the method, instead of extracting them from the pixels object, if provided.
* The `GameObject.setTexture` method can now accept either a string, in which case it looks for the texture in the Texture Manager, or a Texture instance, in which case that instance is set as the Game Object's texture.
* `TextureManager.get` can now accept either a string-based key, or a Texture instance, as its parameter.
* `SceneManager.stop` and the matching `ScenePlugin.stop` now have an optional `data` parameter, which is passed to the Scene shutdown method. Fix #4510 (thanks @Olliebrown @GetsukenStudios)
* `Cameras.BaseCamera` is now exposed in the namespace, allowing you to access them directly (thanks @rexrainbow)
* Shaders have a new optional constructor parameter `textureData` which allows you to specify additional texture data, especially for NPOT textures (thanks @cristlee)
* `TouchManager.disableContextMenu` is a new method that will try to disable the context menu on touch devices, if the Game Config `disableContextMenu` is set. Previously, it only tried to do it for the Mouse Manager, but now does it for touch as well. Fix #4778 (thanks @simplewei)
### Bug Fixes
* `SpineCanvasPlugin.shutdown` would try to dispose of the `sceneRenderer`, but the property isn't set for Canvas.
* `ArcadePhysics.Body.checkWorldBounds` would incorrectly report as being on the World bounds if the `blocked.none` flag had been toggled elsewhere in the Body. It now only sets if it toggles a new internal flag (thanks Pablo)
* `RenderTexture.resize` wouldn't update the CanvasTexture width and height, causing the cal to draw or drawFrame to potentially distort the texture (thanks @yhwh)
* `InputPlugin.processDragMove` has been updated so that the resulting `dragX` and `dragY` values, sent to the event handler, now compensate for the scale of the Game Objects parent container, if inside of one. This means dragging a child of a scale Container will now still drag at 'full' speed.
* The RenderTextures `displayOrigin` values are now automatically updated if you call `setSize` on the Render Texture. Fix #4757 (thanks @rexrainbow)
* `onTouchStart`, `onTouchEnd` and `onTouchMove` will now check for `event.cancelable` before calling preventDefault on the touch event, fixing issues with "Ignored attempt to cancel a touchstart event with cancelable=false, for example because scrolling is in progress and cannot be interrupted." errors in some situations. Fix #4706 (thanks @MatthewAlner)
* `MatterPhysics.shutdown` could try to access properties that may have been previously removed during the Game.destroy process, causing a console error. It now checks properties before removing events from them (thanks @nagyv)
* `ArcadePhysics.Body.hitTest` would use CircleContains to do a hit test, which assumex x/y was the Circle center, but for a Body it's the top-left, causing the hit test to be off. Fix #4748 (thanks @funnisimo)
* `ArcadePhysics.World.separateCircle` has had the velocity scaling moved to after the angle is calculated, fixing a weird collision issue when `Body.bounce=0`. Also, if both bodies are movable, they now only offset by half the offset and use the center of the body for angle calculation, allowing for any offsets to be included. Fix #4751 (thanks @funnisimo @hizzd)
* `Tween.updateTo` would break out of the TweenData iteration as soon as it adjusted the first matching key, causing tweens acting on multiple targets to only update the first target. It now updates them all. Fix #4763 (thanks @RBrNx)
* The Container WebGLRenderer will now handle child mask batching properly, based on the renderers current mask.
* The Container WebGLRenderer will now handle child new type switching, allowing you to carry on with a batch of same-type Game Objects even if they're nested within Containers. Fix #4710 (thanks @nalgorry)
* `MultiAtlasFiles` that loaded their own external images would obtain incorrect path and URL values if the path had been changed by another file in the queue. They now retain the loader state and apply it to all child files during load.
* If more than one `MultiAtlasFile` used the same internal file name for its images, subsequent multi-atlases would fail to load. Fix #4330 (thanks @giviz)
* `MultiAtlasFiles` would incorrectly add the atlas JSON into the JSON cache, causing you to not be able to destroy and reload the texture using the same atlas key as before. Fix #4720 (thanks @giviz)
* `RenderTexture.fill` wasn't setting the camera up before drawing the fill rect, causing it to appear in the wrong place and the wrong size. Fix #4390 (thanks @Jerenaux)
* `DynamicBitmapText.setOrigin` wouldn't change the origin when using the Canvas Renderer, only in WebGL. It now sets the origin regardless of renderer. Fix #4108 (thanks @garethwhittaker)
* `DynamicBitmapText` wouldn't respect the multi-line alignment values when using the Canvas Renderer. It now uses them in the line calculations.
* `DynamicBitmapText` and `BitmapText` wouldn't render at the correct position when using scaled BitmapText and an origin. Fix #4054 (thanks @Aveyder)
* Incorrect lighting on batched Sprites. The lighting was not correct when batching several sprites with different rotations. Each sprite now uses its own `uInverseRotationMatrix` to compute the lighting correctly (thanks @gogoprog)
* Matter.js Body wasn't setting the part angles correctly in `Body.update` (thanks @Frozzy6)
* `ScaleManager.startFullscreen` now checks to see if the call returns a Promise, rather than checking if the browser supports them, before waiting for promise resolution. This fixes a runtime console warning in Microsoft Edge. Fix #4795 (thanks @maksdk)
### 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:
@krzysztof-grzybek @NokFrt @r-onodera @colorcube @neon-dev @SavedByZero @arnekeller
### Thanks
Thank you to the following people for contributing ideas for new features to be added to Phaser 3. Because we've now started Phaser 4 development, I am closing off old feature requests that I personally will not work on for Phaser 3 itself. They may be considered for v4 and, of course, if someone from the community wishes to submit a PR to add them, I will be only too happy to look at that. So, if you want to get involved, filter the GitHub issues by the [Feature Request tag](https://github.com/photonstorm/phaser/issues?q=is%3Aissue+is%3Aopen+label%3A%22%F0%9F%92%96+Feature+Request%22) and dig in. In the meantime, thank you to the following people for suggesting features, even if they didn't make it this time around:
@njt1982 @TheTrope @allanbreyes @alexandernst @Secretmapper @murteira @oktayacikalin @TadejZupancic @SBCGames @hadikcz @jcyuan @pinkkis @Aedalus @jestarray @BigZaphod @Secretmapper @francois-n-dream @G-Rath

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# Phaser 3 Change Log
## Version 3.21.0 - Senku - 22nd November 2019
### New Features
* You can now specify the mipmap filter level to be used when creating WebGL textures. This can be set in the Game Config using the new `mipmapFilter` property, which is a string, such as 'NEAREST_MIPMAP_NEAREST'. Or, you can set the new `WebGLRenderer.mipmapFilter` property to a valid GLenum. If you set it on the renderer, it will only impact any textures loaded _after_ it has been set, so do so in your Scene `init` method if you want it to be used for textures you're about to load. By changing the mipmap level you can drastically improve the quality when reducing large textures. Please note, due to WebGL1 limitations, this only works on power-of-two sized textures. It also works on textures created from Canvas, Videos or RenderTextures.
* `BitmapText.setMaxWidth` is a new method that allows you to set a maximum width (in pixels) for the BitmapText to take up when rendering. Lines of text longer than `maxWidth` will be wrapped, based on whitespace, to the next line. This allows you to do word-wrapping on BitmapText objects, something only previously possible on Text objects.
* `BitmapText.wordWrapCharCode` is a new property that works with `setMaxWidth` that allows you to control which character code causes a line-wrap. By default it is 32 (a space character).
* `ArcadePhysics.closest` now has an optional `targets` argument. The targets can be any Arcade Physics Game Object, Body or Static Body and it will return only the closet target from those given (thanks @samme)
* `ArcadePhysics.furthest` now has an optional `targets` argument. The targets can be any Arcade Physics Game Object, Body or Static Body and it will return only the furthest target from those given (thanks @samme)
* `Tilemaps.Parsers.Tiled.CreateGroupLayer` is a new function that parses a Tiled group layer and adds in support for Tiled layer groups (introduced in Tiled 1.2.0). Feature #4099 (thanks @Babeetlebum @Olliebrown)
* The Tilemap system now supports infinite Tilemaps from the Tiled map editor (thanks @Olliebrown)
* `Tilemap.getImageLayerNames` is a new method that returns a list of all valid imagelayer names loaded in the Tilemap (thanks @Olliebrown)
* `Tilemap.getObjectLayerNames` is a new method that returns a list of all valid objectgroup names loaded in the Tilemap (thanks @Olliebrown)
* `Tilemap.getTileLayerNames` is a new method that returns a list of all valid tilelayer names loaded in the Tilemap (thanks @Olliebrown)
* When `forceSetTimeOut` is set to `true` in the Game Config, you can now set the target frame rate by setting the `fps.target` value (thanks @pavels)
* Videos can now be loaded from a data URI, allowing for base64 encoded videos to be used in the Loader instead of file based ones. Although, as with all base64 encoded data, we strongly recommend against this (thanks @apasov)
* `Math.MIN_SAFE_INTEGER` is a new math const that stores the minimum safe integer for browsers that don't provide this, such as IE (thanks @jronn)
* `Math.MAX_SAFE_INTEGER` is a new math const that stores the maximum safe integer for browsers that don't provide this, such as IE (thanks @jronn)
* `KeyCodes.NUMPAD_ADD` has been added to the keycodes list (thanks @Martin-Antonov)
* `KeyCodes.NUMPAD_SUBTRACT` has been added to the keycodes list (thanks @Martin-Antonov)
* `Video.removeVideoElementOnDestroy` is a new boolean property that allows you to control if the Video element is removed from the DOM when the Video Game Object is destroyed.
* `Actions.SetScrollFactor` is a new Action that will set the scroll factor on an array of Game Objects, including stepped incremental changes per item (thanks @rexrainbow)
* `Actions.SetScrollFactorX` is a new Action that will set the horizontal scroll factor on an array of Game Objects, including stepped incremental changes per item (thanks @rexrainbow)
* `Actions.SetScrollFactorY` is a new Action that will set the horizontal scroll factor on an array of Game Objects, including stepped incremental changes per item (thanks @rexrainbow)
* The `Group` config object now supports use of the `setScrollFactor` property to set the value on each child of the Group (thanks @rexrainbow)
* `Group.propertyValueSet` is a new method that sets a given property on each Group member (thanks @rexrainbow)
* `Group.propertyValueInc` is a new method that adds an amount to a given property on each Group member (thanks @rexrainbow)
* `Group.setX` is a new method that sets the x coordinate on each Group member (thanks @rexrainbow)
* `Group.setY` is a new method that sets the y coordinate on each Group member (thanks @rexrainbow)
* `Group.setXY` is a new method that sets the x and y coordinate on each Group member (thanks @rexrainbow)
* `Group.incX` is a new method that increments the x coordinate on each Group member (thanks @rexrainbow)
* `Group.incY` is a new method that increments the y coordinate on each Group member (thanks @rexrainbow)
* `Group.incXY` is a new method that increments the x and y coordinate on each Group member (thanks @rexrainbow)
* `Group.shiftPosition` is a new method that iterates the Group members and shifts the position of each to the previous members position (thanks @rexrainbow)
* `Group.angle` is a new method that sets the angle property on each Group member (thanks @rexrainbow)
* `Group.rotate` is a new method that sets the rotation property on each Group member (thanks @rexrainbow)
* `Group.rotateAround` is a new method that rotates each Group member around the given point, by the given angle (thanks @rexrainbow)
* `Group.rotateAroundDistance` is a new method that rotates each Group member around the given point, by the given angle and distance (thanks @rexrainbow)
* `Group.setAlpha` is a new method that sets the alpha property on each Group member (thanks @rexrainbow)
* `Group.setTint` is a new method that sets the tint property on each Group member (thanks @rexrainbow)
* `Group.setOrigin` is a new method that sets the origin property on each Group member (thanks @rexrainbow)
* `Group.scaleX` is a new method that sets the x scale on each Group member (thanks @rexrainbow)
* `Group.scaleY` is a new method that sets the y scale on each Group member (thanks @rexrainbow)
* `Group.scaleXY` is a new method that sets the x and y scale on each Group member (thanks @rexrainbow)
* `Group.setBlendMode` is a new method that sets the blend mode on each Group member (thanks @rexrainbow)
* `Group.setHitArea` is a new method that passes all Group members to the Input Plugin to enable them for input (thanks @rexrainbow)
* `Group.shuffle` is a new method that shuffles all of the Group members in place (thanks @rexrainbow)
* `Group.setVisible` is a new method that sets the visible state on each Group member (thanks @rexrainbow)
* `WebAudioSoundManager.setAudioContext` is a new method that allows you to set the Sound Manager Audio Context to a different context instance. It will also disconnect and re-create the gain nodes on the new context.
* `Group.type` is a new property that holds a string-based name of the Game Object type, as with other GO's (thanks @samme)
* `Arade.Group.type` is a new property that holds a string-based name of the Game Object type, as with other GO's (thanks @samme)
* `Arcade.StaticGroup.type` is a new property that holds a string-based name of the Game Object type, as with other GO's (thanks @samme)
* `ArcadePhysics.overlapCirc` is a new method that allows you to return an array of all Arcade Physics bodies that overlap with the given circular area of the world. It can return either dynamic or static bodies, or a mixture of both (thanks @samme)
### Updates
* `Curve.getPoints` can now take an optional array as the 3rd parameter in which to store the points results (thanks @rexrainbow)
* `Line.arcLengthDivisions` now overrides the default Curve value and is set to 1 to optimize the amount of points returned for a Line curve (thanks @rexrainbow)
* `ArcadePhysics.closest` will now no longer ever return the source in the target results (thanks @samme)
* `ArcadePhysics.furthest` will now no longer ever return the source in the target results (thanks @samme)
* `RequestAnimationFrame.target` is a new property that controls the fps rate (in ms) when setTimeout is used (thanks @pavels)
* The `WebAudioSoundManager.unlock` method will now listen for `keydown` events in order to unlock the Audio Context, as well as touch and pointer events, making it more accessible (thanks Nick Tipping)
* The `requestAnimationFrame` polyfill no longer expects a Browserify environment and uses `window` through-out, it also no longer adds in the same as performance.now does.
* `BitmapText.getTextBounds` didn't reset the dirty flag, causing the `GetBitmapTextSize` function to be called every time the Bitmap Text was rendered. With enough text objects on-screen this could negatively impact performance. The flag is now reset every time the bounds are recalculated.
### Bug Fixes
* The Spine Plugin was not clearing down the resize event listener in WebGL, causing it to still fire even if the Scene was closed. Fix #4808 (thanks @RollinSafary)
* When a game is created with the HEADLESS renderer, `Game.destroy()` had no effect and the game kept on running. Now it destroys itself properly. Fix #4804 (thanks @samme)
* `DOM.GetScreenOrientation` was returning the wrong consts from the Scale Manager (thanks @jcyuan)
* When using `Input.enableDebug` on Game Objects it would not render the debug graphic correctly if the hit area had been offset. It now adjusts the debug correctly for all common hit-area geometry types. Fix #4722 (thanks @HaoboZ @Olliebrown)
* Light2D was not properly working for DynamicTilemapLayers due to a change in the way tilesets were stored, throwing an Uncaught TypeError at runtime. This is now handled correctly. Fix #4167 #4079 (thanks @koljakutschera @blackjack26 @kainage)
* `Input.dragDistanceThreshold` was not working correctly since 3.18, snapping to the wrong drag state unless the time threshold was also set. Fix #4667 (thanks @muliawanw @Olliebrown)
* `Tilemap.convertLayerToStatic` would throw an error when used multiple times, due to an error with the layer index count. Fix #4737 (thanks @Olliebrown @Vegita2)
* The `Tween` class now uses a cached MAX_SAFE_INTEGER making it compatible with Internet Explorer (thanks @jronn)
* The `StaggerBuilder` class now uses a cached MAX_SAFE_INTEGER making it compatible with Internet Explorer (thanks @jronn)
* The `Rectangle.FromPoints` function now uses a cached MIN_SAFE_INTEGER making it compatible with Internet Explorer (thanks @jronn)
* The `Video` class now uses a cached MIN_SAFE_INTEGER making it compatible with Internet Explorer (thanks @jronn)
* The `Path` class now uses a cached MIN_SAFE_INTEGER making it compatible with Internet Explorer (thanks @jronn)
* `Video.destroy` has been renamed to `Video.preDestroy`, so that it now destroys properly like all other Game Objects. Fix #4821 (thanks @rexrainbow)
* The Video Game Object will now check to see if the browser supports the `HTMLVideoElement` before creating one (thanks @jcyuan)
* The `DOM.GetScreenOrientation` functions would return out-dated consts (thanks @jcyuan)
* When calling `TileSprite.setTexture` or `setFrame`, if the new frame size didn't match the old one, the new fill pattern would become distorted and the `potWidth` and `potHeight` values would be incorrect.
* Timeline callbacks with extra parameters like `onStart` would miss the first parameter when the callback was invoked. Fix #4810 (thanks @samme)
### 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:
@samme (for contributing loads of new Arcade Physics examples) @dranitski @jcyuan @RollinSafary @ilyaryabchinski @jsoref @jcyuan @ghclark2

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# Phaser 3 Change Log
## Version 3.22 - Kohaku - January 15th 2020
### Matter Physics
All of the following are specific to the Matter Physics implementation used by Phaser:
#### Matter Physics New Features
* Matter Physics now has 100% JSDoc coverage! Woohoo :)
* Matter Physics now has brand new TypeScript defs included in the `types` folder :)
* `MatterDebugConfig` is a new configuration object that contains all of the following new Matter debug settings:
* `showAxes`- Render all of the body axes?
* `showAngleIndicator`- Render just a single body axis?
* `angleColor`- The color of the body angle / axes lines.
* `showBroadphase`- Render the broadphase grid?
* `broadphaseColor`- The color of the broadphase grid.
* `showBounds`- Render the bounds of the bodies in the world?
* `boundsColor`- The color of the body bounds.
* `showVelocity`- Render the velocity of the bodies in the world?
* `velocityColor`- The color of the body velocity line.
* `showCollisions`- Render the collision points and normals for colliding pairs.
* `collisionColor`- The color of the collision points.
* `showSeparation`- Render lines showing the separation between bodies.
* `separationColor`- The color of the body separation line.
* `showBody`- Render the dynamic bodies in the world to the Graphics object?
* `showStaticBody`- Render the static bodies in the world to the Graphics object?
* `showInternalEdges`- When rendering bodies, render the internal edges as well?
* `renderFill`- Render the bodies using a fill color.
* `renderLine`- Render the bodies using a line stroke.
* `fillColor`- The color value of the fill when rendering dynamic bodies.
* `fillOpacity`- The opacity of the fill when rendering dynamic bodies, a value between 0 and 1.
* `lineColor`- The color value of the line stroke when rendering dynamic bodies.
* `lineOpacity`- The opacity of the line when rendering dynamic bodies, a value between 0 and 1.
* `lineThickness`- If rendering lines, the thickness of the line.
* `staticFillColor`- The color value of the fill when rendering static bodies.
* `staticLineColor`- The color value of the line stroke when rendering static bodies.
* `showSleeping`- Render any sleeping bodies (dynamic or static) in the world to the Graphics object?
* `staticBodySleepOpacity`] - The amount to multiply the opacity of sleeping static bodies by.
* `sleepFillColor`- The color value of the fill when rendering sleeping dynamic bodies.
* `sleepLineColor`- The color value of the line stroke when rendering sleeping dynamic bodies.
* `showSensors`- Render bodies or body parts that are flagged as being a sensor?
* `sensorFillColor`- The fill color when rendering body sensors.
* `sensorLineColor`- The line color when rendering body sensors.
* `showPositions`- Render the position of non-static bodies?
* `positionSize`- The size of the rectangle drawn when rendering the body position.
* `positionColor`- The color value of the rectangle drawn when rendering the body position.
* `showJoint`- Render all world constraints to the Graphics object?
* `jointColor`- The color value of joints when `showJoint` is set.
* `jointLineOpacity`- The line opacity when rendering joints, a value between 0 and 1.
* `jointLineThickness`- The line thickness when rendering joints.
* `pinSize`- The size of the circles drawn when rendering pin constraints.
* `pinColor`- The color value of the circles drawn when rendering pin constraints.
* `springColor`- The color value of spring constraints.
* `anchorColor`- The color value of constraint anchors.
* `anchorSize`- The size of the circles drawn as the constraint anchors.
* `showConvexHulls`- When rendering polygon bodies, render the convex hull as well?
* `hullColor`- The color value of hulls when `showConvexHulls` is set.
* `World.renderBody` is a new method that will render a single Matter Body to the given Graphics object. This is used internally during debug rendering but is also public. This allows you to control which bodies are rendered and to which Graphics object, should you wish to use them in-game and not just during debugging.
* `World.renderConstraint` is a new method that will render a single Matter Constraint, such as a pin or a spring, to the given Graphics object. This is used internally during debug rendering but is also public. This allows you to control which constraints are rendered and to which Graphics object, should you wish to use them in-game and not just during debugging.
* `World.renderConvexHull` is a new method that will render the convex hull of a single Matter Body, to the given Graphics object. This is used internally during debug rendering but is also public. This allows you to control which hulls are rendered and to which Graphics object, should you wish to use them in-game and not just during debugging.
* `World.renderGrid` is a new method that will render the broadphase Grid to the given graphics instance.
* `World.renderBodyBounds` is a new method that will render the bounds of all the given bodies to the given graphics instance.
* `World.renderBodyAxes` is a new method that will render the axes of all the given bodies to the given graphics instance.
* `World.renderBodyVelocity` is a new method that will render a velocity line for all the given bodies to the given graphics instance.
* `World.renderSeparations` is a new method that will render the separations in the current pairs list to the given graphics instance.
* `World.renderCollisions` is a new method that will render the collision points and normals in the current pairs list to the given graphics instance.
* `World.getAllBodies` is a new method that will return all bodies in the Matter World.
* `World.getAllConstraints` is a new method that will return all constraints in the Matter World.
* `World.getAllComposites` is a new method that will return all composites in the Matter World.
* `MatterPhysics.composite` is a new reference to the `Matter.Composite` module for easy access from within a Scene.
* `MatterPhysics.detector` is a new reference to the `Matter.Dectector` module for easy access from within a Scene.
* `MatterPhysics.grid` is a new reference to the `Matter.Grid` module for easy access from within a Scene.
* `MatterPhysics.pair` is a new reference to the `Matter.Pair` module for easy access from within a Scene.
* `MatterPhysics.pairs` is a new reference to the `Matter.Pairs` module for easy access from within a Scene.
* `MatterPhysics.query` is a new reference to the `Matter.Query` module for easy access from within a Scene.
* `MatterPhysics.resolver` is a new reference to the `Matter.Resolver` module for easy access from within a Scene.
* `MatterPhysics.sat` is a new reference to the `Matter.SAT` module for easy access from within a Scene.
* `MatterPhysics.constraint` is a new reference to the `Matter.Constraint` module for easy access from within a Scene.
* `MatterPhysics.composites` is a new reference to the `Matter.Composites` module for easy access from within a Scene.
* `MatterPhysics.axes` is a new reference to the `Matter.Axes` module for easy access from within a Scene.
* `MatterPhysics.bounds` is a new reference to the `Matter.Bounds` module for easy access from within a Scene.
* `MatterPhysics.svg` is a new reference to the `Matter.Svg` module for easy access from within a Scene.
* `MatterPhysics.vector` is a new reference to the `Matter.Vector` module for easy access from within a Scene.
* `MatterPhysics.vertices` is a new reference to the `Matter.Vertices` module for easy access from within a Scene.
* `BEFORE_ADD` is a new Event dispatched by `Matter.World` when a Body or Constraint is about to be added to the World.
* `AFTER_ADD` is a new Event dispatched by `Matter.World` when a Body or Constraint has been added to the World.
* `BEFORE_REMOVE` is a new Event dispatched by `Matter.World` when a Body or Constraint is about to be removed from the World.
* `AFTER_REMOVE` is a new Event dispatched by `Matter.World` when a Body or Constraint has been removed from the World.
* `Body.render.lineOpacity` is a new property on the Matter Body object that allows for custom debug rendering.
* `Body.render.lineThickness` is a new property on the Matter Body object that allows for custom debug rendering.
* `Body.render.fillOpacity` is a new property on the Matter Body object that allows for custom debug rendering.
* `World.setCompositeRenderStyle` is a new method that lets you quickly set the render style values on the children of the given compposite.
* `World.setBodyRenderStyle` is a new method that lets you quickly set the render style values on the given Body.
* `World.setConstraintRenderStyle` is a new method that lets you quickly set the render style values on the given Constraint.
* You can now set `restingThresh` in the Matter Configuration file to adjust the Resolver property.
* You can now set `restingThreshTangent` in the Matter Configuration file to adjust the Resolver property.
* You can now set `positionDampen` in the Matter Configuration file to adjust the Resolver property.
* You can now set `positionWarming` in the Matter Configuration file to adjust the Resolver property.
* You can now set `frictionNormalMultiplier` in the Matter Configuration file to adjust the Resolver property.
* `MatterPhysics.containsPoint` is a new method that returns a boolean if any of the given bodies intersect with the given point.
* `MatterPhysics.intersectPoint` is a new method that checks which bodies intersect with the given point and returns them.
* `MatterPhysics.intersectRect` is a new method that checks which bodies intersect with the given rectangular area, and returns them. Optionally, it can check which bodies are outside of the area.
* `MatterPhysics.intersectRay` is a new method that checks which bodies intersect with the given ray segment and returns them. Optionally, you can set the width of the ray.
* `MatterPhysics.intersectBody` is a new method that checks which bodies intersect with the given body and returns them. If the bodies are set to not collide this can be used as an overlaps check.
* `MatterPhysics.overlap` is a new method that takes a target body and checks to see if it overlaps with any of the bodies given. If they do, optional `process` and `overlap` callbacks are invoked, passing the overlapping bodies to them, along with additional collision data.
* `MatterPhysics.setCollisionCategory` is a new method that will set the collision filter category to the value given, on all of the bodies given. This allows you to easily set the category on bodies that don't have a Phaser Matter Collision component.
* `MatterPhysics.setCollisionGroup` is a new method that will set the collision filter group to the value given, on all of the bodies given. This allows you to easily set the group on bodies that don't have a Phaser Matter Collision component.
* `MatterPhysics.setCollidesWith` is a new method that will set the collision filter mask to the value given, on all of the bodies given. This allows you to easily set the filter mask on bodies that don't have a Phaser Matter Collision component.
* `Matter.Body.centerOfMass` is a new vec2 property added to the Matter Body object that retains the center of mass coordinates when the Body is first created, or has parts added to it. These are float values, derived from the body position and bounds.
* `Matter.Body.centerOffset` is a new vec2 property added to the Matter Body object that retains the center offset coordinates when the Body is first created, or has parts added to it. These are pixel values.
* `Constraint.pointAWorld` is a new method added to Matter that returns the world-space position of `constraint.pointA`, accounting for `constraint.bodyA`.
* `Constraint.pointBWorld` is a new method added to Matter that returns the world-space position of `constraint.pointB`, accounting for `constraint.bodyB`.
* `Body.setCentre` is a new method added to Matter that allows you to set the center of mass of a Body (please note the English spelling of this function.)
* `Body.scale` is a new read-only vector that holds the most recent scale values as passed to `Body.scale`.
* `Matter.Bodies.flagCoincidentParts` is a new function that will flags all internal edges (coincident parts) on an array of body parts. This was previously part of the `fromVertices` function, but has been made external for outside use.
* `Matter.getMatterBodies` is a new function that will return an array of Matter JS Bodies from the given input array, which can be Matter Game Objects, or any class that extends them.
* `Matter.World.has` is a new method that will take a Matter Body, or Game Object, and search the world for it. If found, it will return `true`.
* Matter now has the option to use the Runner that it ships with. The Matter Runner operates in two modes: fixed and variable. In the fixed mode, the Matter Engine updates at a fixed delta value every frame (which is what Phaser has used since the first version). In variable mode, the delta will be smoothed and capped each frame to keep the simulation constant, but at the cost of determininism. You can configure the runner by setting the `runner` property in the Matter Config object, both of which are fully covered with JSDocs. As of 3.22 the runner is now used by default in variable (non-fixed) mode. If you wish to return to the previous behavior, set `runner: { isFixed: true }`.
* `Body.onCollideCallback` is a new Matter Body property that can point to a callback to invoke when the body starts colliding.
* `Body.onCollideEndCallback` is a new Matter Body property that can point to a callback to invoke when the body stops colliding.
* `Body.onCollideActiveCallback` is a new Matter Body property that can point to a callback to invoke for the duration the body is colliding.
* `Body.onCollideWith` is a new Matter Body property that holds a mapping between bodies and collision callbacks.
* `MatterGameObject.setOnCollide` is a new method available on any Matter Game Object, that sets a callback that is invoked when the body collides with another.
* `MatterGameObject.setOnCollideEnd` is a new method available on any Matter Game Object, that sets a callback that is invoked when the body stops colliding.
* `MatterGameObject.setOnCollideActive` is a new method available on any Matter Game Object, that sets a callback which is invoked for the duration of the bodies collision with another.
* `MatterGameObject.setOnCollideWith` is a new method available on any Matter Game Object, that allows you to set a callback to be invoked whenever the body collides with another specific body, or array of bodies.
* `Body.gravityScale` is a new vector property that allows you to scale the effect of world gravity on a specific Body.
* `MatterPhysics._tempVec2` is a new private internal vector used for velocity and force calculations.
* `MatterPhysics.setVelocity` is a new method that will set both the horizontal and vertical linear velocity of the given physics bodies. This can be used on all Matter bodies, not just those created via the factory.
* `MatterPhysics.setVelocityX` is a new method that will set the horizontal linear velocity of the given physics bodies. This can be used on all Matter bodies, not just those created via the factory.
* `MatterPhysics.setVelocityY` is a new method that will set the vertical linear velocity of the given physics bodies. This can be used on all Matter bodies, not just those created via the factory.
* `MatterPhysics.setAngularVelocity` is a new method that will set the angular velocity of the given physics bodies. This can be used on all Matter bodies, not just those created via the factory.
* `MatterPhysics.applyForce` is a new method that applies a force to a body, at the bodies current position, including resulting torque. This can be used on all Matter bodies, not just those created via the factory.
* `MatterPhysics.applyForceFromPosition` is a new method that applies a force to a body from the given world position, including resulting torque. If no angle is given, the current body angle is used. This can be used on all Matter bodies, not just those created via the factory.
* `MatterPhysics.fromSVG` is a new method that allows you to create a Body from the given SVG path data.
* The `Matter.Factory.velocity` method has been removed. Please now use `MatterPhysics.setVelocity` instead.
* The `Matter.Factory.angularVelocity` method has been removed. Please now use `MatterPhysics.setAngularVelocity` instead.
* The `Matter.Factory.force` method has been removed. Please now use `MatterPhysics.applyForce` instead.
* `MatterBodyConfig` is a new type def that contains all of the Body configuration properties. This is now used through-out the JSDocs to aid in code-completion.
* `MatterBodyRenderConfig` is a new type def that contains all of the Body debug rendering configuration properties. This is now used through-out the JSDocs to aid in code-completion.
* `MatterChamferConfig` is a new type def that contains all of the chamfer configuration properties. This is now used through-out the JSDocs to aid in code-completion.
* `MatterCollisionFilter` is a new type def that contains all of the collision configuration properties. This is now used through-out the JSDocs to aid in code-completion.
* `MatterConstraintConfig` is a new type def that contains all of the constraint configuration properties. This is now used through-out the JSDocs to aid in code-completion.
* `MatterConstraintRenderConfig` is a new type def that contains all of the Constraint debug rendering configuration properties. This is now used through-out the JSDocs to aid in code-completion.
* `MatterSetBodyConfig` is a new type def that contains all of the Constraint debug rendering configuration properties. This is now used through-out the JSDocs to aid in code-completion.
* `MatterPhysics.getConstraintLength` is a new method that will return the length of the given constraint, as this is something you cannot get from the constraint properties directly.
* `MatterPhysics.alignBody` is a new method that will align a Body, or Matter Game Object, against the given coordinates, using the given alignment constant. For example, this allows you to easily position a body to the `BOTTOM_LEFT`, or `TOP_CENTER`, or a coordinate. Alignment is based on the body bounds.
* `Phaser.Types.Physics.Matter.MatterBody` is a new type def that contains all of the valid Matter Body objects. This is now used through-out the JSDocs to aid in code-completion.
* `Matter.BodyBounds` is a new class that contains methods to help you extract world coordinates from various points around the bounds of a Matter Body. Because Matter bodies are positioned based on their center of mass, and not a dimension based center, you often need to get the bounds coordinates in order to properly align them in the world. You can access this new class via `this.matter.bodyBounds`.
* The method signature for `Matter.PhysicsEditorParser.parseBody` has changed. It now takes `(x, y, config, options)` and no longer has `width` and `height` parameters. Please see the updated documentation for more details if you were calling this method directly.
* `MatterPhysics.fromPhysicsEditor` is a new method that allows you to create a Matter Body based on the given PhysicsEditor shape data. Previously, you could only using PhysicsEditor data with a Matter Game Object, but now you can create a body directly using it.
* `Matter.PhysicsJSONParser` is a new parser that will create Matter bodies from JSON physics data files. Currently onto the Phaser Physics Tracer app exports in this format, but details are published in the JSDocs, so any app can do so.
* `Matter.Factory.fromJSON` is a new method that will create a body from a JSON physics data file.
* The `SetBody` Matter component can now automatically use shapes created in the Phaser Physics Tracer App in the JSON data format.
* `Matter.Components.Sleep.setToSleep` is a new method available on any Matter Game Object that will send the body to sleep, if Engine sleeping has been enabled.
* `Matter.Components.Sleep.setAwake` is a new method available on any Matter Game Object that will awake a body from sleep, if Engine sleeping has been enabled.
#### Matter Physics Updates
* The `debug` property in the Matter World Config is now a `MatterDebugConfig` option instead of a boolean. However, if a boolean is given, it will use the default debug config values.
* The following `MatterWorldConfig` options have now been removed: `debugShowBody`, `debugShowStaticBody`, `debugBodyColor`, `debugBodyFillColor`, `debugStaticBodyColor`, `debugShowJoint`, `debugJointColor`, `debugWireframes`, `debugShowInternalEdges`, `debugShowConvexHulls`, `debugConvexHullColor` and `debugShowSleeping`. These can all be set via the new `MatterDebugConfig` object instead.
* The object `World.defaults` has been removed. Defaults are now access via `World.debugDefaults`.
* `World.renderBodies` has been rewritten to cache commonly-used values and avoid a situation when a single body would be rendered twice.
* The private method `World.renderConvexHulls` has been removed as it's no longer used internally.
* The private method `World.renderWireframes` has been removed as it's no longer used internally.
* The method `World.fromPath` has been removed. This was never used internally and you can get the same results by calling `Vertices.fromPath`.
* The `World.setBounds` argument `thickness` now defaults to 64, not 128, to keep it matching the Matter World Config.
* The `Body.render.fillStyle` property that existed on the Matter Body object has been removed and replaced with `fillColor`.
* The `Body.render.strokeStyle` property that existed on the Matter Body object has been removed and replaced with `lineColor`.
* `Matter.Body.render.sprite.xOffset` and `yOffset` are no longer set to anything when a Body is created. They are left as zero, or you can override them in the Body config, in which case the value is added to the sprite origin offset during a call to `setExistingBody`.
* The `Matter.Mass.centerOfMass` component property now returns the pre-calculated Body `centerOfMass` property, which is much more accurate than the previous bounds offset value.
* `Matter.setExistingBody`, which is called interally whenever a Body is set on a Game Object, now uses the new `centerOffset` values to ensure that the texture frame is correctly centered based on the center of mass, not the Body bounds, allowing for much more accurate body to texture mapping with complex multi-part compound bodies.
* The `Matter.PhysicsEditorParser` has been updated so it no longer needs to set the render offsets, and instead uses the center of mass values.
* If the `Matter.Body` config doesn't contain a `position` property, it will now default to using `Vertices.centre(body.vertices)` as the position. In most cases, this is what you need, so it saves having to pass it in the config object.
* Bumped Matter Plugin versions to avoid console logs from Common.info and Common.warn.
* `PhysicsEditorParser.parseVertices` now uses `Bodies.flagCoincidentParts` to avoid duplicating code.
* `MatterGameObject` has a new optional boolean constructor parameter `addToWorld` which lets you control if the Body should be added to the world or not. Useful for toggling off should you be merging pre-existing bodies with Game Objects.
* The `Matter.SetBody.setExistingBody` function, which all Matter Game Objects have, has a new parameter `addToWorld` which allows you to control when the body is added to the Matter world should you not require it immediately. It will also only add the body to the world if it doesn't already exist within it, or any of its composites.
* `PointerConstraint` has been recoded so that when pressed down, it only polls the World for a body hit test during the next game update. This stops it coming out of sync with the state of the world. Use of the constraint remains the same as before.
* You can now set `gravity: false` in your Matter Config and it will reset gravity from the defaults to zero.
* The internal Matter `Composite.setModified` function will now emit a `compositeModified` event, which the Matter World listens for, if debug draw is enabled, so it can update the composite children render styles.
* `Matter.PhysicsEditorParser.parseBody` can now accept a MatterBodyConfig file as a 4th parameter. This allows you to set Body properties when the body is created, overriding whatever values may have been set in the PhysicsEditor JSON.
#### Matter Physics Bug Fixes
* Due to the rewrite of the debug rendering, it is now possible to render _just_ constraints, where-as before this was only possible if bodies were being rendered as well. Fix #4880 (thanks @roberto257)
* `Matter.PhysicsEditorParser` had a bug where it would allow fixtures with non-clockwise sorted vertices through, which would break pointer constraint interaction with these bodies. The parser now sorts the vertices properly. Fix #4261 (thanks @Sanchez3)
### New Features
* `TimeStep.smoothStep` is a new boolean property that controls if any delta smoothing takes place during the game step. Delta smoothing has been enabled in Phaser since the first version and helps avoid delta spikes and dips, especially after loss of focus. However, you can now easily toggle if this happens via this property and the corresponding `FPSConfig` property.
* `Phaser.Math.Distance.BetweenPoints` is a new function that will return the distance between two Vector2-like objects (thanks @samme)
* `Phaser.Math.Distance.BetweenPointsSquared` is a new function that will return the squared distance between two Vector2-like objects (thanks @samme)
* `Phaser.Math.Distance.Chebyshev` is a new function that will return the Chebyshev (or chessboard) distance between two Vector2-like objects (thanks @samme)
* `Phaser.Math.Distance.Snake` is a new function that will return the rectilinear distance between two Vector2-like objects (thanks @samme)
* `ParticleEmitter.setTint` is a new method that will set the tint of emitted particles for the given Emitter only (thanks @samme)
* `ParticleEmitter.remove` is a new method that will remove the Emitter from its Emitter Manager (thanks @samme)
* `ParticleEmitterManager.removeEmitter` is a new method that will remove the given emitter from the manager, if the emitter belongs to it (thanks @samme)
* `AlphaSingle` is a new Game Object Component that allows a Game Object to set its alpha values, but only as a single uniform value, not on a per-quad basis.
* `Actions.AlignTo` (in combination with the new `Display.Align.To.QuickSet` function) allows you to align an array of Game Objects so they sit next to each other, one at a time. The first item isn't moved, the second is moved to sit next to the first, and so on. You can align them using any of the alignment constants (thanks @samme)
* `Scene.Systems.getData` is a new method that will return any data that was sent to the Scene by another Scene, i.e. during a `run` or `launch` command. You can access it via `this.sys.getData()` from within your Scene.
* `Group.internalCreateCallback` is a new optional callback that is invoked whenever a child is added to a Group. This is the same as `createCallback` except it's only for use by the parent class, allowing a parent to invoke a creation callback and for you to still provide one via the Group config.
* `Group.internalRemoveCallback` is a new optional callback that is invoked whenever a child is removed from a Group. This is the same as `removeCallback` except it's only for use by the parent class, allowing a parent to invoke a callback and for you to still provide one via the Group config.
### Updates
* `Body.deltaXFinal` is a new method on Arcade Physics Bodies that will return the final change in the horizontal position of the body, as based on all the steps that took place this frame. This property is calculated during the `postUpdate` phase, so must be listened for accordingly (thanks Bambosh)
* `Body.deltaYFinal` is a new method on Arcade Physics Bodies that will return the final change in the vertical position of the body, as based on all the steps that took place this frame. This property is calculated during the `postUpdate` phase, so must be listened for accordingly (thanks Bambosh)
* `Body._tx` is a new internal private var, holding the Arcade Physics Body combined total delta x value.
* `Body._ty` is a new internal private var, holding the Arcade Physics Body combined total delta y value.
* `LineCurve.getUtoTmapping` has been updated to return `u` directly to avoid calculations as it's identical to `t` in a Line (thanks @rexrainbow)
* `Curve.getSpacedPoints` will now take an optional array as the 3rd parameter to store the points results in (thanks @rexrainbow)
* Trying to play or resume an audio file with an incorrect key will now throw a runtime error, instead of a console warning (thanks @samme)
* The `Shape` Game Object now uses the AlphaSingle component, allowing you to uniformly set the alpha of the shape, rather than a quad alpha, which never worked for Shape objects.
* The `Container` Game Object now uses the AlphaSingle component, allowing you to uniformly set the alpha of the container, rather than a quad alpha, which never worked consistently across Container children. Fix #4916 (thanks @laineus)
* The `DOMElement` Game Object now uses the AlphaSingle component, allowing you to uniformly set the alpha of the element, rather than a quad alpha, which never worked for these objects.
* The `Graphics` Game Object now uses the AlphaSingle component, allowing you to uniformly set the alpha of the element, rather than a quad alpha, which never worked for these objects.
* `TweenData` has a new property called `previous` which holds the eased property value prior to the update.
* The `TWEEN_UPDATE` event now sends two new parameters to the handler: `current` and `previous` which contain the current and previous property values.
* During `collideSpriteVsGroup` checks it will now skip bodies that are disabled to save doing a `contains` test (thanks @samme)
* `Display.Align.In.QuickSet` now accepts `LEFT_BOTTOM` as `BOTTOM_LEFT`, `LEFT_TOP` as `TOP_LEFT`, `RIGHT_BOTTOM` as `BOTTOM_RIGHT` and `RIGHT_TOP` as `TOP_RIGHT`. Fix #4927 (thanks @zaniar)
* `PhysicsGroup` now uses the new `internalCreateCallback` and `internalRemoveCallback` to handle its body creation and destruction, allowing you to use your own `createCallback` and `removeCallback` as defined in the Group config. Fix #4420 #4657 #4822 (thanks @S4n60w3n @kendistiller @scrubperson)
* `DOMElement` has a new private method `handleSceneEvent` which will handle toggling the display setting of the element when a Scene sleeps and wakes. A DOM Element will now listen for the Scene sleep and wake events. These event listeners are removed in the `preDestroy` method.
* A `DOMElement` will now set the display mode to 'none' during its render if the Scene in which it belongs is no longer visible.
### Bug Fixes
* BitmapText with a `maxWidth` set wouldn't update the text correctly if it was modified post-creation. You can now update the text and/or width independantly and it'll update correctly. Fix #4881 (thanks @oxguy3)
* Text objects will no longer add any white-space when word-wrapping if the last line is only one word long. Fix #4867 (thanks @gaamoo @rexrainbow)
* When `Game.destroy` is running, Scenes are now destroyed _before_ plugins, avoiding bugs when closing down plugins and deleting Render Textures. Fix #4849 #4876 (thanks @rexrainbow @siyuanqiao)
* The `Mesh` and `Quad` Game Objects have had the `GetBounds` component removed as it cannot operate on a Mesh as they don't have origins. Fix #4902 (thanks @samme)
* Setting `lineSpacing` in the Text Game Object style config would set the value but not apply it to the Text, leaving you to call `updateText` yourself. If set, it's now applied on instantiation. Fix #4901 (thanks @FantaZZ)
* External calls to the Fullscreen API using `element.requestFullscreen()` would be blocked by the Scale Manager. The Scale Manager will no longer call `stopFullScreen` should it be triggered outside of Phaser (thanks @AdamXA)
* The `Tilemaps.Tile.tint` property wasn't working correctly as it expected the colors in the wrong order (BGR instead of RGB). It will now expect them in the correct RGB order (thanks @Aedalus @plissken2013es)
* The `ScaleManager.destroy` method wasn't being called when the Game `DESTROY` event was dispatched, causing minor gc to build up. The destroy method will now be called properly on game destruction. Fix #4944 (thanks @sunshineuoow)
* `FacebookInstantGamesPlugin.showAd` and `showVideo` will now break out of the ad iteration search once a valid ad has been found and called. Previously, it would carry on interating if the async didn't complete quickly. Fix #4888 (thanks @east62687)
* When playing an Animation, if you were to play another, then pause it, then play another the internal `_paused` wouldn't get reset, preventing you from them pausing the animations from that point on. You can now play and pause animations at will. Fix #4835 (thanks @murteira)
* In `Actions.GridAlign` if you set `width` to -1 it would align the items vertically, instead of horizontally. It now aligns them horizontally if `width` is set, or vertically if `height` is set. Fix #4899 (thanks @BenjaVR)
* A `PathFollower` with a very short duration would often not end in the correct place, which is the very end of the Path, due to the tween handling the movement not running one final update when the tween was complete. It will now always end at the final point of the path, no matter how short the duration. Fix #4950 (thanks @bramp)
* A `DOMElement` would still remain visible even if the Scene in which it belongs to was sent to sleep. A sleeping Scene shouldn't render anything. DOM Elements will now respond to sleep and wake events from their parent Scene. Fix #4870 (thanks @peonmodel)
* If a config object was passed to `MultiAtlasFile` it expected the atlas URL to be in the `url` property, however the docs and file config expected it in `atlasURL`. You can now use either of these properties to declare the url. Fix #4815 (thanks @xense)
### 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:
@fselcukcan Bambosh @louisth @hexus @javigaralva @samme @BeLi4L @jcyuan @javigaralva @T-Grave @bramp @Chnapy @dranitski @RollinSafary @xense
The Matter TypeScript defs have been updated to include lots of missing classes, removed some redundant elements and general fixes. The Phaser TypeScript defs now reference the Matter defs directly and no longer try to parse them from the JSDocs. This allows the `MatterJS` namespace to work in TypeScript projects without any compilation warnings.
The Spine Plugin now has new TypeScript defs in the `types` folder thanks to @supertommy

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# Phaser 3 Change Log
## Version 3.23 - Ginro - 27th April 2020
### JSDocs
The entire Phaser 3 API now has 100% complete JSDoc coverage!
The following sections had their documentation completed in this release:
* Animations
* Create
* Curves
* Geom
* Math
* Renderer
* Textures
* Tilemaps
### Removed
The following features have been removed in this version of Phaser:
* Impact Physics has been removed completely and is no longer a choice of physics system. The resulting `Scene.impact` property and Impact config object have also been removed.
### Deprecated
The following features are now deprecated and will be removed in a future version of Phaser:
* The Light Pipeline and associated components will be removed. This feature was never properly finished and adds too much redundant, non-optional code into the core API. The ability to load normal maps alongside textures will _remain_, for use in your own lighting shaders, which gives you far more control over the final effect.
### New: Rope Game Object
This version of Phaser contains the brand new Rope Game Object. A Rope is a special kind of Game Object that has a repeating texture that runs in a strip, either horizontally or vertically. Unlike a Sprite, you can define how many vertices the Rope has, and can modify each of them during run-time, allowing for some really lovely effects.
Ropes can be created via the Game Object Factory in the normal way (`this.add.rope()`) and you should look at the examples and documentation for further implementation details.
Note that Ropes are a WebGL only feature.
### New Features
* `Line.GetEasedPoints` is a new function that will take a Line, a quantity, and an ease function, and returns an array of points where each point has been spaced out across the length of the Line based on the ease function given.
* `XHRSettings.withCredentials` is a new boolean property that controls the `withCredentials` setting of the XHR Request made by the Loader. It indicates whether or not cross-site Access-Control requests should be made using credentials such as cookies, authorization headers or TLS client certificates. You can set this on a per-file basis, or global in the Game Config.
* `Config.loaderWithCredentials` is the new global setting for `XHRSettings.withCredentials`.
* `Camera.renderToGame` is a new property used in conjunction with `renderToTexture`. It controls if the Camera should still render to the Game canvas after rendering to its own texture or not. By default, it will render to both, but you can now toggle this at run-time.
* `Camera.setRenderToTexture` has a new optional parameter `renderToGame` which sets the `Camera.renderToGame` property, controlling if the Camera should render to both its texture and the Game canvas, or just its texture.
* The free version of Texture Packer exports a `pivot` property when using JSON Array or Hash, however the Texture Packer Phaser export uses the `anchor` property. This update allows the loaders to work with either property, regardless of which export you use (thanks @veleek)
* `get()` is a new method in the HTML and Web Audio Sound Managers that will get the first sound in the manager matching the given key, if any (thanks @samme)
* `getAll()` is a new method in the HTML and Web Audio Sound Managers that will get all sounds in the manager matching the given key, if any (thanks @samme)
* `removeAll()` is a new method in the HTML and Web Audio Sound Managers that will remove all sounds in the manager, destroying them (thanks @samme)
* `stopByKey()` is a new method in the HTML and Web Audio Sound Managers that will stop any sound in the manager matching the given key, if any (thanks @samme)
* `Rectangle.FromXY` is a new function that will create the smallest Rectangle containing two coordinate pairs, handy for marquee style selections (thanks @samme)
* `PathFollower.pathDelta` is a new property that holds the distance the follower has traveled from the previous point to the current one, at the last update (thanks @samme)
* `Vector2.fuzzyEquals` is a new method that will check whether the Vector is approximately equal to a given Vector (thanks @samme)
* `Vector2.setAngle` is a new method that will set the angle of the Vector (thanks @samme)
* `Vector2.setLength` is a new method that will set the length, or magnitude of the Vector (thanks @samme)
* `Vector2.normalizeLeftHand` is a new method that will rotate the Vector to its perpendicular, in the negative direction (thanks @samme)
* `Vector2.limit` is a new method that will limit the length, or magnitude of the Vector (thanks @samme)
* `Vector2.reflect` is a new method that will reflect the Vector off a line defined by a normal (thanks @samme)
* `Vector2.mirror` is a new method that will reflect the Vector across another (thanks @samme)
* `Vector2.rotate` is a new method that will rotate the Vector by an angle amount (thanks @samme)
* `Math.Angle.Random` is a new function that will return a random angle in radians between -pi and pi (thanks @samme)
* `Math.Angle.RandomDegrees` is a new function that will return a random angle in degrees between -180 and 180 (thanks @samme)
* `Physics.Arcade.World.fixedStep` is a new boolean property that synchronizes the physics fps to the rendering fps when enabled. This can help in some cases where "glitches" can occur in the movement of objects. These glitches are especially noticeable on objects that move at constant speed and the fps are not consistent. Enabling this feature disables the fps and timeScale properties of the Arcade.World class (thanks @jjcapellan)
* `Curves.Path.getTangent` is a new method that gets a unit vector tangent at a relative position on the path (thanks @samme)
* `DataManager.inc` is a new method that will increase a value for the given key. If the key doesn't already exist in the Data Manager then it is increased from 0 (thanks @rexrainbow)
* `DataManager.toggle` is a new method that will toggle a boolean value for the given key. If the key doesn't already exist in the Data Manager then it is toggled from false (thanks @rexrainbow)
* The Tiled parser will now recognize Tiled `point objects` and export them with `point: true`. Equally, Sprites generated via `createFromObjects` are now just set to the position of the Point object, using the Sprites dimensions. This is a breaking change, so if you are using Point objects and `createFromObjects` please re-test your maps against this release of Phaser (thanks @samme)
* You can now use Blob URLs when loading `Audio` objects via the Loader (thanks @aucguy)
* You can now use Blob URLs when loading `Video` objects via the Loader (thanks @aucguy)
* Tiled Image Collections now have rudimentary support and will create a single tileset per image. This is useful for prototyping, but should not be used heavily in production. See #4964 (thanks @gogoprog)
* When loading files using your own XHR Settings you can now use the new property `headers` to define an object containing multiple headers, all of which will be sent with the xhr request (thanks @jorbascrumps)
* `Camera.rotateTo` is a new Camera effect that allows you to set the rotation of the camera to a given value of the duration specified (thanks @jan1za)
### Updates
* `XHRLoader` will now use the `XHRSettings.withCredentials` as set in the file or global loader config.
* `Animation.setCurrentFrame` will no longer try to call `setOrigin` or `updateDisplayOrigin` if the Game Object doesn't have the Origin component, preventing unknown function errors.
* `MatterTileBody` now extends `EventEmitter`, meaning you can listen to collision events from Tiles directly and it will no longer throw errors about `gameObject.emit` not working. Fix #4967 (thanks @reinildo)
* Added `MatterJS.BodyType` to `GameObject.body` type. Fix #4962 (thanks @meisterpeeps)
* The `JSONHash` loader didn't load custom pivot information, but `JSONArray` did. So that functionality has been duplicated into the `JSONHash` file type (thanks @veleek)
* When enabling a Game Object for input debug, the debug body's depth was 0. It's now set to be the same depth as the actual Game Object (thanks @mktcode)
* Spine Files can now be loaded via a manifest, allowing you to specify a prefix in the loader object and providing absolute paths to textures. Fix #4813 (thanks @FostUK @a610569731)
* `collideSpriteVsGroup` now exits early when the Sprite has `checkCollision.none`, skipping an unnecessary iteration of the group (thanks @samme)
* `collideSpriteVsGroup` when looping through the tree results now skips bodies with `checkCollision.none` (thanks @samme)
* When enabling a Game Object for Input Debugging the created debug shape will now factor in the position, scale and rotation of the Game Objects parent Container, if it has one (thanks @scott20145)
### Bug Fixes
* The conditional checking if the `PathFollower` was at the end of the path or not was incorrect (thanks @samme)
* Creating an `Arcade Physics Body` from a scaled Game Object would use the un-scaled dimensions for the body. They now use the scaled dimensions. This may be a breaking change in some games, so please be aware of it (thanks @samme)
* Creating an `Arcade Physics Static Body` from a scaled Game Object would use the un-scaled dimensions for the body. They now use the scaled dimensions. This may be a breaking change in some games, so please be aware of it (thanks @samme)
* The `Arcade Physics Static Body` center was incorrect after construction. Probably caused problems with circle collisions. Fix #4770 (thanks @samme)
* An Arcade Physics Body `center` and `position` are now correct after construction and before preUpdate(), for any Game Object origin or scale (thanks @samme)
* When calling `Body.setSize` with the `center` parameter as `true` the calculated offset would be incorrect for scaled Game Objects. The offset now takes scaling into consideration (thanks @samme)
* `HTML5AudioFile.load` would throw an error in strict mode (thanks @samme)
* When using the `No Audio` Sound Manager, calling `destroy()` would cause a Maximum call stack size exceeded error as it was missing 6 setter methods. It will now destroy properly (thanks @samme)
* When using HTML5 Audio, setting the game or sound volume outside of the range 0-1 would throw an index size error. The value is now clamped before being set (thanks @samme)
* Sound Managers were still listening to Game BLUR, FOCUS, and PRE_STEP events after being destroyed. These events are now cleared up properly (thanks @samme)
* In WebGL, the `TextureTintPipeline` is now set before rendering any camera effects. If the pipeline had been changed, the effects would not run (thanks @TroKEMp)
* When transitioning to a sleeping Scene, the transition `data` wasn't sent to the Scene `wake` method. It's now sent across to both sleeping and waking scenes. Fix #5078 (thanks @MrMadClown)
* `Scale.lockOrientation('portrait')` would throw a runtime error in Firefox: 'TypeError: 'mozLockOrientation' called on an object that does not implement interface Screen.' It no longer does this. Fix #5069 (thanks @123survesh)
* The `FILE_COMPLETE` event was being emitted twice for a JSON loaded animation file. It now only fires once. Fix #5059 (thanks @jjcapellan)
* If you restart or stop / start a scene and then queue at least one new file in `preload`, the scenes `update` function is called before `create`, likely causing an error. Fix #5065 (thanks @samme)
* `Circle.GetPoints` will now check that `stepRate` is > 0 to avoid division by zero errors leading to the quantity becoming infinity (thanks @jdcook)
* `Ellipse.GetPoints` will now check that `stepRate` is > 0 to avoid division by zero errors leading to the quantity becoming infinity (thanks @jdcook)
* `Line.GetPoints` will now check that `stepRate` is > 0 to avoid division by zero errors leading to the quantity becoming infinity (thanks @jdcook)
* `Polygon.GetPoints` will now check that `stepRate` is > 0 to avoid division by zero errors leading to the quantity becoming infinity (thanks @jdcook)
* `Rectangle.GetPoints` will now check that `stepRate` is > 0 to avoid division by zero errors leading to the quantity becoming infinity (thanks @jdcook)
* `Triangle.GetPoints` will now check that `stepRate` is > 0 to avoid division by zero errors leading to the quantity becoming infinity (thanks @jdcook)
* Changing the game size with a scale mode of FIT resulted in a canvas with a incorrect aspect ratio. Fix #4971 (thanks @Kitsee @samme)
* The Matter Physics `Common.isString` function would cause a 'TypeError: Invalid calling object' in Internet Explorer (thanks @samme)
* `Arcade.Body.checkCollision.none` did not prevent collisions with Tiles. Now it does (thanks @samme)
* When running in HEADLESS mode, using a `Text` Game Object would cause a runtime error "Cannot read property gl of null". Fix #4976 (thanks @raimon-segura @samme)
* The Tilemap `LayerData` class `properties` property has been changed from 'object' to an array of objects, which is what Tiled exports when defining layer properties in the editor. Fix #4983 (thanks @Nightspeller)
* `AudioFile` and `VideoFile` had their state set to `undefined` instead of `FILE_PROCESSING` (thanks @samme)
* `Container.getBounds` would return incorrect values if it had child Containers within it. Fix #4580 (thanks @Minious @thedrint)
* The Loader no longer prepends the current path to the URL if it's a Blob object (thanks @aucguy)
* Spine Atlases can now be loaded correctly via Asset Packs, as they now have the right index applied to them (thanks @jdcook)
* Input events for children inside nested Containers would incorrectly fire depending on the pointer position (thanks @rexrainbow)
* Animations with both `yoyo` and `repeatDelay` set will respect the delay after each yoyo runs (thanks @cruzdanilo)
* `CanvasTexture.setSize` forgot to update the `width` and `height` properties of the Texture itself. These now match the underlying canvas element. Fix #5054 (thanks @sebbernery)
### 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:
@JasonHK @supertommy @majalon @samme @MartinBlackburn @halilcakar @jcyuan @MrMadClown @Dinozor @EmilSV @Jazcash

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# Phaser 3 Change Log
## Version 3.24.1 - Rem - 14th July 2020
* Reverted the PR that added the parent transform to a Static Tilemap Layer as it broke tilemap rendering when the camera was zoomed (thanks @kainage)
* Fixed an error with the use of the Vector2Like type in the `Math.RotateTo` function that caused a TypeScript error on compilation

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# Phaser 3 Change Log
## Version 3.24.0 - Rem - 13th July 2020
### Arcade Physics New Features, Updates and Fixes
* When colliding physics groups with the search tree enabled, there was an unnecessary intersection test for each body returned by the search (thanks @samme)
* When doing an overlap collision, there was an unnecessary intersection test for each pair of overlapping bodies (thanks @samme)
* Sprite vs. Static Group collision tests now always use the static tree (thanks @samme)
* Fixed a bug where if you added a static body to a sprite with scale ≠ 1, the body position was incorrect (thanks @samme)
* If you passed in an array of `children` when creating a Physics Group, they didn't receive bodies. Fix #5152 (thanks @samme)
* New types allow for better docs / TypeScript defs especially in the Factory functions: `ArcadePhysicsCallback`, `GameObjectWithBody`, `GameObjectWithDynamicBody`, `GameObjectWithStaticBody`, `ImageWithDynamicBody`, `ImageWithStaticBody`, `SpriteWithDynamicBody` and `SpriteWithStaticBody`. Fix #4994 (thanks @samme @gnesher)
* `Body.updateFromGameObject` is a new method that extracts the relevant code from `preUpdate`, allowing you to read the body's new position and center immediately, before the next physics step. It also lets `refreshBody` work for dynamic bodies, where previously it would error (thanks @samme)
* Momentum exchange wasn't working correctly vs. immovable bodies. The movable body tended to stop. Fix #4770 (thanks @samme)
* The Body mass was decreasing the inertia instead of increasing it. Fix #4770 (thanks @samme)
* The separation vector seemed to be incorrect, causing the slip / slide collisions. The separation is now correct for circlecircle collisions (although not fully for circlerectangle collisions), part fix #4770 (thanks @samme)
* The Arcade Body delta was incorrectly calculated on bodies created during the `update` step, causing the position to be off. Fix #5204 (thanks @zackexplosion @samme)
* `Arcade.Components.Size.setBodySize` is a new method available on Arcade Physics Game Objects that allows you to set the body size. This replaces `setSize` which is now deprecated. Fix #4786 (thanks @wingyplus)
### New Features
* The Animation component has a new property `nextAnimsQueue` which allows you to sequence Sprite animations to play in order, i.e: `this.mole.anims.play('digging').anims.chain('lifting').anims.chain('looking').anims.chain('lowering');` (thanks @tgroborsch)
* `Group.setActive` is a new method that will set the active state of a Group, just like it does on other Game Objects (thanks @samme)
* `Group.setName` is a new method that will set the name property of a Group, just like it does on other Game Objects (thanks @samme)
* `TWEEN_STOP` is a new event dispatched by a Tween when it stops playback (thanks @samme @RollinSafary)
* You can now specify an `onStop` callback when creating a Tween as part of the tween config, which is invoked when a Tween stops playback (thanks @samme @RollinSafary)
* Previously, if you created a timeline and passed no tweens in the config, the timeline would be created but all config properties were ignored. Now the timeline's own properties (completeDelay, loop, loopDelay, useFrames, onStart, onUpdate, onLoop, onYoyo, onComplete, etc.) are set from the config properly (thanks @samme)
* `TextStyle.wordWrapWidth` lets you set the maximum width of a line of text (thanks @mikewesthad)
* `TextStyle.wordWrapCallback` is a custom function that will is responsible for wrapping the text (thanks @mikewesthad)
* `TextStyle.wordWrapCallbackScope` is the scope that will be applied when the `wordWrapCallback` is invoked (thanks @mikewesthad)
* `TextStyle.wordWrapUseAdvanced` controls whether or not to use the advanced wrapping algorithm (thanks @mikewesthad)
* `KeyboardPlugin.removeAllKeys` is a new method that allows you to automatically remove all Key instances that the plugin has created, making house-keeping a little easier (thanks @samme)
* `Math.RotateTo` is a new function that will position a point at the given angle and distance (thanks @samme)
* `Display.Bounds.GetBounds` is a new function that will return the un-transformed bounds of the given Game Object as a Rectangle (thanks @samme)
### Updates
* The `Pointer.dragStartX/YGlobal` and `Pointer.dragX/Y` values are now populated from the `worldX/Y`, which means using those values directly in Input Drag callbacks will now work when the Camera is zoomed. Fix #4755 (thanks @braindx)
* The `browser` field has been added to the Phaser `package.json` pointing to the `dist/phaser.js` umd build (thanks @FredKSchott)
* Calling `TimeStep.wake()` while the loop is running will now cause nothing to happen, rather than sleeping and then waking again (thanks @samme)
* `Container.getBounds` will no longer set the temp rect bounds to the first child of the Container by default (which would error if the child had no bounds, like a Graphics object) and instead sets it as it iterates the children (thanks @blopa)
* `File.state` will now be set to the `FILE_LOADING` state while loading and `FILE_LOADED` after loading (thanks @samme)
* `BaseCamera.cull` now moves some of its calculations outside of the cull loop to speed it up (thanks @samme)
* `SceneManager.createSceneFromInstance` had a small refactor to avoid a pointless condition (thanks @samme)
### Bug Fixes
* Fixed a TypeError warning when importing JSON objects directly to the `url` argument of any of the Loader filetypes. Fix #5189 (thanks @awweather @samme)
* The `NOOP` function was incorrectly imported by the Mouse and Keyboard Manager. Fix #5170 (thanks @samme @gregolai)
* When Audio files failed to decode on loading, they would always show 'undefined' as the key in the error log, now they show the actual key (thanks @samme)
* When the Sprite Sheet parser results in zero frames, the warning will now tell you the texture name that caused it (thanks @samme)
* `KeyboardPlugin.checkDown` didn't set the `duration` to zero if the parameter was omitted, causing it to always return false. Fix #5146 (thanks @lozzajp)
* If you passed in an array of `children` when creating a Group, they were not added and removed correctly. Fix #5151 (thanks @samme)
* When using HTML5 Audio with `pauseOnBlur` (the default), if you play a sound, schedule stopping the sound (e.g., timer, tween complete callback), leave the page, and return to the page, the sound `stop()` will error (thanks @samme)
* Using a Render Texture when you're also using the headless renderer would cause an error (thanks @samme)
* `Ellipse.setWidth` would incorrectly set the `xRadius` to the diameter (thanks @rexrainbow)
* `Ellipse.setHeight` would incorrectly set the `yRadius` to the diameter (thanks @rexrainbow)
* When specifically setting the `parent` property in the Game Config to `null` the canvas was appended to the document body, when it should have been ignored (allowing you to add it to the dom directly). Fix #5191 (thanks @MerganThePirate)
* Containers will now apply nested masks correctly when using the Canvas Renderer specifically (thanks @scott20145)
* Calling `Scale.startFullScreen` would fail in Safari on Mac OS, throwing a `fullscreenfailed` error. It now triggers fullscreen mode correctly, as on other browsers. Fix #5143 (thanks @samme @novaknole)
* Calling `setCrop` on a Matter Physics Sprite would throw a TypeError, but will now crop correctly. Not that it only crops the texture, the body is unaffected. Fix #5211 (thanks @MatthewRorke @samme)
* The Static Tilemap Layer would ignore the layer rotation and parent transform when using WebGL (but worked in Canvas). Both modes now work in the same manner (thanks @cruzdanilo)
* Calling `getTextBounds` on a BitmapText object would return the incorrect values if the origin had been changed, but the text itself had not, as it was using out of date dimensions. Changing the origin now automatically triggers BitmapText to be dirty, forcing the bounds to be refreshed. Fix #5121 (thanks @thenonamezz)
* The ISO Triangle shape would skip rendering the left side of the first triangle in the batch. It now renders all ISO Triangles correctly. Fix #5164 (thanks @mattjennings)
### 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:
@samme @SanderVanhove @SirJosh3917 @mooreInteractive @A-312 @lozzajp @mikewesthad @j-waters @futuremarc

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# Phaser 3 Change Log
## Version 3.3.0 - Tetsuo - 22nd March 2018
A special mention must go to @orblazer for their outstanding assistance in helping to complete the JSDoc data-types, callbacks and type defs across the API.
### New Features
* TextStyle has two new properties: `baselineX` and `baselineY` which allow you to customize the 'magic' value used in calculating the text metrics.
* Game.Config.preserveDrawingBuffer is now passed to the WebGL Renderer (default `false`).
* Game.Config.failIfMajorPerformanceCaveat is now passed to the WebGL Renderer (default `false`).
* Game.Config.powerPreference is now passed to the WebGL Renderer (default `default`).
* Game.Config.antialias is now passed to the WebGL Renderer as the antialias context property (default `true`).
* Game.Config.pixelArt is now only used by the WebGL Renderer when creating new textures.
* Game.Config.premultipliedAlpha is now passed to the WebGL Renderer as the premultipliedAlpha context property (default `true`).
* You can now specify all of the renderer config options within a `render` object in the config. If no `render` object is found, it will scan the config object directly for the properties.
* Group.create has a new optional argument: `active` which will set the active state of the child being created (thanks @samme)
* Group.create has a new optional argument: `active` which will set the active state of the child being created (thanks @samme)
* Group.createMultiple now allows you to include the `active` property in the config object (thanks @samme)
* TileSprite has a new method: `setTilePosition` which allows you to set the tile position in a chained called (thanks @samme)
* Added the new Action - WrapInRectangle. This will wrap each items coordinates within a rectangles area (thanks @samme)
* Arcade Physics has the new methods `wrap`, `wrapArray` and `wrapObject` which allow you to wrap physics bodies around the world bounds (thanks @samme)
* The Tweens Timeline has a new method: `makeActive` which delegates control to the Tween Manager (thanks @allanbreyes)
* Actions.GetLast will return the last element in the items array matching the conditions.
* Actions.PropertyValueInc is a new action that will increment any property of an array of objects by the given amount, using an optional step value, index and iteration direction. Most Actions have been updated to use this internally.
* Actions.PropertyValueSet is a new action that will set any property of an array of objects to the given value, using an optional step value, index and iteration direction. Most Actions have been updated to use this internally.
* Camera.shake now has an optional `callback` argument that is invoked when the effect completes (thanks @pixelscripter)
* Camera.fade now has an optional `callback` argument that is invoked when the effect completes (thanks @pixelscripter)
* Camera.flash now has an optional `callback` argument that is invoked when the effect completes (thanks @pixelscripter)
* Camera.fadeIn is a new method that will fade the camera in from a given color (black by default) and then optionally invoke a callback. This is the same as using Camera.flash but with an easier to grok method name. Fix #3412 (thanks @Jerenaux)
* Camera.fadeOut is a new method that will fade the camera out to a given color (black by default) and then optionally invoke a callback. This is the same as using Camera.fade but with an easier to grok method name. Fix #3412 (thanks @Jerenaux)
* Groups will now listen for a `destroy` event from any Game Object added to them, and if received will automatically remove that GameObject from the Group. Fix #3418 (thanks @hadikcz)
* MatterGameObject is a new function, available via the Matter Factory in `this.matter.add.gameObject`, that will inject a Matter JS Body into any Game Object, such as a Text or TileSprite object.
* Matter.SetBody and SetExistingBody will now set the origin of the Game Object to be the Matter JS sprite.xOffset and yOffset values, which will auto-center the Game Object to the origin of the body, regardless of shape.
* SoundManager.setRate is a chainable method to allow you to set the global playback rate of all sounds in the SoundManager.
* SoundManager.setDetune is a chainable method to allow you to set the global detuning of all sounds in the SoundManager.
* SoundManager.setMute is a chainable method to allow you to set the global mute state of the SoundManager.
* SoundManager.setVolume is a chainable method to allow you to set the global volume of the SoundManager.
* BaseSound.setRate is a chainable method to allow you to set the playback rate of the BaseSound.
* BaseSound.setDetune is a chainable method to allow you to set the detuning value of the BaseSound.
### Bug Fixes
* Fixed the Debug draw of a scaled circle body in Arcade Physics (thanks @pixelpicosean)
* Fixed bug in `DataManager.merge` where it would copy the object reference instead of its value (thanks @rexrainbow)
* The SceneManager no longer copies over the `shutdown` and `destroy` callbacks in createSceneFromObject, as these are not called automatically and should be invoked via the Scene events (thanks @samme)
* The default Gamepad Button threshold has been changed from 0 to 1. Previously the value of 0 was making all gamepad buttons appear as if they were always pressed down (thanks @jmcriat)
* InputManager.hitTest will now factor the game resolution into account, stopping the tests from being offset if resolution didn't equal 1 (thanks @sftsk)
* CameraManager.getCamera now returns the Camera based on its name (thanks @bigbozo)
* Fixed Tile Culling for zoomed Cameras. When a Camera was zoomed the tiles would be aggressively culled as the dimensions didn't factor in the zoom level (thanks @bigbozo)
* When calling ScenePlugin.start any additional data passed to the method would be lost if the scene wasn't in an active running state (thanks @stuff)
* When calling Timeline.resetTweens, while the tweens are pending removal or completed, it would throw a TypeError about the undefined `makeActive` (thanks @allanbreyes)
* The WebGL Context would set `antialias` to `undefined` as it wasn't set in the Game Config. Fix #3386 (thanks @samme)
* The TweenManager will now check the state of a tween before playing it. If not in a pending state it will be skipped. This allows you to stop a tween immediately after creating it and not have it play through once anyway. Fix #3405 (thanks @Twilrom)
* The InputPlugin.processOverOutEvents method wasn't correctly working out the total of the number of objects interacted with, which caused input events to be disabled in Scenes further down the scene list if something was being dragged in an upper scene. Fix #3399 (thanks @Jerenaux)
* The InputPlugin.processDragEvents wasn't always returning an integer.
* LoaderPlugin.progress and the corresponding event now factor in both the list size and the inflight size when calculating the percentage complete. Fix #3384 (thanks @vinerz @rblopes @samme)
* Phaser.Utils.Array.Matrix.RotateLeft actually rotated to the right (thanks @Tomas2h)
* Phaser.Utils.Array.Matrix.RotateRight actually rotated to the left (thanks @Tomas2h)
* When deleting a Scene from the SceneManager it would set the key in the scenes has to `undefined`, preventing you from registering a new Scene with the same key. It's now properly removed from the hash(thanks @macbury)
* Graphics.alpha was being ignored in the WebGL renderer and is now applied properly to strokes and fills. Fix #3426 (thanks @Ziao)
* The font is now synced to the context in Text before running a word wrap, this ensures the wrapping result between updating the text and getting the wrapped text is the same. Fix #3389 (thanks @rexrainbow)
* Added the ComputedSize component to the Text Game Object, which allows Text.getBounds, and related methods, to work again instead of returning NaN.
* Group.remove now calls the `removeCallback` and passes it the child that was removed (thanks @orblazer)
### Updates
* The Text testString has changed from `|MÉqgy` to `|MÉqgy`.
* The WebGLRenderer width and height values are now floored when multiplied by the resolution.
* The WebGL Context now sets `premultipliedAlpha` to `true` by default, this prevents the WebGL context from rendering as plain white under certain versions of macOS Safari.
* The Phaser.Display.Align constants are now exposed on the namespace. Fix #3387 (thanks @samme)
* The Phaser.Loader constants are now exposed on the namespace. Fix #3387 (thanks @samme)
* The Phaser.Physics.Arcade constants are now exposed on the namespace. Fix #3387 (thanks @samme)
* The Phaser.Scene constants are now exposed on the namespace. Fix #3387 (thanks @samme)
* The Phaser.Tweens constants are now exposed on the namespace. Fix #3387 (thanks @samme)
* The Array Matrix utils are now exposed and available via `Phaser.Utils.Array.Matrix`.
* Actions.Angle has 3 new arguments: `step`, `index` and `direction`.
* Actions.IncAlpha has 3 new arguments: `step`, `index` and `direction`.
* Actions.IncX has 3 new arguments: `step`, `index` and `direction`.
* Actions.IncY has 3 new arguments: `step`, `index` and `direction`.
* Actions.IncXY has 4 new arguments: `stepX`, `stepY`, `index` and `direction`.
* Actions.Rotate has 3 new arguments: `step`, `index` and `direction`.
* Actions.ScaleX has 3 new arguments: `step`, `index` and `direction`.
* Actions.ScaleXY has 4 new arguments: `stepX`, `stepY`, `index` and `direction`.
* Actions.ScaleY has 3 new arguments: `step`, `index` and `direction`.
* Actions.SetAlpha has 2 new arguments: `index` and `direction`.
* Actions.SetBlendMode has 2 new arguments: `index` and `direction`.
* Actions.SetDepth has 2 new arguments: `index` and `direction`.
* Actions.SetOrigin has 4 new arguments: `stepX`, `stepY`, `index` and `direction`.
* Actions.SetRotation has 2 new arguments: `index` and `direction`.
* Actions.SetScale has 2 new arguments: `index` and `direction`.
* Actions.SetScaleX has 2 new arguments: `index` and `direction`.
* Actions.SetScaleY has 2 new arguments: `index` and `direction`.
* Actions.SetVisible has 2 new arguments: `index` and `direction`.
* Actions.SetX has 2 new arguments: `index` and `direction`.
* Actions.SetXY has 2 new arguments: `index` and `direction`.
* Actions.SetY has 2 new arguments: `index` and `direction`.
* Line.getPointA now returns a Vector2 instead of an untyped object. It also now has an optional argument that allows you to pass a vec2 in to be populated, rather than creating a new one.
* Line.getPointB now returns a Vector2 instead of an untyped object. It also now has an optional argument that allows you to pass a vec2 in to be populated, rather than creating a new one.
* Rectangle.getLineA now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
* Rectangle.getLineB now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
* Rectangle.getLineC now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
* Rectangle.getLineD now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
* Triangle.getLineA now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
* Triangle.getLineB now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
* Triangle.getLineC now returns a Line instead of an untyped object. It also now has an optional argument that allows you to pass a Line in to be populated, rather than creating a new one.
* The GameObject `destroy` event is now emitted at the start of the destroy process, before things like the body or input managers have been removed, so you're able to use the event handler to extract any information you require from the GameObject before it's actually disposed of. Previously, the event was dispatched at the very end of the process.
* Phaser 3 is now built with Webpack v4.1.1 and all related packages have been updated (thanks @orblazer)
* On WebGL the currentScissor is now updated when the renderer `resize` method is called (thanks @jmcriat)
* PathFollower.start has been renamed to `startFollow` to avoid conflicting with the Animation component.
* PathFollower.pause has been renamed to `pauseFollow` to avoid conflicting with the Animation component.
* PathFollower.resume has been renamed to `resumeFollow` to avoid conflicting with the Animation component.
* PathFollower.stop has been renamed to `stopFollow` to avoid conflicting with the Animation component.
* BaseSound.setRate has been renamed to `calculateRate` to avoid confusion over the setting of the sounds rate.

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# Phaser 3 Change Log
## Version 3.4.0 - Miyako - 12th April 2018
### New Features
A beta release of the new Container Game Object arrives in this version. We've flagged it as beta because there are known issues in using Containers in Scenes that have multiple cameras or irregular camera viewports. However, in all other instances we've tested they are operating normally, so we felt it would be best to release them into this build to give developers a chance to get used to them. Using a Container will issue a single console warning as a reminder. We will remove this once they leave beta in a future release. In the meantime they are fully documented and you can find numerous examples in the Phaser 3 Examples repo too.
* A new property was added to Matter.World, `correction` which is used in the Engine.update call and allows you to adjust the time being passed to the simulation. The default value is 1 to remain consistent with previous releases.
* Matter Physics now has a new config property `getDelta` which allows you to specify your own function to calculate the delta value given to the Matter Engine when it updates.
* Matter Physics has two new methods: `set60Hz` and `set30Hz` which will set an Engine update rate of 60Hz and 30Hz respectively. 60Hz being the default.
* Matter Physics has a new config and run-time property `autoUpdate`, which defaults to `true`. When enabled the Matter Engine will update in sync with the game step (set by Request Animation Frame). The delta value given to Matter is now controlled by the `getDelta` function.
* Matter Physics has a new method `step` which manually advances the physics simulation by one iteration, using whatever delta and correction values you pass in to it. When used in combination with `autoUpdate=false` you can now explicitly control the update frequency of the physics simulation and unbind it from the game step.
* Matter Physics has two new debug properties: `debugShowJoint` and `debugJointColor`. If defined they will display joints in Matter bodies during the postUpdate debug phase (only if debug is enabled) (thanks @OmarShehata)
* Group.destroy has a new optional argument `destroyChildren` which will automatically call `destroy` on all children of a Group if set to true (the default is false, hence it doesn't change the public API). Fix #3246 (thanks @DouglasLapsley)
* WebAudioSound.setMute is a chainable way to mute a single Sound instance.
* WebAudioSound.setVolume is a chainable way to set the volume of a single Sound instance.
* WebAudioSound.setSeek is a chainable way to set seek to a point of a single Sound instance.
* WebAudioSound.setLoop is a chainable way to set the loop state of a single Sound instance.
* HTML5AudioSound.setMute is a chainable way to mute a single Sound instance.
* HTML5AudioSound.setVolume is a chainable way to set the volume of a single Sound instance.
* HTML5AudioSound.setSeek is a chainable way to set seek to a point of a single Sound instance.
* HTML5AudioSound.setLoop is a chainable way to set the loop state of a single Sound instance.
* BitmapText has a new property `letterSpacing` which accepts a positive or negative number to add / reduce spacing between characters (thanks @wtravO)
* You can now pass a Sprite Sheet or Canvas as the Texture key to `Tilemap.addTileset` and it will work in WebGL, where-as before it would display a corrupted tilemap. Fix #3407 (thanks @Zykino)
* Graphics.slice allows you to easily draw a Pacman, or slice of pie shape to a Graphics object.
* List.addCallback is a new optional callback that is invoked every time a new child is added to the List. You can use this to have a callback fire when children are added to the Display List.
* List.removeCallback is a new optional callback that is invoked every time a new child is removed from the List. You can use this to have a callback fire when children are removed from the Display List.
* ScenePlugin.restart allows you to restart the current Scene. It's the same result as calling `ScenePlugin.start` without any arguments, but is more clear.
* Utils.Array.Add allows you to add one or more items safely to an array, with optional limits and callbacks.
* Utils.Array.AddAt allows you to add one or more items safely to an array at a specified position, with optional limits and callbacks.
* Utils.Array.BringToTop allows you to bring an array element to the top of the array.
* Utils.Array.CountAllMatching will scan an array and count all elements with properties matching the given value.
* Utils.Array.Each will pass each element of an array to a given callback, with optional arguments.
* Utils.Array.EachInRange will pass each element of an array in a given range to a callback, with optional arguments.
* Utils.Array.GetAll will return all elements from an array, with optional property and value comparisons.
* Utils.Array.GetFirst will return the first element in an array, with optional property and value comparisons.
* Utils.Array.GetRandomElement has been renamed to GetRandom and will return a random element from an array.
* Utils.Array.MoveDown will move the given array element down one position in the array.
* Utils.Array.MoveTo will move the given array element to the given position in the array.
* Utils.Array.MoveUp will move the given array element up one position in the array.
* Utils.Array.Remove will remove the given element or array of elements from the array, with an optional callback.
* Utils.Array.RemoveAt will remove the element from the given position in the array, with an optional callback.
* Utils.Array.RemoveBetween will remove the elements between the given range in the array, with an optional callback.
* Utils.Array.Replace will replace an existing element in an array with a new one.
* Utils.Array.SendToBack allows you to send an array element to the bottom of the array.
* Utils.Array.SetAll will set a property on all elements of an array to the given value, with optional range limits.
* Utils.Array.Swap will swap the position of two elements in an array.
* TransformMatrix.destroy is a new method that will clear out the array and object used by a Matrix internally.
* BaseSound, and by extension WebAudioSound and HTMLAudioSound, will now emit a `destroy` event when they are destroyed (thanks @rexrainbow)
* A new property was added to the Scene config: `mapAdd` which is used to extend the default injection map of a scene instead of overwriting it (thanks @sebashwa)
* GetBounds `getTopLeft`, `getTopRight`, `getBottomLeft` and `getBottomRight` all have a new optional argument `includeParent` which will factor in all ancestor transforms to the returned point.
### Bug Fixes
* In the WebGL Render Texture the tint of the texture was always set to 0xffffff and therefore the alpha values were ignored. The tint is now calculated using the alpha value. Fix #3385 (thanks @ger1995)
* The RenderTexture now uses the ComputedSize component instead of Size (which requires a frame), allowing calls to getBounds to work. Fix #3451 (thanks @kuoruan)
* PathFollower.start has been renamed to `startFollow`, but PathFollower.setPath was still using `PathFollower.start` (thanks @samid737)
* BaseSoundManager.rate and BaseSoundManager.detune would incorrectly called `setRate` on its sounds, instead of `calculateRate`.
* The Gamepad Axis `getValue` method now correctly applies the threshold and zeroes out the returned value.
* The HueToComponent module was not correctly exporting itself. Fix #3482 (thanks @jdotrjs)
* Matter.World was using `setZ` instead of `setDepth` for the Debug Graphics Layer, causing it to appear behind objects in some display lists.
* Game.destroy now checks to see if the `renderer` exists before calling destroy on it. Fix #3498 (thanks @Huararanga)
* Keyboard.JustDown and Keyboard.JustUp were being reset too early, causing them to fail when called in `update` loops. Fix #3490 (thanks @belen-albeza)
* RenderTexture.destroy no longer throws an error when called. Fix #3475 (thanks @kuoruan)
* The WebGL TileSprite batch now modulates the tilePosition to avoid large values being passed into the UV data, fixing corruption when scrolling TileSprites over a long period of time. Fix #3402 (thanks @vinerz @FrancescoNegri)
* LineCurve.getResolution was missing the `divisions` argument and always returning 1, which made it fail when used as part of a Path. It now defaults to return 1 unless specified otherwise (thanks _ok)
* A Game Object enabled for drag would no longer fire over and out events after being dragged, now it does (thanks @jmcriat)
* Line.getPointA and Line.getPointB incorrectly set the values into the Vector2 (thanks @Tomas2h)
* DynamicTilemapLayer now uses the ComputedSize component, which stops it breaking if you call `setDisplaySize` (thanks Babsobar)
* StaticTilemapLayer now uses the ComputedSize component, which stops it breaking if you call `setDisplaySize` (thanks Babsobar)
* CanvasPool.first always returned `null`, and now returns the first available Canvas. Fix #3520 (thanks @mchiasson)
* When starting a new Scene with an optional `data` argument it wouldn't get passed through if the Scene was not yet available (i.e. the game had not fully booted). The data is now passed to the Scene `init` and `create` methods and stored in the Scene Settings `data` property. Fix #3363 (thanks @pixelhijack)
* Tween.restart handles removed tweens properly and reads them back into the active queue for the TweenManager (thanks @wtravO)
* Tween.resume will now call `Tween.play` on a tween that was paused due to its config object, not as a result of having its paused method called. Fix #3452 (thanks @jazen)
* LoaderPlugin.isReady referenced a constant that no longer exists. Fix #3503 (thanks @Twilrom)
* Tween Timeline.destroy was trying to call `destroy` on Tweens instead of `stop` (thanks @Antriel)
* Calling `setOffset` on a Static Arcade Physics Body would break because the method was missing. It has been added and now functions as expected. Fix #3465 (thanks @josephjaniga and @DouglasLapsley)
* Calling Impact.World.remove(body) during a Body.updateCallback would cause the internal loop to crash when trying to access a now missing body. Two extra checks are in place to avoid this (thanks @iamDecode)
* If `setInteractive` is called on a Game Object that fails to set a hit area, it will no longer try to assign `dropZone` to an undefined `input` property.
* The Matter SetBody Component will no longer try to call `setOrigin` unless the Game Object has the origin component (which not all do, like Graphics and Container)
* Matter Image and Matter Sprite didn't define a `destroy` method, causing an error when trying to destroy the parent Game Object. Fix #3516 (thanks @RollinSafary)
### Updates
* The RTree library (rbush) used by Phaser 3 suffered from violating CSP policies by dynamically creating Functions at run-time in an eval-like manner. These are now defined via generators. Fix #3441 (thanks @jamierocks @Colbydude @jdotrjs)
* BaseSound has had its `rate` and `detune` properties removed as they are always set in the overriding class.
* BaseSound `setRate` and `setDetune` from the 3.3.0 release have moved to the WebAudioSound and HTML5AudioSound classes respectively, as they each handle the values differently.
* The file `InteractiveObject.js` has been renamed to `CreateInteractiveObject.js` to more accurately reflect what it does and to avoid type errors in the docs.
* Renamed the Camera Controls module exports for `Fixed` to `FixedKeyControl` and `Smoothed` to `SmoothedKeyControl` to match the class names. Fix #3463 (thanks @seivan)
* The ComputedSize Component now has `setSize` and `setDisplaySize` methods. This component is used for Game Objects that have a non-texture based size.
* The GamepadManager now extends EventEmitter directly, just like the KeyboardManager does.
* The Gamepad Axis threshold has been increased from 0.05 to 0.1.
* Utils.Array.FindClosestInSorted has a new optional argument `key` which will allow you to scan a top-level property of any object in the given sorted array and get the closest match to it.
* Vector2.setTo is a method alias for Vector2.set allowing it to be used inter-changeably with Geom.Point.
* List.add can now take an array or a single child. If an array is given it's passed over to List.addMultiple.
* List.add has a new optional argument `skipCallback`.
* List.addAt has a new optional argument `skipCallback`.
* List.addMultiple has a new optional argument `skipCallback`.
* List.remove has a new optional argument `skipCallback`.
* List.removeAt has a new optional argument `skipCallback`.
* List.removeBetween has a new optional argument `skipCallback`.
* List.removeAll has a new optional argument `skipCallback`.
* When using the `extend` property of a Scene config object it will now block overwriting the Scene `sys` property.
* When using the `extend` property of a Scene config object, if you define a property called `data` that has an object set, it will populate the Scenes Data Manager with those values.
* SceneManager._processing has been renamed to `isProcessing` which is now a boolean, not an integer. It's also now public and read-only.
* SceneManager.isBooted is a new boolean read-only property that lets you know if the Scene Manager has performed its initial boot sequence.
* TransformMatrix has the following new getter and setters: `a`, `b`, `c`, `d`, `tx` and `ty`. It also has the following new getters: `scaleX`, `scaleY` and `rotation`.
* List.getByKey has been removed. Use `List.getFirst` instead which offers the exact same functionality.
* List.sortIndexHandler has been removed because it's no longer required.
* List.sort no longer takes an array as its argument, instead it only sorts the List contents by the defined property.
* List.addMultiple has been removed. Used `List.add` instead which offers the exact same functionality.
* List is now internally using all of the new Utils.Array functions.
* Rectangle.Union will now cache all vars internally so you can use one of the input rectangles as the output rectangle without corrupting it.
* When shutting down a Matter World it will now call MatterEvents.off, clearing all events, and also `removeAllListeners` for any local events.
* Removed InputPlugin.sortInteractiveObjects because the method isn't used anywhere internally.
### Animation System Updates
We have refactored the Animation API to make it more consistent with the rest of Phaser 3 and to fix some issues. All of the following changes apply to the Animation Component:
* Animation durations, delays and repeatDelays are all now specified in milliseconds, not seconds like before. This makes them consistent with Tweens, Sounds and other parts of v3. You can still use the `frameRate` property to set the speed of an animation in frames per second.
* All of the Animation callbacks have been removed, including `onStart`, `onRepeat`, `onUpdate` and `onComplete` and the corresponding params arrays like `onStartParams` and the property `callbackScope`. The reason for this is that they were all set on a global level, meaning that if you had 100 Sprites sharing the same animation, it was impossible to set the callbacks to fire for just one of those Sprites, but instead they would fire for all 100 and it was up to you to figure out which Sprite you wanted to update. Instead of callbacks animations now dispatch events on the Game Objects in which they are running. This means you can now do `sprite.on('animationstart')` and it will be invoked at the same point the old `onStart` callback would have been. The new events are: `animationstart`, `animtionrepeat`, `animationupdate` and `animationcomplete`. They're all dispatched from the Game Object that has the animation playing, not from the animation itself. This allows you far more control over what happens in the callbacks and we believe generally makes them more useful.
* The AnimationFrame.onUpdate callback has been removed. You can now use the `animationupdate` event dispatched from the Game Object itself and check the 2nd argument, which is the animation frame.
* Animation.stopAfterDelay is a new method that will stop a Sprites animation after the given time in ms.
* Animation.stopOnRepeat is a new method that will stop a Sprites animation when it goes to repeat.
* Animation.stopOnFrame is a new method that will stop a Sprites animation when it sets the given frame.
* Animation.stop no longer has the `dispatchCallbacks` argument, because it dispatches an event which you can choose to ignore.
* `delay` method has been removed.
* `setDelay` allows you to define the delay before playback begins.
* `getDelay` returns the animation playback delay value.
* `delayedPlay` now returns the parent Game Object instead of the component.
* `load` now returns the parent Game Object instead of the component.
* `pause` now returns the parent Game Object instead of the component.
* `resume` now returns the parent Game Object instead of the component.
* `isPaused` returns a boolean indicating the paused state of the animation.
* `paused` method has been removed.
* `play` now returns the parent Game Object instead of the component.
* `progress` method has been removed.
* `getProgress` returns the animation progress value.
* `setProgress` lets you jump the animation to a specific progress point.
* `repeat` method has been removed.
* `getRepeat` returns the animation repeat value.
* `setRepeat` sets the number of times the current animation will repeat.
* `repeatDelay` method has been removed.
* `getRepeatDelay` returns the animation repeat delay value.
* `setRepeatDelay` sets the delay time between each repeat.
* `restart` now returns the parent Game Object instead of the component.
* `stop` now returns the parent Game Object instead of the component.
* `timeScale` method has been removed.
* `getTimeScale` returns the animation time scale value.
* `setTimeScale` sets the time scale value.
* `totalFrames` method has been removed.
* `getTotalFrames` returns the total number of frames in the animation.
* `totalProgres` method has been removed as it did nothing and was mis-spelt.
* `yoyo` method has been removed.
* `getYoyo` returns if the animation will yoyo or not.
* `setYoyo` sets if the animation will yoyo or not.
* `updateFrame` will now call `setSizeToFrame` on the Game Object, which will adjust the Game Objects `width` and `height` properties to match the frame size. Fix #3473 (thanks @wtravO @jp-gc)
* `updateFrame` now supports animation frames with custom pivot points and injects these into the Game Object origin.
* `destroy` now removes events, references to the Animation Manager and parent Game Object, clears the current animation and frame and empties internal arrays.
* Changing the `yoyo` property on an Animation Component would have no effect as it only ever checked the global property, it now checks the local one properly allowing you to specify a `yoyo` on a per Game Object basis.
* Animation.destroy now properly clears the global animation object.
* Animation.getFrameByProgress will return the Animation Frame that is closest to the given progress value. For example, in a 5 frame animation calling this method with a value of 0.5 would return the middle frame.
### 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:
@gabegordon @melissaelopez @samid737 @nbs @tgrajewski @pagesrichie @hexus @mbrickn @erd0s @icbat @Matthew-Herman @ampled @mkimmet @PaNaVTEC

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# Phaser 3 Change Log
## Version 3.5.1 - Kirito - 17th April 2018
### Updates
* The change made in 3.5.0 with how the Scene systems lifecycle is handled has been tweaked. When a Scene is instantiated it will now emit a boot event, as before, and Systems that need it will listen for this event and set-up their internal properties as required. They'll also do the same under the 'start' event, allowing them to restart properly once shutdown. In 3.5 if a Scene was previously not launched or started you wouldn't be able to access all of its internal systems fully, but in 3.5.1 you can.
### Bug Fixes
* LoaderPlugin.destroy would try and remove an incorrect event listener.
* TileSprites would try to call `deleteTexture` on both renderers, but it's only available in WebGL (thanks @jmcriat)
* Using a geometry mask stopped working in WebGL. Fix #3582 (thanks @rafelsanso)
* The particle emitter incorrectly adjusted the vertex count, causing WebGL rendering issues. Fix #3583 (thanks @murteira)
### 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:
@NemoStein @gabegordon @gazpachu @samme @cristlee @melissaelopez @dazigemm @tgrajewski

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# Phaser 3 Change Log
## Version 3.5.0 - Kirito - 16th April 2018
### Changes to Cameras
* The Camera class and all Camera effects are now fully covered by 100% complete JS Docs.
* All Camera effects have been recoded from scratch. They now follow a unified effects structure and each effect is encapsulated in its own class found in the 'effects' folder. Currently there are Fade, Flash and Shake effects.
* The new effects classes are accessed via the Camera properties `fadeEffect`, `flashEffect` and `shakeEffect`. You can still use the friendly Camera level methods: `shake`, `fade` and `flash`.
* The new structure means you can replace the default effects with your own by simply overwriting the properties with your own class.
* The effects now work properly under any combination. For example, you can fade out then in, or in then out, and still flash or shake while a fade is happening. The renderers now properly stack the effects in order to allow this.
* All of the effect related Camera properties (like `_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.
* Removed Camera.clearBeforeRender property as it was never used internally. This setting can be enabled on a Game-wide basis.
* Camera now extends the Event Emitter, allowing it to emit events.
* Camera.cullHitTest has been removed. It was never used internally and duplicates the code in `Camera.cull`.
* The `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.
* Camera effects now dispatch events. They dispatch 'start' and 'complete' events, which can be used to handle any actions you may previously have been doing in the callback. See the effects docs and examples for the event names and arguments.
* The Camera Shake effect now lets you specify a different intensities for the x and y dimensions.
* You can track the progress of all events via the `progress` property on the effect instance, allowing you to sync effect duration with other in-game events.
### New Feature: Scene Transitions
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.
### More New Features
* GameObject.ignoreDestroy allows you to control if a Game Object is destroyed or not. Setting the flag will tell it to ignore destroy requests from Groups, Containers and even the Scene itself. See the docs for more details.
* The Scene Input Plugin has a new property `enabled` which allows you to enable or disable input processing on per Scene basis.
### Bug Fixes
* MatterEvents.off() would cause a TypeError if you destroyed the Matter world. Fix #3562 (thanks @pixelscripter)
* DynamicBitmapText was missing the `letterSpacing` property, causing it to only render the first character in WebGL (thanks @Antriel)
* The Animation component didn't properly check for the animation state in its update, causing pause / resume to fail. Fix #3556 (thanks @Antriel @siolfyr)
* The Scene Manager would never reach an `isBooted` state if you didn't add any Scenes into the Game Config. Fix #3553 (thanks @rgk)
* Fixed issue in HTMLAudioSound where `mute` would get into a recursive loop.
* Every RenderTexture would draw the same content due to a mis-use of the CanvasPool (this also impacted TileSprites). Fix #3555 (thanks @kuoruan)
* Group.add and Group.addMultiple now respect the Group.maxSize property, stopping you from over-populating a Group (thanks @samme)
* When using HTML5 Audio, sound manager now tries to unlock audio after every scene loads, instead of only after first one. Fix #3309 (thanks @pavle-goloskokovic)
* Group.createMultiple would insert null entries if the Group became full during the operation, causing errors later. Now it stops creating objects if the Group becomes full (thanks @samme)
* Group.remove didn't check if the passed Game Object was already a member of the group and would call `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)
* If a Group size exceeded `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)
* Camera.fadeIn following a fadeOut wouldn't work, but is now fixed as a result of the Camera effects rewrite. Fix #3527 (thanks @Jerenaux)
* Particle Emitters with large volumes of particles would throw the error `GL_INVALID_OPERATION: Vertex buffer is not big enough for the draw call` in WebGL.
* Fixed issue with Game.destroy not working correctly under WebGL since 3.4. Fix #3569 (thanks @Huararanga)
### Updates
* Removed the following properties from BaseSound as they are no longer required. Each class that extends BaseSound implements them directly as getters: `mute`, `loop`, `seek` and `volume`.
* The Device.OS test to see if Phaser is running under node.js has been strengthened to support node-like environments like Vue (thanks @Chumper)
* Every Plugin has been updated to correctly follow the same flow through the Scene lifecycle. Instead of listening for the Scene 'boot' event, which is only dispatched once (when the Scene is first created), they will now listen for the Scene 'start' event, which occurs every time the Scene is started. All plugins now consistently follow the same Shutdown and Destroy patterns too, meaning they tidy-up after themselves on a shutdown, not just a destroy. Overall, this change means that there should be less issues when returning to previously closed Scenes, as the plugins will restart themselves properly.
* When shutting down a Scene all Game Objects that belong to the scene will now automatically destroy themselves. They would previously be removed from the display and update lists, but the objects themselves didn't self-destruct. You can control this on a per-object basis with the `ignoreDestroy` property.
* A Matter Mouse Spring will disable debug draw of its constraint by default (you can override it by passing in your own config)
* The RandomDataGenerator class is now exposed under Phaser.Math should you wish to instantiate it yourself. Fix #3576 (thanks @wtravO)
* Refined the Game.destroy sequence, so it will now only destroy the game at the start of the next frame, not during processing.
### 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:
@samme @Antriel

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# Phaser 3 Change Log
## Version 3.50.1 - Subaru - 21st December 2020
* The new Web Audio Panning feature breaks WebAudio on Safari (OSX and iOS). The stereo panner node is now only created if supported. Fix #5460 (thanks @d4rkforce)

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# Phaser 3 Change Log
## Version 3.51.0 - Emilia - 5th January 2021
### New Features
* `WebGLRenderer.isTextureClean` is a new boolean property that tracks of all of the multi-textures are in a clean 'default' state, to avoid lots of gl texture binds and activations during a Scene restart or destruction process.
* `GameObject.removePostPipeline` would previously only remove a single pipeline instance. Calling the method with a class will now clear all instances of the pipeline class from the Game Object (thanks @rexrainbow)
### Updates
* `Layer.destroy` will now call `destroy` on all of its children as well.
* The `Layer` Game Object has been given all of the missing properties and methods from Game Object to make the class shapes identical. This includes the properties `parentContainer`, `tabIndex`, `input` and `body`. You cannot set any of these properties, they are ignored by the Layer itself. It also includes the methods: `setInteractive`, `disableInteractive` and `removeInteractive`. A Layer cannot be enabled for input or have a physics body. Fix #5459 (thanks @PhaserEditor2D)
* `Layer.getIndexList` is a new method, taken from the Game Object, that will return the index of the Layer in the display list, factoring in any parents.
### Bug Fixes
* On some keyboards it was possible for the `keyup` event to not fire because it was filtered out by the Keyboard Plugin repeat key check. Fix #5472 (thanks @cjw6k)
* Fixed issue causing `Cannot read property 'pipelines' of null` to be thrown if using 3.50 with the HEADLESS renderer. Fix #5468 (thanks @Grenagar)
* Canvas Tilemap Rendering is now working again. Fix #5480 (thanks @marshmn)
* `Layer.destroy` will now emit the `DESTROY` event at the start of the method. Fix #5466 (thanks @samme)
* The error `RENDER WARNING: there is no texture bound to the unit ...` would be thrown when trying to restart a Scene. When a Scene is shutdown is will now reset the WebGL Texture cache. Fix #5464 (thanks @ffx0s)
* The error `RENDER WARNING: there is no texture bound to the unit ...` would be thrown when destroying a Text Game Object, or any Game Object that uses its own custom texture. Destroying such an object will now reset the WebGL Texture cache. Fix #5464 (thanks @mark-rushakoff)
* When using an asset pack with a prefix, and loading a Spine file, the prefix was being appended twice causing the texture to fail loading. It's now appended correctly (thanks @jdcook)
### 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:
@pol0nium @ErinLMoore @umi-tyaahan @nk9

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# Phaser 3 Change Log
## Version 3.52.0 - Crusch - 14th January 2021
### New Features
* The `getPostPipeline` method available on most Game Objects will now return an array of piplines if an instance is given and the Game Object has more than one of those pipelines set on it. If only one pipeline is set, it will be returned directly.
### Updates
* `BaseCamera.renderList` is a new array that is populated with all Game Objects that the camera has rendered in the current frame. It is automatically cleared during `Camera.preUpdate` and is an accurate representation of the Game Objects the Camera rendered. It's used internally by the Input Plugin, but exposed should you wish to read the contents or use it for profiling.
* `BaseCamera.addToRenderList` is a new method that will add the given Game Object to the Cameras current render list.
* The `InputPlugin.sortGameObjects` method now uses the new Camera render list to work out the display index depths.
* The `InputPlugin.sortDropZones` method is a new method, based on the old `sortGameObjects` method that is used for sorting input enabled drop zones.
* The background color behind the game url in the banner is now transparent, so it looks correct with dark dev tools themes (thanks @kainage)
### Bug Fixes
* `WebAudioSound.destroy` now checks to see if `pannerNode` exists before disabling it, preventing an error in Safari (thanks @jdcook)
* Fixed the cause of `Uncaught TypeError: Cannot read property 'getIndex' of null` by checking the display list property securely. Fix #5489 (thanks @actionmoon)
* Fixed an issue where adding input-enabled Game Objects to a Layer would have the input system ignore their depth settings. Fix #5483 (thanks @pr4xx)
* The method `TilemapLayer.weightedRandomize` has changed so that the parameter `weightedIndexes` is now first in the method and is non-optional. Previously, it was the 5th parameter and incorrectly flagged as optional. This change was made to the docs but not the parameters, but now works according to the docs (thanks Fantasix)
* The Mesh `GenerateVerts` function was returning an object with the property `verts` instead of `vertices` as expected by the `Mesh.addVertices` method. It now returns the correct name (thanks @lackhand)
* `AtlasJSONFile` will now call `File.pendingDestroy`, clearing up the resources it used during load and emitting a missing `FILE_COMPLETE` event. Fix #5495 (thanks @mikuso)
* `AtlasJSONFile`, `AtlasXMLFile`, `BitmapFontFile` and `UnityAtlasFile` will now call `File.pendingDestroy`, clearing up the resources it used during load and emiting a missing `FILE_COMPLETE` event. Fix #5495 (thanks @mikuso)
* Some Bitmap Text fonts were not rendering under Canvas due to the way in which the texture offset was calculated. It now uses the `__BASE` frame to get the texture offset, rather than the first frame in the set. Fix #5462 #5501 (thanks @monteiz @DPMakerQB)
### 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:
@ygongdev Tucker @lackhand

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# Phaser 3 Change Log
## Version 3.53.1 - Anastasia - 8th March 2021
* Fixed an issue where Container children were not removed from the display list properly.

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# Phaser 3 Change Log
## 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

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# Phaser 3 Change Log
## Version 3.54.0 - Futaro - 26th March 2021
### New Features
* `Phaser.Math.Median` is a new function that will calculate the median of the given values. The values are sorted and the middle value is returned. In case of an even number of values, the average of the two middle values is returned (thanks @vforsh)
* `ScenePlugin.pluginKey` is a new string-based property, set by the `PluginManager` that contains the key of the plugin with the Scene Systems.
### Updates
* When the Scene-owned Input Plugin is shutdown (i.e. via a call to `Scene.stop`) it will now _remove_ any `Key` objects that the plugin created, not just reset them. This is a quality-of-life breaking change from how it worked previously (thanks @veleek)
* Thanks to a TS Parser update by @krotovic the JSDocs can now define `@this` tags. Fix #4669.
* The `Scenes.Systems.install` method has been removed. It's no longer required and would throw an error if called. Fix #5580 (thanks @Trissolo)
* The `WebAudioSoundManager.onFocus` method will now test to see if the state of the `AudioContext` is `interrupted`, as happens on iOS when leaving the page, and then resumes the context. Fix #5390 #5156 #4790 (thanks @SBCGames @micsun-al @AdamXA)
### Bug Fixes
* Adding a Game Object to a Container that already existed in another Container would leave a copy of it on the Display List. Fix #5618 (thanks Kromah @mariogarranz)
* Fixed missing `backgroundColor` property in GameConfig. Fix #5597 (thanks @eli-s-r)
* BitmapText wouldn't render correctly with the Canvas Renderer when the texture came from a Texture Atlas. Fix #5545 (thanks @vforsh)
* #5504 had broken DOM Elements being able to be clicked due to an oversight of the DOM Container. DOM Elements now correctly pick-up the default pointer events handler. Fix #5594 (thanks @pizkaz)
* The `RGBToString` function will no longer return CSS strings with decimal places if the input contained them (thanks @neil-h)
* Objects added to a `SpineContainer` were also added to the base Display List, causing them to appear twice. Fix #5599 (thanks @spayton)
* When an Animation has `skipMissedFrames` set it will now bail out of the skip catch-up loop if any of the frames cause the animation to complete. Fix #5620 (thanks @fenrir1990 @Aveyder)
* The `Spine Plugin` factory functions now use the local Scene Spine Plugin reference in order to create the objects, rather than the Scene belonging to the first instance of the plugin. This prevents errors when you have globally installed the Spine plugin, but then remove or destroy the first Scene using it (thanks stever1388 @samme)
### 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:
@samme @masterT @krotovic @Kvisaz

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# Phaser 3 Change Log
## Version 3.55.1 - Ichika - 26th May 2021
### New Features
* The `GameObject.destroy` method has a new `fromScene` parameter, set automatically by Phaser. Fix #5716 (thanks @rexrainbow)
* The Game Object `DESTROY` event is now set the new `fromScene` boolean as the 2nd parameter, allowing you to determine what invoked the event (either user code or a Scene change). Fix #5716 (thanks @rexrainbow)
### Bug Fixes
* Fixed an issue with the TypeScript defs not recognising the Game Object Config properly. Fix #5713 (thanks @vforsh)
* Fixed an issue in the `FillPathWebGL` function which caused the filled versions of the Arc, Circle, Ellipse, Polygon and Star Shapes to not render. Fix #5712 (thanks @rexrainbow)
* Fixed rendering parameters in `IsoBox` and `IsoTriangle` Game Objects that stopped them from rendering correctly.
* Added the missing `WebGLPipelineUniformsConfig` type def. Fix #5718 (thanks @PhaserEditor2D)

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# Phaser 3 Change Log
## Version 3.55.2 - Ichika - 27th May 2021
### Bug Fixes
* Fixed an issue in `FillPathWebGL`, `IsoBoxWebGLRenderer` and `IsoTriangleWebGLRenderer` functions which caused the filled versions of most Shape Game Objects to pick-up the texture of the previous object on the display list. Fix #5720 (thanks @samme)

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# Phaser 3 Change Log
## Version 3.55.0 - Ichika - 24th May 2021
### New Features
* `GameObjects.DOMElement.pointerEvents` is a new property that allows you to set the `pointerEvents` attribute on the DOM Element CSS. This is `auto` by default and should not be changed unless you know what you're doing.
* `Core.Config.domPointerEvents` is a new config property set via `dom: { pointerEvents }` within the Game Config that allows you to set the `pointerEvents` css attribute on the DOM Element container.
* The `RenderTexture.endDraw` method has a new optional boolean `erase` which allows you to draw all objects in the batch using a blend mode of ERASE. This has the effect of erasing any filled pixels in the objects being drawn.
* All of the methods from the `GraphicsPipeline` have now been merged with the `MultiPipeline`, these include `batchFillRect`, `batchFillTriangle`, `batchStrokeTriangle`, `batchFillPath`, `batchStrokePath` and `batchLine`. The Graphics Game Object and all of the Shape Game Objects have been updated to use the new Multi Pipeline. This means that drawing Sprites and Graphics / Shapes will all batch together again. Fix #5553 #5500 (thanks @venarius @roberthook823)
### Updates
* The types have been improved for WebGL Compressed Textures (thanks @vforsh)
* `Container.moveAbove` is a new method that will move a Game Object above another in the same Container (thanks @rexrainbow)
* `Container.moveBelow` is a new method that will move a Game Object below another in the same Container (thanks @rexrainbow)
* `List.moveAbove` is a new method that will move a Game Object above another in the same List (thanks @rexrainbow)
* `List.moveBelow` is a new method that will move a Game Object below another in the same List (thanks @rexrainbow)
* The `MeasureText` function, as used by Text Game Objects, has had its performance enhanced by removing a duplicate image data check and also now checks for metrics properties correctly (thanks @valadaptive)
* `WebGLShader.setUniform1` has a new optional boolean parameter `skipCheck` which will force the function to set the values without checking against the previously held ones.
* `WebGLShader.setUniform2` has a new optional boolean parameter `skipCheck` which will force the function to set the values without checking against the previously held ones.
* `WebGLShader.setUniform3` has a new optional boolean parameter `skipCheck` which will force the function to set the values without checking against the previously held ones.
* `WebGLShader.setUniform4` has a new optional boolean parameter `skipCheck` which will force the function to set the values without checking against the previously held ones.
* The `WebGLShader.set1fv`, `set2fv`, `set3fv`, `set4fv`, `set1iv`, `set2iv`, `set3iv`, `set4iv`, `setMatrix2fv`, `setMatrix3fv` and `setMatrix4fv` methods no longer try to do array comparisons when setting the uniforms, but sets them directly. Fix #5670 (thanks @telinc1)
### Bug Fixes
* Have reverted all of the DOM Element CSS changes back to how they were in 3.52, causing both DOM Input and Phaser Input to work together properly again. Fix #5628 (thanks @sacharobarts)
* The `Mesh` Game Object would incorrectly cull faces if the Scene Camera scrolled. It now calculates the cull correctly, regardless of camera world position, zoom or rotation. Fix #5570 (thanks @hendrikras)
* `Math.ToXY` will now return an empty Vector 2 if the index is out of range, where before it would return the input Vector2 (thanks @Trissolo)
* The `UpdateList.shutdown` method will now remove the `PRE_UPDATE` handler from the ProcessQueue correctly (thanks @samme)
* When loading a Video with a config object, it would not get the correct `key` value from it (thanks @mattjennings)
* The `GameObjectFactory.existing` method will now accept `Layer` as a TypeScript type. Fix #5642 (thanks @michal-bures)
* The `Input.Pointer.event` property can now be a `WheelEvent` as well.
* Fixed an issue when loading audio files from a Phaser project wrapped in Capacitor native app shell on iOS (thanks @consolenaut)
* Video would not resume playing after regaining focus swapping from another browser tab. Fix #5377 (thanks @spayton)
* Container will now invoke `addToRenderList` before leaving the render method, fixing an issue with Container Input. Fix #5506 (thanks @vforsh @rexrainbow)
* The `Game.postBoot` callback was never being invoked due to an incorrect internal property setter. Fix #5689 (thanks @sebastianfast)
* The `Light` Game Object didn't set the shader uniforms correctly, causing it to appear to ignore image rotation with normal maps. Fix #5660 (thanks @sroboubi @telinc1)
### 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:
@x-wk @samme @trynx @Palats @supertorpe @Pixelguy @Fractal @halgorithm @Golden @H0rn0chse @EmilSV @Patapits @karbassi
## Version 3.54.0 - Futaro - 26th March 2021
### New Features
* `Phaser.Math.Median` is a new function that will calculate the median of the given values. The values are sorted and the middle value is returned. In case of an even number of values, the average of the two middle values is returned (thanks @vforsh)
* `ScenePlugin.pluginKey` is a new string-based property, set by the `PluginManager` that contains the key of the plugin with the Scene Systems.
### Updates
* When the Scene-owned Input Plugin is shutdown (i.e. via a call to `Scene.stop`) it will now _remove_ any `Key` objects that the plugin created, not just reset them. This is a quality-of-life breaking change from how it worked previously (thanks @veleek)
* Thanks to a TS Parser update by @krotovic the JSDocs can now define `@this` tags. Fix #4669.
* The `Scenes.Systems.install` method has been removed. It's no longer required and would throw an error if called. Fix #5580 (thanks @Trissolo)
* The `WebAudioSoundManager.onFocus` method will now test to see if the state of the `AudioContext` is `interrupted`, as happens on iOS when leaving the page, and then resumes the context. Fix #5390 #5156 #4790 (thanks @SBCGames @micsun-al @AdamXA)
### Bug Fixes
* Adding a Game Object to a Container that already existed in another Container would leave a copy of it on the Display List. Fix #5618 (thanks Kromah @mariogarranz)
* Fixed missing `backgroundColor` property in GameConfig. Fix #5597 (thanks @eli-s-r)
* BitmapText wouldn't render correctly with the Canvas Renderer when the texture came from a Texture Atlas. Fix #5545 (thanks @vforsh)
* #5504 had broken DOM Elements being able to be clicked due to an oversight of the DOM Container. DOM Elements now correctly pick-up the default pointer events handler. Fix #5594 (thanks @pizkaz)
* The `RGBToString` function will no longer return CSS strings with decimal places if the input contained them (thanks @neil-h)
* Objects added to a `SpineContainer` were also added to the base Display List, causing them to appear twice. Fix #5599 (thanks @spayton)
* When an Animation has `skipMissedFrames` set it will now bail out of the skip catch-up loop if any of the frames cause the animation to complete. Fix #5620 (thanks @fenrir1990 @Aveyder)
* The `Spine Plugin` factory functions now use the local Scene Spine Plugin reference in order to create the objects, rather than the Scene belonging to the first instance of the plugin. This prevents errors when you have globally installed the Spine plugin, but then remove or destroy the first Scene using it (thanks stever1388 @samme)
### 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:
@samme @masterT @krotovic @Kvisaz

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# Phaser 3 Change Log
## Version 3.6.0 - Asuna - 19th April 2018
### New Features
* Containers are now fully available! We have removed the beta warning and fixed the way in which they work with Cameras, input and scroll factors. They are also fully documented, so please see their docs and examples for use.
* Group.getLast will return the last member in the Group matching the search criteria.
* Group.getFirstNth will return the nth member in the Group, scanning from top to bottom, that matches the search criteria.
* Group.getLastNth will return the nth member in the Group, scanning in reverse, that matches the search criteria.
* Group.remove has a new optional argument `destroyChild` that will call `destroy` on the child after removing it.
* Group.clear has a new optional argument `destroyChild` that will call `destroy` on all children in the Group after removing them.
### Updates
* Impact Physics Game Objects have changed `setLite` to `setLiteCollision`.
* Impact Physics Game Objects have changed `setPassive` to `setPassiveCollision`.
* Impact Physics Game Objects have changed `setFixed` to `setFixedCollision`.
* Impact Physics Game Objects have changed `setActive` to `setActiveCollision`, previously the `setActive` collision method was overwriting the Game Objects `setActive` method, hence the renaming.
* The modifications made to the RTree class in Phaser 3.4.0 to avoid CSP policy violations caused a significant performance hit once a substantial number of bodies were involved. We have recoded how the class deals with its accessor formats and returned to 3.3 level performance while still maintaining CSP policy adherence. Fix #3594 (thanks @16patsle)
* The Retro Font namespace has changed to `Phaser.GameObjects.RetroFont`. Previously, you would access the parser and constants via `BitmapText`, i.e.: `Phaser.GameObjects.BitmapText.ParseRetroFont.TEXT_SET6`. This has now changed to its own namespace, so the same line would be: `Phaser.GameObjects.RetroFont.TEXT_SET6`. The Parser is available via `Phaser.GameObjects.RetroFont.Parse`. This keeps things cleaner and also unbinds RetroFont from BitmapText, allowing you to cleanly exclude it from your build should you wish. All examples have been updated to reflect this.
* If using the `removeFromScene` option in Group.remove or Group.clear it will remove the child/ren from the Scene to which they belong, not the Scene the Group belongs to.
### Bug Fixes
* Fixed a bug that caused data to not be passed to another Scene if you used a transition to start it. Fix #3586 (thanks @willywu)
* Group.getHandler would return any member of the Group, regardless of the state, causing pools to remain fixed at once member. Fix #3592 (thanks @samme)
### 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:
@Fabadiculous @Antriel

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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Animation System New Features
* `AnimationManager.getAnimsFromTexture` is a new method that will return all global Animations, as stored in the Animation Manager, that have at least one frame using the given Texture. This will not include animations created directly on local Sprites.
* `Animation.showBeforeDelay` is a new optional boolean property you can set when creating, or playing an animation. If the animation has a delay before playback starts this controls if it should still set the first frame immediately, or after the delay has expired (the default).
* You will now get a warning from the `AnimationManager` and `AnimationState` if you try to add an animation with a key that already exists. Fix #6434.
## Animation System Updates
* `Animation.stop` is always called when a new animation is loaded, regardless if the animation was playing or not and the `delayCounter` is reset to zero. This stops animations with delays preventing other animations from being started until the delay has expired. Fix #5680 (thanks @enderandpeter)
* `Animations.AnimationManager.createFromAseprite` has a new optional 3rd parameter `target`. This allows you to create the animations directly on a Sprite, instead of in the global Animation Manager (thanks Telemako)
* `Animations.AnimationState.createFromAseprite` is a new method that allows you to create animations from exported Aseprite data directly on a Sprite, rather than always in the global Animation Manager (thanks Telemako)
## Animation System Bug Fixes
* When playing a chained animation, the `nextAnim` property could get set to `undefined` which would stop the next animation in the queue from being set. The check now handles all falsey cases. Fix #5852 (thanks @Pythux)
* `Animation.createFromAseprite` would calculate an incorrect frame duration if the frames didn't all have the same speed.
* The frame duration calculations in the `AnimationManager.createFromAseprite` method would be incorrect if they contained a mixture of long and very short duration frames (thanks @martincapello)
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Arcade Physics New Features
* The Arcade Physics World has a new property `tileFilterOptions` which is an object passed to the `GetTilesWithin` methods used by the Sprite vs. Tilemap collision functions. These filters dramatically reduce the quantity of tiles being checked for collision, potentially saving thousands of redundant math comparisons from taking place.
* You can now optionally specify the `maxSpeed` value in the Arcade Physics Group config (thanks @samme)
* You can now optionally specify the `useDamping` boolean in the Arcade Physics Group config (thanks @samme)
## Arcade Physics Updates
* The Arcade Physics `World.enableBody` method will now only create and add a `Body` to an object if it has the Transform component, tested by checking the `hasTransformComponent` property. Without the Transform component, creating a Body would error with NaN values, causing the rest of the bodies in the world to fail.
* The `Physics.Arcade.Body.reset()` method will now call `Body.checkWorldBounds` as part of the process, moving the body outside of the bounds, should you have positioned it so they overlap during the reset. Fix #5978 (thanks @lukasharing)
## Arcade Physics Bug Fixes
* The `maxSpeed` setting in Arcade Physics wasn't recalculated during the Body update, prior to being compared, leading to inconsistent results. Fix #6329 (thanks @Bambosh)
* In Arcade Physics, Group vs. self collisions would cause double collision callbacks due to the use of the quad tree. For this specific conditions, the quad tree is now skipped. Fix #5758 (thanks @samme)
* The Arcade Physics Body will now recalculate its center after separation with a Tile in time for the values to be correct in the collision callbacks (thanks @samme)
* When destroying the Arcade Physics World it will now destroy the debug Graphics object, had one been created. Previously, these would continue to stack-up should you restart the physics world (thanks @samme)
* The "Skip intersects check by argument" change in Arcade Physics has been reverted. Fix #5956 (thanks @samme)
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Bitmap Text Game Object New Features
* `BitmapText.setLineSpacing` is a new method that allows you to set the vertical spacing between lines in multi-line BitmapText Game Objects. It works in the same was as spacing for Text objects and the spacing value can be positive or negative. See also `BitmapText.lineSpacing` for the property rather than the method.
## Bitmap Text Game Object Updates
* The `BitmapText` Game Object has two new read-only properties `displayWidth` and `displayHeight`. This allows the BitmapText to correctly use the `GetBounds` component.
* The `BitmapText` Game Object now has the `GetBounds` component added to it, meaning you can now correctly get its dimensions as part of a Container. Fix #6237 (thanks @likwidgames)
* The `GetBitmapTextSize` function now includes an extra property in the resulting `BitmapTextCharacter` object called `idx` which is the index of the character within the Bitmap Text, without factoring in any word wrapping (thanks @JaroVDH)
## Bitmap Text Game Object Bug Fixes
* BitmapText rendering wouldn't correctly apply per-character kerning offsets. These are now implemented during rendering (thanks @arbassic)
* An error in the `GetBitmapTextSize` function caused kerning to not be applied correctly to Bitmap Text objects. This now works across WebGL and Canvas (thanks @arbassic @TJ09)
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Build and Webpack Config Updates
* Phaser 3 is now built with webpack 5 and all related packages have been updated.
* Lots of configuration objects now have full TypeScript definitions thanks to @16patsle
* The `path` package used by the TS Defs generator has been moved to `devDependencies` (thanks @antkhnvsk)
## Build and Webpack Config Updates Bug Fixes
* Several paths have been fixed in the `phaser-core.js` entry point (thanks @pavle-goloskokovic)
* Modified the way Phaser uses `require` statements in order to fix an issue in Google's closure-compiler when variables are re-assigned to new values (thanks @TJ09)
## Browser Specific Updates
* We've added a polyfill for the `requestVideoFrameCallback` API because not all current browsers support it, but the Video Game Object now relies upon it.
* IE9 Fix: Added 2 missing Typed Array polyfills (thanks @jcyuan)
* IE9 Fix: CanvasRenderer ignores frames with zero dimensions (thanks @jcyuan)
---------------------------------------
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# Version 3.60.0 - Miku - 12th April 2023
Due to the size and importance of the v3.60 release we have split the Change Log up into multiple sections.
This makes it easier for you to browse and find the information you need.
## New Features
These are the headliner features in this release:
* 14 bundled [Special FX](FX.md) including Bloom, Blur, Distort, Glow, Wipe and more
* Vastly improved [Mobile Rendering Performance](MobilePerformance.md) - over 7000% faster!
* New [Timeline Sequencer](Timeline.md) for creating complex flows of events
* New [Plane Game Object](PlaneGameObject.md) for perspective distortions
* New [Nine Slice Game Object](NineSliceGameObject.md) for perfect UI scaling
* [Built-in Spector JS](Spector.md) for WebGL debugging on desktop and mobile
* Brand new [Video Game Object](VideoGameObject.md) handles videos and media streams with ease
* Brand new [Particle Emitter](ParticleEmitter.md) comes with explosive new features
* Support for [Spatial Audio](SpatialSound.md) and distance based volume
* New [Spine 4 Plugin](Spine4.md) support
* Upgraded to [Matter Physics v0.19](MatterPhysics.md)
* New [Tween Manager](TweenManager.md) with better performance and memory management
* New [Dynamic Textures](DynamicTextures.md) for rendering to textures at runtime
* New [TimeStep features and Timer Event Updates](Timestep.md) for enforcing fps rates and more
* Support for [Compressed Textures](CompressedTextures.md)
* [ESM Module Support](ESMSupport.md)
## System and Plugins
Pick any of the following sections to see the breaking changes, new features, updates, and bug fixes for that area of the API.
* [Animation System](Animation.md)
* [Arcade Physics](ArcadePhysics.md)
* [Bitmap and Geometry Masks](Masks.md)
* [Camera System](Camera.md)
* [Canvas Renderer](CanvasRenderer.md)
* [WebGL Renderer](WebGLRenderer.md)
* [Colors and Display](Colors.md)
* [Game, Device and Game Config](Game.md)
* [Geometry, Paths and Curves](Geometry.md)
* [Input System](Input.md)
* [Loader System](Loader.md)
* [Scale Manager](ScaleManager.md)
* [Scenes and Scene Manager](Scene.md)
* [Sound System](Sound.md)
* [Spine 3 Plugin](Spine3.md)
* [Texture Manager](TextureManager.md)
* [Utils, Math and Actions](Utils.md)
* [Build Config and Browser Updates](Build.md)
## Game Object Updates
Finally, here are the updates related to Game Objects:
* [Bitmap Text Game Object](BitmapTextGameObject.md)
* [Container Game Object](Container.md)
* [Graphics Game Object](GraphicsGameObject.md)
* [Mesh Game Object, Vertices and Faces](Mesh.md)
* [Text Game Object](TextGameObject.md)
* [Tilemap Game Object](Tilemap.md)
* [All other Game Object related Updates](GameObject.md)
## Examples, Documentation, Beta Testing and TypeScript
My thanks to the following for helping with the Phaser 3 Examples, Beta Testing, Docs, and TypeScript definitions, either by reporting errors, fixing them, or helping author the docs:
| 💖 | 💖 | 💖 | 💖 |
| ----- | ----- | ----- | ----- |
| @0day-oni | @201flaviosilva | @AlbertMontagutCasero | @Arcanorum |
| @arosemena | @austinlyon | @chrisl8 | @christian-post |
| @danfoster | @darrylpizarro | @DeweyHur | @drunkcat |
| @ef4 | @eltociear | @EsteFilipe | @etherealmachine |
| @EmilSV | @Fake | @florestankorp | @hacheraw |
| @hanzooo | @jerricko | @joegaffey | @jonasrundberg |
| @kainage | @kootoopas | @lolimay | @MaffDev |
| @michalfialadev | @monteiz | @necrokot | @Nero0 |
| @OdinvonDoom | @orjandh | @pavle-goloskokovic | @PhaserEditor2D |
| @Pythux | @quocsinh | @rgk | @rollinsafary-inomma |
| @rstanuwijaya | 👑 @samme 👑 | @Smirnov48 | @steveja42 |
| @sylvainpolletvillard | @twoco | @ubershmekel | @ultimoistante |
| @VanaMartin | @vforsh | @Vidminas | @x-wk |
| @xmahle | @xuxucode | @YeloPartyHat | @ZekeLu |
| FromChris | Golen | OmniOwl | and you ... |
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Camera New Features
* You can now set the alpha value of the Camera Flash effect before running it, where-as previously it was always 1 (thanks @kainage)
## Camera Updates
* The `BaseCamera` has had its `Alpha` component replaced with `AlphaSingle`. Previously you had access to properties such as `alphaTopLeft` that never worked, now it correctly has just a single alpha property (thanks @samme)
* `Camera.scrollX` and `scrollY` will now only set the `Camera.dirty` flag to `true` if the new value given to them is different from their current value. This allows you to use this property in your own culling functions. Fix #6088 (thanks @Waclaw-I)
* `Camera.isSceneCamera` is a new boolean that controls if the Camera belongs to a Scene (the default), or a Texture. You can set this via the `Camera.setScene` method. Once set the `Camera.updateSystem` method is skipped, preventing the WebGL Renderer from setting a scissor every frame.
* `Camera.preRender` will now apply `Math.floor` instead of `Math.round` to the values, keeping it consistent with the Renderer when following a sprite.
* When rendering a Sprite with a Camera set to `roundPixels` it will now run `Math.floor` on the Matrix position, preventing you from noticing 'jitters' as much when Camera following sprites in heavily zoomed Camera systems.
* The `CameraManager.getVisibleChildren` method now uses the native Array filter function, rather than a for loop. This should improve performance in some cases (thanks @JernejHabjan)
* Removed the `Tint` and `Flip` components from the `Camera` class. Neither were ever used internally, or during rendering, so it was just confusing having them in the API.
## Camera Bug Fixes
* The `CameraManager.destroy` function will now remove the Scale Manager `RESIZE` event listener created as part of `boot`, where-as before it didn't clean it up, leading to gc issues. Fix #5791 (thanks @liuhongxuan23)
* The Camera will now emit `PRE_RENDER` and `POST_RENDER` events under the Canvas Renderer. Fix #5729 (thanks @ddanushkin)
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Canvas Renderer Updates
* `BlitterCanvasRenderer` will now skip the `drawImage` call in canvas if the frame width or height are zero.
* `ParticleManagerCanvasRenderer` will now skip the `drawImage` call in canvas if the frame width or height are zero.
* `CanvasSnapshot` will now skip the `drawImage` call in canvas if the frame width or height are zero.
* `TextureManager.getBase64` will now skip the `drawImage` call in canvas if the frame width or height are zero.
* `TilemapLayerCanvasRenderer` will now skip the `drawImage` call in canvas if the frame width or height are zero.
## Canvas Renderer Bug Fixes
* The `CanvasRenderer.snapshotCanvas` method used an incorrect reference to the canvas, causing the operation to fail. It will now snapshot a canvas correctly. Fix #5792 #5448 (thanks @rollinsafary-inomma @samme @akeboshi1)
* With `roundPixels` set to true in the game or camera config, Sprites will no longer render at sub-pixel positions under CANVAS. Fix #5774 (thanks @samme)
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Color and Display Updates
* Calling the `ColorMatrix.set`, `reset` and `getData` methods all now use the built-in Float32 Array operations, making them considerably faster.
* `ColorMatrix._matrix` and `_data` are now Float32Arrays.
* `ColorMatrix.BLACK_WHITE` is a new constant used by blackwhite operations.
* `ColorMatrix.NEGATIVE` is a new constant used by negative operations.
* `ColorMatrix.DESATURATE_LUMINANCE` is a new constant used by desaturation operations.
* `ColorMatrix.SEPIA` is a new constant used by sepia operations.
* `ColorMatrix.LSD` is a new constant used by LSD operations.
* `ColorMatrix.BROWN` is a new constant used by brown operations.
* `ColorMatrix.VINTAGE` is a new constant used by vintage pinhole operations.
* `ColorMatrix.KODACHROME` is a new constant used by kodachrome operations.
* `ColorMatrix.TECHNICOLOR` is a new constant used by technicolor operations.
* `ColorMatrix.POLAROID` is a new constant used by polaroid operations.
* `ColorMatrix.SHIFT_BGR` is a new constant used by shift BGR operations.
## Color and Display Bug Fixes
* The method `Color.setFromHSV` would not change the members `h`, `s` and `v`, only the RGB properties. It now correctly updates them both. Fix #6276 (thanks @rexrainbow)
* `Display.RGB.equals` will now return the correct result. Previously, it would always return `false` (thanks @samme)
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## New Feature - Compressed Texture Support
Phaser 3.60 contains support for Compressed Textures. It can parse both KTX and PVR containers and within those has support for the following formats: ETC, ETC1, ATC, ASTC, BPTC, RGTC, PVRTC, S3TC and S3TCSRB. Compressed Textures differ from normal textures in that their structure is optimized for fast GPU data reads and lower memory consumption. Popular tools that can create compressed textures include PVRTexTool, ASTC Encoder and Texture Packer.
Compressed Textures are loaded using the new `this.load.texture` method, which takes a texture configuration object that maps the formats to the files. The browser will then download the first file in the object that it knows it can support. You can also provide Texture Atlas JSON data, or Multi Atlas JSON data, too, so you can use compressed texture atlases. Currently, Texture Packer is the best tool for creating these type of files.
* `TextureSoure.compressionAlgorithm` is now populated with the compression format used by the texture.
* `Types.Textures.CompressedTextureData` is the new compressed texture configuration object type.
* `TextureManager.addCompressedTexture` is a new method that will add a compressed texture, and optionally atlas data into the Texture Manager and return a `Texture` object than any Sprite can use.
* `Textures.Parsers.KTXParser` is a new parser for the KTX compression container format.
* `Textures.Parsers.PVRParser` is a new parser for the PVR compression container format.
* The `WebGLRenderer.compression` property now holds a more in-depth object containing supported compression formats.
* The `WebGLRenderer.createTextureFromSource` method now accepts the `CompressedTextureData` data objects and creates WebGL textures from them.
* `WebGLRenderer.getCompressedTextures` is a new method that will populate the `WebGLRenderer.compression` object and return its value. This is called automatically when the renderer boots.
* `WebGLRenderer.getCompressedTextureName` is a new method that will return a compressed texture format GLenum based on the given format.
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Container Updates
* `Container.addHandler` will now call `GameObject.addedToScene`.
* `Container.removeHandler` will now call `GameObject.removedFromScene`.
## Container Bug Fixes
* Game Objects that were created and destroyed (or moved to Containers) in the same frame were not correctly removed from the UpdateList. Fix #5803 (thanks @samme)
* `Container.removeHandler` now specifies the context for `Events.DESTROY`, fixing an issue where objects moved from one container, to another, then destroyed, would cause `sys` reference errors. Fix 5846 (thanks @sreadixl)
* `Container.removeAll` (which is also called when a Container is destroyed) will now directly destroy the children, if the given parameter is set, rather than doing it after removing them via the event handler. This fixes an issue where nested Containers would add destroyed children back to the Scene as part of their shutdown process. Fix #6078 (thanks @BenoitFreslon)
* Sprites created directly (not via the Game Object Factory) which are then added to a Container would fail to play their animations, because they were not added to the Scene Update List. Fix #5817 #5818 #6052 (thanks @prakol16 @adomas-sk)
* The `Container.pointToContainer` method would ignore the provided `output` parameter, but now uses it (thanks @vforsh)
* `ContainerCanvasRenderer` would pass in a 5th `container` parameter to the child `renderCanvas` call, which was breaking the `GraphicsCanvasRenderer` and isn't needed by any Game Object, so has been removed. Fix #6093 (thanks @Antriel)
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## New Feature - Dynamic Textures and Render Textures
![Dynamic Textures](images/dynamictextures.png)
A Dynamic Texture is a special texture that allows you to draw textures, frames and most kind of Game Objects directly to it.
You can take many complex objects and draw them to this one texture, which can then be used as the base texture for other Game Objects, such as Sprites. Should you then update this texture, all Game Objects using it will instantly be updated as well, reflecting the changes immediately.
It's a powerful way to generate dynamic textures at run-time that are WebGL friendly and don't invoke expensive GPU uploads on each change.
Before Phaser 3.60 this was known as a Render Texture. Dynamic Textures have been optimized and also offer the following new features and updates. All of these are also available to the new Render Texture, via the `texture` property:
* `DynamicTexture.getWebGLTexture` is a new method that will return the WebGL Texture that the Dynamic Texture is using. This is the same as the old `RenderTexture.glTexture` property.
* `TextureManager.addDynamicTexture(key, width, height)` is a new method that will create a Dynamic Texture and store it in the Texture Manager, available globally for use by any Game Object.
* Unlike the old Render Texture, Dynamic Texture extends the native `Phaser.Texture` class, meaning you can use it for any texture based object and also call all of the native Texture methods, such as the ability to add frames to it, use it as the backing source for a sprite sheet or atlas, and more.
* Dynamic Textures no longer create both Render Targets _and_ Canvas objects, only the one that they require based on the renderer. This means Render Textures and Dynamic Textures now use 50% less memory under WebGL and don't create Canvas DOM elements.
* You can now directly use a Dynamic Texture as the source for a Bitmap Mask.
* Game Objects that have a mask will now reflect this when drawn to a Dynamic Texture.
* `DynamicTexture.isDrawing` is a new boolean that allows you to tell if a batch draw has been started and is in process.
* `DynamicTexture.isSpriteTexture` is a new boolean that informs the texture if it is being used as a backing texture for Sprite Game Objects, or not. If it is (which is the default) then items drawn to the texture are automatically inversed. Doing this ensures that images drawn to the Render Texture are correctly inverted for rendering in WebGL. Not doing so can cause inverted frames. If you use this method, you must use it before drawing anything to the Render Texture. Fix #6057 #6017 (thanks @andymikulski @Grandnainconnu)
* `DynamicTexture.setIsSpriteTexture` is a new method that allows you to toggle the `isSpriteTexture` property in a chained manner.
* `DynamicTexture.renderTarget` is a new property that holds an instance of a RenderTarget under WebGL. This encompasses a framebuffer and backing texture, rather than having them split.
* `DynamicTexture.stamp` is a new method that takes a given texture key and then stamps it at the x/y coordinates provided. You can also pass in a config object that gives a lot more control, such as alpha, tint, angle, scale and origin of the stamp. This is a much cleaner way of stamping a texture to the DynamicTexture without having to first turn it into a Game Object.
* `DynamicTexture.repeat` is a new method that will take a given texture and draw it to the Dynamic Texture as a fill-pattern. You can control the offset, width, height, alpha and tint of the draw (thanks xlapiz)
* `batchGameObject` now splits based on the renderer, allowing us to combine lots of the rendering code together, saving space.
* The `snapshot` and `snapshotPixel` methods now use the `snapshotArea` method to reduce code and filesize.
* The `snapshotPixel` function, used by the Canvas and WebGL Renderers and the RenderTexture would mistakenly divide the alpha value. These values now return correctly (thanks @samme)
* `DynamicTexture.batchTextureFrame` will now skip the `drawImage` call in canvas if the frame width or height are zero. Fix #5951 (thanks @Hoshinokoe)
* Using `DynamicTexture.fill` in CANVAS mode only would produce a nearly always black color due to float conversion (thanks @andymikulski)
* Using `DynamicTexture.fill` in CANVAS mode only, after using the `erase` method, wouldn't reset the global composite operation correctly, resulting in fills. Fix #6124 (thanks @mateuszkmiecik)
* Drawing a frame via `draw`, `drawFrame` or `batchDrawFrame` and specifying a `tint` value would inverse the Red and Blue channels. These are now handled properly. Fix #5509 (thanks @anthonygood)
* Drawing Game Objects to a Render Texture in WebGL would skip their blend modes. This is now applied correctly. Fix #5565 #5996 (thanks @sjb933 @danarcher)
Due to the creation of the Dynamic Texture class, we have completely revamped the old Render Texture Game Object. This is now a combination of a Dynamic Texture and an Image Game Object, that uses the Dynamic Texture to display itself with.
In versions of Phaser before 3.60 a Render Texture was the only way you could create a texture like this, that had the ability to be drawn on. But in 3.60 we split the core functions out to the Dynamic Texture class as it made a lot more sense for them to reside in there. As a result, the Render Texture is now a light-weight shim that sits on-top of an Image Game Object and offers proxy methods to the features available from a Dynamic Texture.
Render Texture breaking changes:
* Render Textures used to be able to take `key` and `frame` arguments in their constructors, which would take the texture from the Texture Manager and use that instance, instead of creating a new one. Because Dynamic Textures are always stored in the Texture Manager from the beginning, there is no need to specify these arguments. You can just get it from the Texture Manager by using its key.
* The following `RenderTexture` properties have changed:
* `renderer` is now available via `texture.renderer`.
* `textureManager` has been removed.
* `globalTint` has been removed.
* `globalAlpha` has been removed.
* `canvas` is now available via `texture.canvas`.
* `context` is now available via `texture.context`.
* `dirty` is now available via `texture.dirty`.
* `camera` is now available via `texture.camera`.
* `renderTarget` is now available via `texture.renderTarget`.
* `origin` is now (0.5, 0.5) by default instead of (0, 0).
* The following `RenderTexture` methods have changed:
* `drawGameObject` has been removed, this is now handled by the batch methods.
* `resize` has been renamed. Use `setSize(width, height)` instead.
* `setGlobalTint` has been removed as it's no longer used internally.
* `setGlobalAlpha` has been removed as it's no longer used internally.
* `batchGameObjectWebGL` has been removed, now handled by `batchGameObject`.
* `batchGameObjectCanvas` has been removed, now handled by `batchGameObject`.
**When should you use a Render Texture vs. a Dynamic Texture?**
You should use a Dynamic Texture if the texture is going to be used by multiple Game Objects, or you want to use it across multiple Scenes, because textures are globally stored.
You should use a Dynamic Texture if the texture isn't going to be displayed in-game, but is instead going to be used for something like a mask or shader.
You should use a Render Texture if you need to display the texture in-game on a single Game Object, as it provides the convenience of wrapping an Image and Dynamic Texture together for you.
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## New Feature - ESM Support
Phaser 3.60 uses the new release of Webpack 5 in order to handle the builds. The configurations have been updated to follow the new format this upgrade introduced. As a bonus, Webpack 5 also bought a new experimental feature called 'output modules', which will take a CommonJS code-base, like Phaser uses and wrap the output in modern ES Module declarations.
We are now using this as part of our build. You will find in the `dist` folder a new `phaser.esm.js` file, which is also linked in from our `package.json` module property. Using this build you can access any of the Phaser modules directly via named imports, meaning you can code like this:
```js
import { AUTO, Scene, Game } from './phaser.esm.js';
class Test extends Scene
{
constructor ()
{
super();
}
create ()
{
this.add.text(10, 10, 'Welcome to Phaser ESM');
}
}
const config = {
type: AUTO,
width: 800,
height: 600,
parent: 'phaser-example',
scene: [ Test ]
};
const game = new Game(config);
```
Note that we're importing from the local esm bundle. By using this approach you don't need to even use a bundler for quick local prototyping or testing, you can simply import and code directly.
The dist folder still also contains `phaser.js` which, as before, uses a UMD export.
Because the Webpack feature is experimental we won't make the ESM version the default just yet, but if you're curious and want to explore, please go ahead!
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## New Feature - Built-in Special FX
![Special FX](images/fx.png)
We have decided to bundle a selection of highly flexible special effect shaders in to Phaser 3.60 and provide access to them via an easy to use set of API calls. The FX included are:
* **Barrel** - A nice pinch / bulge distortion effect.
* **Bloom** - Add bloom to any Game Object, with custom offset, blur strength, steps and color.
* **Blur** - 3 different levels of gaussian blur (low, medium and high) and custom distance and color.
* **Bokeh** / TiltShift - A bokeh and tiltshift effect, with intensity, contrast and distance settings.
* **Circle** - Add a circular ring around any Game Object, useful for masking / avatar frames, with custom color, width and background color.
* **ColorMatrix** - Add a ColorMatrix to any Game Object with access to all of its methods, such as `sepia`, `greyscale`, `lsd` and lots more.
* **Displacement** - Use a displacement texture, such as a noise texture, to drastically (or subtly!) alter the appearance of a Game Object.
* **Glow** - Add a smooth inner or outer glow, with custom distance, strength and color.
* **Gradient** - Draw a gradient between two colors across any Game Object, with optional 'chunky' mode for classic retro style games.
* **Pixelate** - Make any Game Object appear pixelated, to a varying degree.
* **Shadow** - Add a drop shadow behind a Game Object, with custom depth and color.
* **Shine** - Run a 'shine' effect across a Game Object, either additively or as part of a reveal.
* **Vignette** - Apply a vignette around a Game Object, with custom offset position, radius and color.
* **Wipe** - Set a Game Object to 'wipe' or 'reveal' with custom line width, direction and axis of the effect.
What's more, the FX can be stacked up. You could add, for example, a `Barrel` followed by a `Blur` and then topped-off with a `Circle` effect. Just by adjusting the ordering you can achieve some incredible and unique effects, very quickly.
We've worked hard to make the API as easy to use as possible, too. No more messing with pipelines or importing plugins. You can simply do:
```js
const player = this.add.sprite(x, y, texture);
player.preFX.addGlow(0xff0000, 32);
```
This will add a 32 pixel red glow around the `player` Sprite.
Each effect returns a new FX Controller instance, allowing you to easily adjust the special effects in real-time via your own code, tweens and similar:
```js
const fx = container.postFX.addWipe();
this.tweens.add({
targets: fx,
progress: 1
});
```
This will add a Wipe Effect to a Container instance and then tween its progress value from 0 to 1, causing the wipe to play out.
All texture-based Game Objects have access to `Pre FX` (so that includes Images, Sprites, TileSprites, Text, RenderTexture and Video). However, _all_ Game Objects have access to `Post FX`, as do cameras. The difference is just when the effect is applied. For a 'pre' effect, it is applied before the Game Object is drawn. For a 'post' effect, it's applied after it has been drawn. All of the same effects are available to both.
```js
this.cameras.main.postFX.addTiltShift();
```
For example, this will apply a Tilt Shift effect to everything being rendered by the Camera. Which is a much faster way of doing it than applying the same effect to every child in a Scene. You can also apply them to Containers, allowing more fine-grained control over the display.
The full list of new methods are as follows:
Available only to texture-based Game Objects:
* `GameObject.preFX` an instance of the FX Controller, which allows you to add and remove Pre FX from the Game Object. It features methods such as `add`, `remove` and `clear`. Plus the following:
* `GameObject.preFX.addGlow` adds a Glow Pre FX effect to the Game Object.
* `GameObject.preFX.addShadow` adds a Shadow Pre FX effect to the Game Object.
* `GameObject.preFX.addPixelate` adds a Pixelate Pre FX effect to the Game Object.
* `GameObject.preFX.addVignette` adds a Vignette Pre FX effect to the Game Object.
* `GameObject.preFX.addShine` adds a Shine Pre FX effect to the Game Object.
* `GameObject.preFX.addBlur` adds a Blur Pre FX effect to the Game Object.
* `GameObject.preFX.addGradient` adds a Gradient Pre FX effect to the Game Object.
* `GameObject.preFX.addBloom` adds a Bloom Pre FX effect to the Game Object.
* `GameObject.preFX.addColorMatrix` adds a ColorMatrix Pre FX effect to the Game Object.
* `GameObject.preFX.addCircle` adds a Circle Pre FX effect to the Game Object.
* `GameObject.preFX.addBarrel` adds a Barrel Pre FX effect to the Game Object.
* `GameObject.preFX.addDisplacement` adds a Displacement Pre FX effect to the Game Object.
* `GameObject.preFX.addWipe` adds a Wipe Pre FX effect to the Game Object.
* `GameObject.preFX.addReveal` adds a Reveal Pre FX effect to the Game Object.
* `GameObject.preFX.addBokeh` adds a Bokeh Pre FX effect to the Game Object.
* `GameObject.preFX.addTiltShift` adds a TiltShift Pre FX effect to the Game Object.
Available to all Game Objects:
* `GameObject.clearFX` removes both Pre and Post FX from the Game Object.
* `GameObject.postFX` an instance of the FX Controller, which allows you to add and remove Post FX from the Game Object. It features methods such as `add`, `remove` and `clear`. Plus the following:
* `GameObject.postFX.addGlow` adds a Glow Post FX effect to the Game Object.
* `GameObject.postFX.addShadow` adds a Shadow Post FX effect to the Game Object.
* `GameObject.postFX.addPixelate` adds a Pixelate Post FX effect to the Game Object.
* `GameObject.postFX.addVignette` adds a Vignette Post FX effect to the Game Object.
* `GameObject.postFX.addShine` adds a Shine Post FX effect to the Game Object.
* `GameObject.postFX.addBlur` adds a Blur Post FX effect to the Game Object.
* `GameObject.postFX.addGradient` adds a Gradient Post FX effect to the Game Object.
* `GameObject.postFX.addBloom` adds a Bloom Post FX effect to the Game Object.
* `GameObject.postFX.addColorMatrix` adds a ColorMatrix Post FX effect to the Game Object.
* `GameObject.postFX.addCircle` adds a Circle Post FX effect to the Game Object.
* `GameObject.postFX.addBarrel` adds a Barrel Post FX effect to the Game Object.
* `GameObject.postFX.addDisplacement` adds a Displacement Post FX effect to the Game Object.
* `GameObject.postFX.addWipe` adds a Wipe Post FX effect to the Game Object.
* `GameObject.postFX.addReveal` adds a Reveal Post FX effect to the Game Object.
* `GameObject.postFX.addBokeh` adds a Bokeh Post FX effect to the Game Object.
* `GameObject.postFX.addTiltShift` adds a TiltShift Post FX effect to the Game Object.
## New Feature - Pre FX Pipeline
* When defining the `renderTargets` in a WebGL Pipeline config, you can now set optional `width` and `height` properties, which will create a Render Target of that exact size, ignoring the `scale` value (if also given).
* `WebGLPipeline.isPreFX` is a new boolean property that defines if the pipeline is a Sprite FX Pipeline, or not. The default is `false`.
* `GameObjects.Components.FX` is a new component that provides access to FX specific properties and methods. The Image and Sprite Game Objects have this component by default.
* `fxPadding` and its related method `setFXPadding` allow you to set extra padding to be added to the texture the Game Object renders with. This is especially useful for Pre FX shaders that modify the sprite beyond its bounds, such as glow or shadow effects.
* The `WebGLPipeline.setShader` method has a new optional parameter `buffer` that allows you to set the vertex buffer to be bound before the shader is activated.
* The `WebGLPipeline.setVertexBuffer` method has a new optional parameter `buffer` that allows you to set the vertex buffer to be bound if you don't want to bind the default one.
* The `WebGLRenderer.createTextureFromSource` method has a new optional boolean parameter `forceClamp` that will for the clamp wrapping mode even if the texture is a power-of-two.
* `RenderTarget` will now automatically set the wrapping mode to clamp.
* `WebGLPipeline.flipProjectionMatrix` is a new method that allows you to flip the y and bottom projection matrix values via a parameter.
* `PipelineManager.renderTargets` is a new property that holds an array of `RenderTarget` objects that all `PreFX` pipelines can share, to keep texture memory as low as possible.
* `PipelineManager.maxDimension` is a new property that holds the largest possible target dimension.
* `PipelineManager.frameInc` is a new property that holds the amount the `RenderTarget`s will increase in size in each iteration. The default value is 32, meaning it will create targets of size 32, 64, 96, etc. You can control this via the pipeline config object.
* `PipelineManager.targetIndex` is a new property that holds the internal target array offset index. Treat it as read-only.
* The Pipeline Manager will now create a bunch of `RenderTarget` objects during its `boot` method. These are sized incrementally from 32px and up (use the `frameInc` value to alter this). These targets are shared by all Sprite FX Pipelines.
* `PipelineManager.getRenderTarget` is a new method that will return the a `RenderTarget` that best fits the dimensions given. This is typically called by Pre FX Pipelines, rather than directly.
* `PipelineManager.getSwapRenderTarget` is a new method that will return a 'swap' `RenderTarget` that matches the size of the main target. This is called by Pre FX pipelines and not typically called directly.
* `PipelineManager.getAltSwapRenderTarget` is a new method that will return a 'alternative swap' `RenderTarget` that matches the size of the main target. This is called by Pre FX pipelines and not typically called directly.
* The `WebGLPipeline.setTime` method has a new optional parameter `shader`, which allows you to control the shader on which the time value is set.
* If you add `#define SHADER_NAME` to the start of your shader then it will be picked up as the `WebGLShader` name during the `setShadersFromConfig` process within `WebGLPipeline`.
* Calling `setPostPipeline` on a Game Object will now pass the `pipelineData` configuration object (if provided) to the pipeline instance being created.
* `PipelineManager.getPostPipeline` now has an optional 3rd parameter, a `config` object that is passed to the pipeline instance in its constructor, which can be used by the pipeline during its set-up.
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Game, Config and Device New Features
* `GameConfig.stableSort` and `Device.features.stableSort` is a new property that will control if the internal depth sorting routine uses our own StableSort function, or the built-in browser `Array.sort`. Only modern browsers have a _stable_ `Array.sort` implementation, which Phaser requires. Older ones need to use our function instead. Set to 0 to use the legacy version, 1 to use the ES2019 version or -1 to have Phaser try and detect which is best for the browser (thanks @JernejHabjan)
* `Device.es2019` is a new boolean that will do a basic browser type + version detection to see if it supports ES2019 features natively, such as stable array sorting.
* `Game.pause` is a new method that will pause the entire game and all Phaser systems.
* `Game.resume` is a new method that will resume the entire game and resume all of Phaser's systems.
* `Game.isPaused` is a new boolean that tracks if the Game loop is paused, or not (and can also be toggled directly)
## Game, Config and Device Updates
* The `Device.Browser` checks for Opera and Edge have been updated to use the more modern user agent strings those browsers now use. This breaks compatibility with really old versions of those browsers but fixes it for modern ones (which is more important) (thanks @
ArtemSiz)
* `Device.safariVersion` is now set to the version of Safari running, previously it was always undefined.
* The `Game.registry`, which is a `DataManager` instance that can be used as a global store of game wide data will now use its own Event Emitter, instead of the Game's Event Emitter. This means it's perfectly safe for you to now use the Registry to emit and listen for your own custom events without conflicting with events the Phaser Game instance emits.
## Game, Config and Device Bug Fixes
* The `Game.headlessStep` method will now reset `SceneManager.isProcessing` before `PRE_RENDER`. This fixes issues in HEADLESS mode where the Scene Manager wouldn't process additionally added Scenes created after the Game had started. Fix #5872 #5974 (thanks @micsun-al @samme)
* Removed `Config.domBehindCanvas` property as it's never used internally. Fix #5749 (thanks @iamallenchang)
* When the device does not support WebGL, creating a game with the renderer type set to `Phaser.WEBGL` will now fail with an error. Previously, it would fall back to Canvas. Now it will not fall back to Canvas. If you require that feature, use the AUTO render type. Fix #5583 (thanks @samme)
* Including a `render` object within the Game Config will no longer erase any top-level config render settings. The `render` object will now take priority over the game config, but both will be used (thanks @vzhou842)
* Fixed issue in Game Config where having an empty object, such as `render: {}` would cause set properties to be overriden with the default value. Fix #6097 (thanks @michalfialadev)
* The `PluginManager.installScenePlugin` method will now check if the plugin is missing from the local keys array and add it back in, if it is (thanks @xiamidaxia)
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Group, Layer and Game Object New Features
* When using `Group.createMultiple` it will now skip the post-creations options if they are not set in the config object used, or a Game Object constructor. Previously, things like alpha, position, etc would be over-written by the defaults if they weren't given in the config, but now the method will check to see if they are set and only use them if they are. This is a breaking change, but makes it more efficient and flexible (thanks @samme)
* `GameObjects.Layer.addToDisplayList` and `removeFromDisplayList` are new methods that allows for you to now add a Layer as a child of another Layer. Fix #5799 (thanks @samme)
* `GameObjects.Polygon.setTo` is a new method that allows you to change the points being used to render a Polygon Shape Game Object. Fix #6151 (thanks @PhaserEditor2D)
## Game Object Updates
* The `GameObject.getBounds` method will now return a `Geom.Rectangle` instance, rather than a plain Object (thanks @samme)
* The `GetBounds.getCenter` method now has an optional `includeParent` argument, which allows you to get the value in world space.
* The `Transform` Component has a new boolean read-only property `hasTransformComponent` which is set to `true` by default.
## DOM Element Game Object Updates
* The `DOMElement.preUpdate` method has been removed. If you overrode this method, please now see `preRender` instead.
* `DOMElement.preRender` is a new method that will check parent visibility and improve its behavior, responding to the parent even if the Scene is paused or the element is inactive. Dom Elements are also no longer added to the Scene Update List. Fix #5816 (thanks @prakol16 @samme)
## Light Game Object Updates
* The `Light` Game Object now has the `Origin` and `Transform` components, along with 4 new properties: `width`, `height`, `displayWidth` and `displayHeight`. This allows you to add a Light to a Container, or enable it for physics. Fix #6126 (thanks @jcoppage)
## Transform Matrix Updates
* `TransformMatrix.setQuad` is a new method that will perform the 8 calculations required to create the vertice positions from the matrix and the given values. The result is stored in the new `TransformMatrix.quad` Float32Array, which is also returned from this method.
* `TransformMatrix.multiply` now directly updates the Float32Array, leading to 6 less getter invocations.
## Game Object Bug Fixes
* The `renderFlags` property, used to determine if a Game Object will render, or not, would be calculated incorrectly depending on the order of the `scaleX` and `scaleY` properties. It now works regardless of the order (thanks @mizunokazumi)
* When calling `GameObject.getPostPipeline` and passing in a string for the pipeline name it would error with 'Uncaught TypeError: Right-hand side of 'instanceof' is not an object'. This is now handled correctly internally (thanks @neki-dev)
* The `GameObject.willRender` method will now factor in the parent `displayList`, if it has one, to the end result. This fixes issues like that where an invisible Layer will still process input events. Fix #5883 (thanks @rexrainbow)
* The `GetBounds` component has been removed from the Point Light Game Object. Fix #5934 (thanks @x-wk @samme)
* Although not recommended, when adding a `Layer` Game Object to another `Layer` Game Object, it will no longer error because it cannot find the `removeFromDisplayList` function. Fix #5595 (thanks @tringcooler)
* The DisplayList will now enter a while loop until all Game Objects are destroyed, rather than cache the list length. This prevents "cannot read property 'destroy' of undefined" errors in Scenes. Fix #5520 (thanks @schontz @astei)
* Layers will now destroy more carefully when children destroy themselves (thanks @rexrainbow)
* The `DisplayList.addChildCallback` method will now check to see if the child has a parent container, and if it does, remove it from there before adding it to the Scene Display List. Fix #6091 (thanks @michalfialadev)
## Rope Game Object Bug Fixes
* If `Rope.setPoints` was called with the exact same number of points as before, it wouldn't set the `dirty` flag, meaning the vertices were not updated on the next render (thanks @stupot)
## Rectangle Game Object Bug Fixes
* During a call to `GameObject.Shapes.Rectangle.setSize` it will now correctly update the Rectangle object's display origin and default hitArea (thanks @rexrainbow)
## Path Follower Game Object Bug Fixes
* If you start a `PathFollower` with a `to` value it will now tween and complete at that value, rather than the end of the path as before (thanks @samme)
## Polygon Game Object Bug Fixes
* The `Polygon` Game Object would ignore its `closePath` property when rendering in Canvas. Fix #5983 (thanks @optimumsuave)
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Geometry Breaking Changes
The following are API-breaking, in that a new optional parameter has been inserted prior to the output parameter. If you use any of the following functions, please update your code:
* The `Geom.Intersects.GetLineToLine` method has a new optional parameter `isRay`. If `true` it will treat the first line parameter as a ray, if false, as a line segment (the default).
* The `Geom.Intersects.GetLineToPoints` method has a new optional parameter `isRay`. If `true` it will treat the line parameter as a ray, if false, as a line segment (the default).
* The `Geom.Intersects.GetLineToPolygon` method has a new optional parameter `isRay`. If `true` it will treat the line parameter as a ray, if false, as a line segment (the default).
* `Geom.Intersects.GetRaysFromPointToPolygon` uses the new `isRay` parameter to enable this function to work fully again.
## Geometry Updates
* `Geom.Intersects.LineToLine` will no longer create an internal `Point` object, as it's not required internally (thanks @Trissolo)
## Geometry Bug Fixes
* Fixed issue in `Geom.Intersects.GetLineToLine` function that would fail with colinear lines (thanks @Skel0t)
## Curves New Features
* `Curves.Path.getCurveAt` is a new method that will return the curve that forms the path at the given location (thanks @natureofcode)
## Path Bug Fixes
* The `Path.fromJSON` function would use the wrong name for a Quadratic Bezier curve class, meaning it would be skipped in the exported JSON. It's now included correctly (thanks @natureofcode)
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Graphics Game Object New Features
* The `Graphics.strokeRoundedRect` and `fillRoundedRect` methods can now accept negative values for the corner radius settings, in which case a concave corner is drawn instead (thanks @rexrainbow)
* Earcut has been updated to version 2.2.4. This release improves performance by 10-15% and fixes 2 rare race conditions that could leave to infinite loops. Earcut is used internally by Graphics and Shape game objects when triangulating polygons for complex shapes.
## Graphics Game Object Bug Fixes
* `Graphics.strokeRoundedRect` would incorrectly draw the rectangle if you passed in a radius greater than half of the smaller side. This is now clamped internally (thanks @temajm)
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Input System Breaking Changes
There are breaking changes from previous versions of Phaser.
* The `InteractiveObject.alwaysEnabled` property has been removed. It is no longer checked within the `InputPlugin` and setting it will have no effect. This property has not worked correctly since version 3.52 when the new render list was implemented. Upon further investigation we decided to remove the property entirely, rather than shoe-horn it into the render list. If you need to create a non-rendering Interactive area, use the Zone Game Object instead.
## Input System New Features
* `InputPlugin.resetPointers` is a new method that will loop through all of the Input Manager Pointer instances and reset them all. This is useful if a 3rd party component, such as Vue, has stolen input from Phaser and you need to reset its input state again.
* `Pointer.reset` is a new method that will reset a Pointer instance back to its 'factory' settings.
* The `KeyboardPlugin.removeKey` method has a new optional parameter `removeCapture`. This will remove any keyboard capture events for the given Key. Fix #5693 (thanks @cyantree)
* The `KeyboardPlugin.removeAllKeys` method has a new optional parameter `removeCapture`. This will remove any keyboard capture events for all of the Keys owned by the plugin.
* `Scenes.Systems.canInput` is a new internal method that determines if a Scene can receive Input events, or not. This is now used by the `InputPlugin` instead of the previous `isActive` test. This allows a Scene to emit and handle input events even when it is running `init` or `preload`. Previously, it could only do this after `create` had finished running. Fix #6123 (thanks @yaasinhamidi)
## Input System Updates
* The `hitArea` parameter of the `GameObjects.Zone.setDropZone` method is now optional and if not given it will try to create a hit area based on the size of the Zone Game Object (thanks @rexrainbow)
* The Gamepad objects now have full TypeScript definitions thanks to @sylvainpolletvillard
* `TouchManager.onTouchOver` and `onTouchOut` have been removed, along with all of their related event calls as they're not used by any browser any more.
* `TouchManager.isTop` is a new property, copied from the MouseManager, that retains if the window the touch is interacting with is the top one, or not.
* The `InputManager.onTouchMove` method will now check if the changed touch is over the canvas, or not, via the DOM `elementFromPoint` function. This means if the touch leaves the canvas, it will now trigger the `GAME_OUT` and `GAME_OVER` events, where-as before this would only happen for a Mouse. If the touch isn't over the canvas, no Pointer touch move happens, just like with the mouse. Fix #5592 (thanks @rexrainbow)
* The right-click context menu used to be disabled on the document.body via the `disableContextMenu` function, but instead now uses the MouseManager / TouchManager targets, which if not specified defaults to the game canvas (thanks @lukashass)
* The `Key.reset` method no longer resets the `Key.enabled` or `Key.preventDefault` booleans back to `true` again, but only resets the state of the Key. Fix #6098 (thanks @descodifica)
* When setting the Input Debug Hit Area color it was previously fixed to the value given when created. The value is now taken from the object directly, meaning you can set `gameObject.hitAreaDebug.strokeColor` in real-time (thanks @spayton)
* If defined, the width and height of an input hit area will now be changed if the Frame of a Game Object changes. Fix #6144 (thanks @rexrainbow)
## Input System Bug Fixes
* When a Game Object had Input Debug Enabled the debug image would be incorrectly offset if the Game Object was attached to was scaled and the hit area shape was smaller, or offset, from the Game Object. Fix #4905 #6317 (thanks @PavelMishin @justinlueders)
* When calling `InputPlugin.clear` it will now call `removeDebug` on the Game Object, making sure it clears up any Input Debug Graphics left in the Scene. Fix #6137 (thanks @spayton)
* The `Input.Touch.TouchManager.stopListeners` forgot to remove the `touchcancel` handler. This is now removed correctly (thanks @teng-z)
* When the Pointer moves out of the canvas and is released it would trigger `Uncaught TypeError: Cannot read properties of undefined (reading 'renderList')` if multiple children existed in the pointer-out array. Fix #5867 #5699 (thanks @rexrainbow @lyger)
* If the Input Target in the game config was a string, it wouldn't be correctly parsed by the Touch Manager.
* `InputPlugin.disable` will now also reset the drag state of the Game Object as well as remove it from all of the internal temporary arrays. This fixes issues where if you disabled a Game Object for input during an input event it would still remain in the temporary internal arrays. This method now also returns the Input Plugin, to match `enable`. Fix #5828 (thank @natureofcode @thewaver)
---------------------------------------
Return to the [Change Log index](CHANGELOG-v3.60.md).
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Loader New Features
* You can now set `loader.imageLoadType: "HTMLImageElement"` in your Game Configuration and the Phaser Loader will use an Image Tag to load all images, rather than XHR and a Blob object which is the default. This is a global setting, so all file types that use images, such as Atlas or Spritesheet, will be changed via this flag (thanks @hanzooo)
* You can now use dot notation as the datakey when defining a Loader Pack File (thanks @rexrainbow)
## Loader Updates
* `MultiFile.pendingDestroy` is a new method that is called by the Loader Plugin and manages preparing the file for deletion. It also emits the `FILE_COMPLETE` and `FILE_KEY_COMPLETE` events, fixing a bug where `MultiFile` related files, such as an Atlas JSON or a Bitmap Font File, wouldn't emit the `filecomplete` events for the parent file, only for the sub-files. This means you can now listen for the file completion event for `multiatlas` files, among others.
* `MultiFile.destroy` is a new method that clears down all external references of the file, helping free-up resources.
* `File.addToCache` no longer calls `File.pendingDestroy`, instead this is now handled by the Loader Plugin.
* There is a new File constant `FILE_PENDING_DESTROY` which is used to ensure Files aren't flagged for destruction more than once.
* `LoaderPlugin.localSchemes` is a new array of scheme strings that the Loader considers as being local files. This is populated by the new `Phaser.Core.Config#loaderLocalScheme` game / scene config property. It defaults to `[ 'file://', 'capacitor://' ]` but additional schemes can be defined or pushed onto this array. Based on #6010 (thanks @kglogocki)
* A new `console.error` will be printed if the `File`, `MultiFile`, `JSONFile` or `XMLFile` fail to process or parse correctly, even if they manage to load. Fix #5862 #5851 (thanks @samme @ubershmekel)
* The `ScriptFile` Loader File Type has a new optional parameter: `type`. This is a string that controls the type attribute of the `<script>` tag that is generated by the Loader. By default it is 'script', but you can change it to 'module' or any other valid type.
## Loader Bug Fixes
* When `ImageFile` loads with a linked Normal Map and the map completes first, but the Image is still in a pending state, it would incorrectly add itself to the cache instead of waiting. It now checks this process more carefully. Fix #5886 (thanks @inmylo)
* Using a `dataKey` to specify a part of a JSON file when using `load.pack` would fail as it wouldn't correctly assign the right part of the pack file to the Loader. You can now use this parameter properly. Fix #6001 (thanks @rexrainbow)
* The URL scheme `capacitor://` has been added to the protocol check to prevent malformed double-urls in some environments (thanks @consolenaut)
* Loading a Script File Type will now default the 'type' property to 'script' when a type is not provided. Fix #5994 (thanks @samme @ItsGravix)
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Bitmap and Geometry Mask Breaking Changes
There are breaking changes from previous versions of Phaser.
* Previously, every unique Bitmap Mask would create two full renderer sized framebuffers and two corresponding WebGL textures for them. The Bitmap Mask would listen for resize events from the renderer and then re-create these framebuffers accordingly. However, as the Bitmap Mask pipeline would clear and re-render these framebuffers every single frame it made no sense to have them use such large amounts of GPU memory. As of 3.60, the WebGL Renderer creates and manages two RenderTargets which all Bitmap Masks now use. If you previously used multiple Bitmap Masks in your game this change will dramatically reduce memory consumption at no performance cost.
* Due to the change in ownership of the framebuffers, the following properties have been removed from the BitmapMask class: `renderer`, `maskTexture`, `mainTexture`, `dirty`, `mainFramebuffer` and `maskFramebuffer`. The following methods have also been removed: `createMask` and `clearMask`.
## Bitmap and Geometry Mask New Features
![Masks](images/masks.png)
* The Bitmap Mask constructor is now capable of creating an Image Game Object from the new optional arguments: `x, y, texture, frame` if no masked object is provided.
* The Bitmap Mask now registers itself with the Game Object Factory. This means you can do `this.add.bitmapMask()` from within a Scene, for easier creation.
## Bitmap and Geometry Mask Updates
* The `WebGLRenderer` has 2 new properties: `maskSource` and `maskTarget`. These are the new global mask framebuffers.
* `WebGLRenderer.beginBitmapMask` is a new method that starts the process of using the mask target framebuffer for drawing. This is called by the `BitmapMaskPipeline`.
* `WebGLRenderer.drawBitmapMask` is a new method that completes the process of rendering using the mask target framebuffer. This is called by the `BitmapMaskPipeline`.
* The `BitmapMaskPipeline` now hands over most control of the framebuffers to the WebGLRenderer.
* The `GameObjects.Components.Mask.createBitmapMask` method can now accept the `x`, `y`, `texture` and `frame` parameters new to the BitmapMask constructor.
* You can now use any `Shape` Game Object as a Geometry Mask. Fix #5900 (thanks @rexrainbow)
## Bitmap and Geometry Mask Bug Fixes
* Previously, calling `createBitmapMask` on a Shape Game Object would fail unless you passed the shape to the method. Now, it will correctly create a mask from the Shape without needing to pass it. Fix #5976 (thanks @samme)
* The `BitmapMask` shader has been recoded so it now works correctly if you mask a Game Object that has alpha set on it, or in its texture. Previously it would alpha the Game Object against black (thanks stever1388)
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## New Feature - Matter Physics v0.19
![Matter Physics](images/matter.png)
We have updated the version of Matter Physics to the latest v0.19 release. This is a big jump and brings with it quite a few internal changes to Matter. The following are the differences we have identified in this release:
* Improves general consistency of results between different timesteps based on 60hz as a baseline
* Changes `Body.setAngularVelocity` and `Body.setVelocity` functions to be timestep independent
* Adds timestep independent `Body.setSpeed`, `Body.setAngularSpeed`, `Body.getSpeed`, `Body.getVelocity` and `Body.getAngularVelocity`
* Adds optional `updateVelocity` argument to `Body.setPosition`, `Body.setAngle`, `Body.translate` and `Body.rotate`
* Removes `correction` parameter from `Engine.update` as it is now built-in
* Changed `Body.setAngularVelocity` and `Body.setVelocity` to be timestep independent
* Improved similarity of results between different timesteps based on `60hz` as a baseline
* Added timestep independent `Body.setSpeed`, `Body.setAngularSpeed`, `Body.getSpeed`, `Body.getVelocity`, `Body.getAngularVelocity`
* Added optional `updateVelocity` argument to `Body.setPosition`, `Body.setAngle`, `Body.translate`, `Body.rotate`
* Added extended documentation for `Body.applyForce`
* Moved time correction feature from `Engine.update` to be built-in to `Matter.Body`
* Added readonly `body.deltaTime` property
* Added `speed` setters to `Body.set`
* Added `updateVelocity` argument to `Body.setPosition`, `Body.setAngle`, `Body.translate` and `Body.rotate`
* Changed engine `collisionStart` event to trigger after resolving and after updating body velocities
* Derive velocity from position in setters
* Fixed issues with engine event.delta
* Handle null constraint points in `Constraint.pointAWorld` and `Constraint.pointBWorld`
* Improved `Body.applyForce` docs
* Improved delta factors in resolver and constraint stiffness
* Improved Matter.Body docs for functions and properties including readonly
* Improved Matter.Engine docs
* Improved delta consistency
* Removed render element warning
* Removed unused delta params
* Updated body velocity properties after resolving
* Updated timing improvements
* Used Body.getVelocity in Matter.Render
* Used speed getter in Matter.Sleeping and Matter.Render
**Notes**
When using a fixed timestep of 60hz (~16.666ms engine delta) results should look similar to before, as this was taken as the baseline.
If you're using a non-fixed timestep or one other than 60hz (~16.666ms) results should now become more similar to the 60hz baseline, therefore you may need to adjust e.g. body and constraint properties.
Since `Body.setAngularVelocity` and `Body.setVelocity` are now timestep independent, you may need to adjust code you may have been using that factored in the timestep.
For timestep independence, the `Matter.Body` speed and velocity getter and setter functions now relate to a fixed time unit rather than timestep, currently set as 1000/60 for easier backwards compatibility at the baseline 60hz.
Note that `Body.applyForce` naturally still remains timestep dependent as before, see the updated Body.applyForce docs for details.
While the properties `body.velocity` and `body.speed` (and angular versions) still exist they are _not typically recommended for user code_, in most cases you should switch to the new `Body.getVelocity` and `Body.getSpeed` functions as they are timestep independent.
The following changes came from the v0.18 release, which are also part of v0.19:
* Up to ~40% performance improvement (on average measured over all examples, in Node on a Mac Air M1)
* Replaces `Matter.Grid` with a faster and more efficient broadphase in `Matter.Detector`.
* Reduced memory usage and garbage collection.
* Resolves issues in `Matter.SAT` related to collision reuse.
* Removes performance issues from `Matter.Grid`.
* Improved collision accuracy.
* `MatterPhysics.collision` is a new reference to the `Collision` module, which now handles all Matter collision events.
* `MatterPhysics.grid` has been removed as this is now handled by the `Collision` module.
* `MatterPhysics.sat` has been removed as this is now handled by the `Collision` module.
* The `Matter.Body.previousPositionImpulse` property has been removed as it's no longer used.
Because of the changes above, the following new methods are available to any Phaser Matter Physics Game Object:
* `getVelocity` - Returns the current linear velocity of the Body as a Vec2.
* `getAngularVelocity` - Returns the current rotation velocity of the Body.
* `setAngularSpeed` - Sets the current rotational speed of the body. Direction is maintained. Affects body angular velocity.
* `getAngularSpeed` - Returns the current rotational speed of the body. Equivalent to the magnitude of its angular velocity.
---------------------------------------
Return to the [Change Log index](CHANGELOG-v3.60.md).
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Mesh, Vertex and Face New Features
* `Mesh.setTint` is a new method that will set the tint color across all vertices of a Mesh (thanks @rexrainbow)
* `Mesh.tint` is a new setter that will set the tint color across all vertices of a Mesh (thanks @rexrainbow)
* `Mesh.clearTint` is a new method that will clear the tint from all vertices of a Mesh (thanks @rexrainbow)
## Mesh, Vertex and Face Updates
* The `GenerateVerts` function has a new optional parameter `flipUV` which, if set, will flip the UV texture coordinates (thanks cedarcantab)
* The `GenerateVerts` function no longer errors if the verts and uvs arrays are not the same size and `containsZ` is true (thanks cedarcantab)
* `Face.update` is a new method that updates each of the Face vertices. This is now called internally by `Face.isInView`.
* `Vertex.resize` is a new method that will set the position and then translate the Vertex based on an identity matrix.
* The `Vertex.update` method now returns `this` to allow it to be chained.
* `Mesh.addVertices` will now throw a console warning if invalid vertices data is given to the method (thanks @omniowl)
* `Mesh.addVerticesFromObj` will now throw a console warning if invalid vertices data is given to the method (thanks @omniowl)
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## New Feature - Vastly Improved Mobile WebGL Performance
We went right back to the drawing board with regard to the performance of Phaser 3.60 on mobile devices. After weeks of debugging and testing across a variety of hardware it led us to the conclusion that the renderer was being tripped up by the GPU blocking process that is `bufferSubData`. This, combined with the cost of the multi-texture shader we had, was utterly tanking mobile performance.
So we changed the approach the WebGL Pipelines took with regard to handling textures and moved to a hybrid batch system, similar to the way it worked in 3.22 but with all of the improvements we had made since then. And lo and behold, things got real, real fast!
The new v3.60 approach uses one single-bound texture and the new Mobile Pipeline and also does away with the enforced 16-texture limit. As a result, this stopped all of the sub-data buffering, removing the blocking process from the rendering step and also allowing for any number of textures internally. We got rid of lots of texture assignment and comparison code from the game step and the results speak for themselves:
![Mobile Performance](images/perf1.png)
In the chart above we tested a batching demo across multiple hardware devices and 3 different versions of Phaser. We kept adding to the test until it could no longer maintain 60fps in the browser. This gave us the maximum quantity of texture binds the device could handle for that version.
As you can imagine, the higher the number, the better.
For iOS hardware, the chart above speaks volumes. On an iPhone SE, for example, Phaser v3.24 could handle 5,248 texture binds at 60 fps. This dropped dramatically to just 192 texture binds under v3.50. But the 3.60 version? 15,104 texture binds at a rock solid 60 fps.
**We saw a 187% increase from v3.24 and a 7,766% increase over v3.55.** That's a dramatic improvement, and I'm sure you can agree.
It's important to understand what is being shown here. This isn't a test to see how many sprites we can draw. It's a test to see how many _texture binds_ and draw calls WebGL can handle under the new pipelines. The higher the number, the better.
For example, in an actual game, you may have a sprite sheet for your player in one PNG and then another for some enemies in a different PNG. Those are 2 unique texture binds. They may contain hundreds of frames in total, but as far as WebGL is concerned, it's all part of the same underlying texture. As the renderer flows through the display list, it can see that a different texture is being used, so it binds and activates the new one, allowing the shader to draw the vertices using the correct texture. This is why using texture atlases is so important. The more on-screen objects that share an atlas, the less texture binds and draws that take place.
With Phaser v3.50 we introduced multi-texture batching. This allowed us to batch together typically 16 unique textures and then draw them all in a single draw call. The total depends on the GPU and device, but the WebGL spec guarantees at least 8 unique textures and most GPUs allow for 16 or 32. The problem was that when we introduced this feature, it caused a lot of data buffering to take place, which on some GPUs, is a blocking process. You could see this most clearly on iOS, where the frame rate would tank with just a few textures being used.
Previously, Phaser v3.24 (and earlier) took a different approach. Here, it would only ever bind 1 single texture (texture unit zero), and it would also batch together all of the vertex data. Using a series of internal arrays and objects allowed it to flow through bunches of 16 textures, activating them and drawing as required. This resulted in lots of draw calls but minimal data buffering. As it turns out, mobile GPUs really like this approach, whereas desktop does not.
The new Multi Pipeline is faster on desktop as well, too:
![Desktop Performance](images/perf2.png)
Here we can see the same test on an M1 iMac and a Windows 11 PC running an NVIDIA RTX 3080 Ti, both powerful bits of kit but by no means 'cutting edge' any longer. On Chrome on the PC, you can see that v3.24 managed 14,336 textures at 60 fps. This improved to 32,000 under v3.55 but on v3.60 we get 35,072. The story is similar, although a lot slower (as always) in Firefox, which suffers from a less optimized WebGL implementation than Chrome.
On the iMac, Phaser v3.24 rocked along nicely at 15,872 textures at 60 fps. Dropping to a paltry 2,560 under v3.55 and increasing to an astonishing 42,240 texture binds under v3.60. If you don't need to maintain 60 fps (i.e., for a much more static puzzle game), then you can push this even higher. M1s really are a beast.
Desktop GPUs, in most cases, had a real improvement from v3.24 to v3.55. But the improvements in v3.60 push it even further, while also improving mobile speed no-end. That's a win-win for everyone.
Will you ever actually need 42,240 unique texture swaps per frame for your game? Well, it's doubtful. You should really be using texture atlases and minimizing the amount of swapping going on. Yet it's nice to know that this power is there, under the hood, should you require it.
Phaser will check to see if the device is iOS or Android and invoke the new Mobile Pipeline automatically. You can control this by using the game config. You can now also set the default WebGL Pipeline which all Game Objects will be assigned via the new config flag. If this value is set, it overrides the automatic mobile detection, allowing you to have much more fine-grained control over which devices are considered mobile or not.
So, if you want thousands of sprites blasting around you game - go for it!
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## New Feature - Nine Slice Game Object
![Nine Slice](images/nineslice.png)
Phaser v3.60 contains a new native Nine Slice Game Object. A Nine Slice Game Object allows you to display a texture-based object that can be stretched both horizontally and vertically, but that retains fixed-sized corners. The dimensions of the corners are set via the parameters to the class. When you resize a Nine Slice Game Object only the middle sections of the texture stretch. This is extremely useful for UI and button-like elements, where you need them to expand to accommodate the content without distorting the texture.
The texture you provide for this Game Object should be based on the following layout structure:
```
A B
+---+----------------------+---+
C | 1 | 2 | 3 |
+---+----------------------+---+
| | | |
| 4 | 5 | 6 |
| | | |
+---+----------------------+---+
D | 7 | 8 | 9 |
+---+----------------------+---+
```
When changing this objects width and / or height:
areas 1, 3, 7 and 9 (the corners) will remain unscaled
areas 2 and 8 will be stretched horizontally only
areas 4 and 6 will be stretched vertically only
area 5 will be stretched both horizontally and vertically
You can also create a 3 slice Game Object:
This works in a similar way, except you can only stretch it horizontally. Therefore, it requires less configuration:
```
A B
+---+----------------------+---+
| | | |
C | 1 | 2 | 3 |
| | | |
+---+----------------------+---+
```
When changing this objects width (you cannot change its height)
areas 1 and 3 will remain unscaled
area 2 will be stretched horizontally
The above configuration concept is adapted from the Pixi NineSlicePlane.
To specify a 3 slice object instead of a 9 slice you should only provide the `leftWidth` and `rightWidth` parameters. To create a 9 slice
you must supply all parameters.
The _minimum_ width this Game Object can be is the total of `leftWidth` + `rightWidth`. The _minimum_ height this Game Object
can be is the total of `topHeight` + `bottomHeight`. If you need to display this object at a smaller size, you can scale it.
In terms of performance, using a 3 slice Game Object is the equivalent of having 3 Sprites in a row. Using a 9 slice Game Object is the equivalent of having 9 Sprites in a row. The vertices of this object are all batched together and can co-exist with other Sprites and graphics on the display list, without incurring any additional overhead.
As of Phaser 3.60 this Game Object is WebGL only. Please see the new examples and documentation for how to use it.
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## New Feature - Updated Particle System
![Particles](images/particles1.png)
The Particle system has been mostly rewritten to give it a much needed overhaul. This makes the API cleaner, the Game Objects a lot more memory efficient and also introduces several great new features. In order to do this, we had to make some breaking changes. The largest being the way in which particles are now created.
Previously when you used the `this.add.particles` command it would create a `ParticleEmitterManager` instance. You would then use this to create an Emitter, which would actually emit the particles. While this worked and did allow a Manager to control multiple emitters we found that in discussion developers seldom used this feature and it was common for a Manager to own just one single Emitter.
In order to streamline memory and the display list we have removed the `ParticleEmitterManager` entirely. When you call `this.add.particles` you're now creating a `ParticleEmitter` instance, which is being added directly to the display list and can be manipulated just like any other Game Object, i.e. scaled, rotated, positioned, added to a Container, etc. It now extends the `GameObject` base class, meaning it's also an event emitter, which allowed us to create some handy new events for particles.
So, to create an emitter, you now give it an xy coordinate, a texture and an emitter configuration object (you can also set this later, but most commonly you'd do it on creation). I.e.:
```js
const emitter = this.add.particles(100, 300, 'flares', {
frame: 'red',
angle: { min: -30, max: 30 },
speed: 150
});
```
This will create a 'red flare' emitter at 100 x 300.
Prior to 3.60 it would have looked like:
```js
const manager = this.add.particles('flares');
const emitter = manager.createEmitter({
x: 100,
y: 300,
frame: 'red',
angle: { min: -30, max: 30 },
speed: 150
});
```
The change is quite subtle but makes a big difference internally.
The biggest real change is with the particle x/y coordinates. It's important to understand that if you define x/y coordinates within the emitter configuration, they will be relative to those given in the `add.particles` call:
```js
const emitter = this.add.particles(100, 300, 'flares', {
x: 100,
y: 100,
frame: 'red',
angle: { min: -30, max: 30 },
speed: 150
});
```
In the above example the particles will emit from 200 x 400 in world space, because the emitter is at 100 x 300 and the particles emit from an offset of 100 x 100.
By making this change it now means you're able to do things like tween the x/y coordinates of the emitter (something you couldn't do before), or add a single emitter to a Container.
Other new features include:
### Animated Particles
The Particle class now has an instance of the `Animation State` component within it. This allows a particle to play an animation when it is emitted, simply by defining it in the emitter config.
For example, this will make each particle play the 'Prism' animation on emission:
```js
const emitter = this.add.particles(400, 300, 'gems', {
anim: 'prism'
...
});
```
You can also allow it to select a random animation by providing an array:
```js
const emitter = this.add.particles(400, 300, 'gems', {
anim: [ 'prism', 'square', 'ruby', 'square' ]
...
});
```
You've also the ability to cycle through the animations in order, so each new particle gets the next animation in the array:
```js
const emitter = this.add.particles(400, 300, 'gems', {
anim: { anims: [ 'prism', 'square', 'ruby', 'square' ], cycle: true }
...
});
```
Or even set a quantity. For example, this will emit 10 'prism' particles, then 10 'ruby' particles and then repeat:
```js
const emitter = this.add.particles(400, 300, 'gems', {
anim: { anims: [ 'prism', 'ruby' ], cycle: true, quantity: 10 }
...
});
```
The Animations must have already been created in the Global Animation Manager and must use the same texture as the one bound to the Particle Emitter. Aside from this, you can still control them in the same way as any other particle - scaling, tinting, rotation, alpha, lifespan, etc.
### Fast Forward Particle Time
* You can now 'fast forward' a Particle Emitter. This can be done via either the emitter config, using the new `advance` property, or by calling the new `ParticleEmitter.fastForward` method. If, for example, you have an emitter that takes a few seconds to 'warm up' and get all the particles into position, this allows you to 'fast forward' the emitter to a given point in time. The value is given in ms. All standard emitter events and callbacks are still handled, but no rendering takes place during the fast-forward until it has completed.
* The `ParticleEmitter.start` method has a new optional parameter `advance` that allows you to fast-forward the given amount of ms before the emitter starts flowing.
### Particle Interpolation
* It's now possible to create a new Interpolation EmitterOp. You do this by providing an array of values to interpolate between, along with the function name:
```js
const emitter = this.add.particles(0, 0, 'texture', {
x: { values: [ 50, 500, 200, 800 ], interpolation: 'catmull' }
...
});
```
This will interpolate the `x` property of each particle through the data set given, using a catmull rom interpolation function. You can also use `linear` or `bezier` functions. Interpolation can be combined with an `ease` type, which controls the progression through the time value. The related `EmitterOpInterpolationConfig` types have also been added.
### Particle Emitter Duration
* The Particle Emitter config has a new optional parameter `duration`:
```js
const emitter = this.add.particles(0, 0, 'texture', {
speed: 24,
lifespan: 1500,
duration: 500
});
```
This parameter is used for 'flow' emitters only and controls how many milliseconds the emitter will run for before automatically turning itself off.
* `ParticleEmitter.duration` is a new property that contains the duration that the Emitter will emit particles for in flow mode.
* The `ParticleEmitter.start` method has a new optional parameter `duration`, which allows you to set the emitter duration when you call this method. If you do this, it will override any value set in the emitter configuration.
* The `ParticleEmitter.stop` method has a new optional parameter `kill`. If set it will kill all alive particles immediately, rather than leaving them to die after their lifespan expires.
### Stop After a set number of Particles
* The Particle Emitter config has a new optional `stopAfter` property. This, combined with the `frequency` property allows you to control exactly how many particles are emitted before the emitter then stops:
```js
const emitter = this.add.particles(0, 0, 'texture', {
x: { start: 400, end: 0 },
y: { start: 300, end: 0 },
lifespan: 3000,
frequency: 250,
stopAfter: 6,
quantity: 1
});
```
In the above code the emitter will launch 1 particle (set by the `quantity` property) every 250 ms (set by the `frequency` property) and move it to xy 0x0. Once it has fired 6 particles (the `stopAfter` property) the emitter will stop and emit the `COMPLETE` event.
* The `stopAfter` counter is reset each time you call the `start` or `flow` methods.
### Particle Hold
* You can configure a Particle to be frozen or 'held in place' after it has finished its lifespan for a set number of ms via the new `hold` configuration option:
```js
const emitter = this.add.particles(0, 0, 'texture', {
lifespan: 2000,
scale: { start: 0, end: 1 },
hold: 1000
...
});
```
The above will scale a Particle in from 0 to 1 over the course of its lifespan (2 seconds). It will then `hold` it on-screen for another second (1000 ms) before the Emitter recycles it and removes it from display.
### Particle Emitter Events
* The Particle Emitter will now fire 5 new events. Listen for the events as follows:
```js
const emitter = this.add.particles(0, 0, 'flares');
emitter.on('start', (emitter) => {
// emission started
});
emitter.on('explode', (emitter, particle) => {
// emitter 'explode' called
});
emitter.on('deathzone', (emitter, particle, deathzone) => {
// emitter 'death zone' called
});
emitter.on('stop', (emitter) => {
// emission has stopped
});
emitter.on('complete', (emitter) => {
// all particles fully dead
});
```
* The `Particles.Events.START` event is fired whenever the Emitter begins emission of particles in flow mode. A reference to the `ParticleEmitter` is included as the only parameter.
* The `Particles.Events.EXPLODE` event is fired whenever the Emitter explodes a bunch of particles via the `explode` method. A reference to the `ParticleEmitter` and a reference to the most recently fired `Particle` instance are the two parameters.
* The `Particles.Events.DEATH_ZONE` event is fired whenever a Particle is killed by a Death Zone. A reference to the `ParticleEmitter`, the killed `Particle` and the `DeathZone` that caused it are the 3 parameters.
* The `Particles.Events.STOP` event is fired whenever the Emitter finishes emission of particles in flow mode. This happens either when you call the `stop` method, or when an Emitter hits its duration or stopAfter limit. A reference to the `ParticleEmitter` is included as the only parameter.
* The `Particles.Events.COMPLETE` event is fired when the final alive particle expires.
### Multiple Emit Zones
* In v3.60 a Particle Emitter can now have multiple emission zones. Previously, an Emitter could have only a single emission zone. The zones can be created either via the Emitter Config by passing an array of zone objects, or via the new `ParticleEmitter.addEmitZone` method:
```js
const circle = new Phaser.Geom.Circle(0, 0, 160);
const emitter = this.add.particles(400, 300, 'metal');
emitter.addEmitZone({ type: 'edge', source: circle, quantity: 64 });
```
* When an Emitter has more than one emission zone, the Particles will cycle through the zones in sequence. For example, an Emitter with 3 zones would emit its first particle from zone 1, the second from zone 2, the third from zone 3, the fourth from zone 1, etc.
* You can control how many particles are emitted from a single zone via the new `total` property. `EdgeZone.total` and `RandomZone.total` are new properties that control the total number of particles the zone will emit, before passing control over to the next zone in the list, if any. The default is -1.
* Because an Emitter now supports multiple Emit Zones, the method `setEmitZone` now performs a different task than before. It's now an alias for `addEmitZone`. This means if you call it multiple times, it will add multiple zones to the emitter, where-as before it would just replace the zone each time.
* `ParticleEmitter#removeEmitZone` is a new method that allows you to remove an Emit Zone from an Emitter without needing to modify the internal zones array.
* `ParticleEmitter.getEmitZone` is a new method that Particles call when they are 'fired' in order to set their starting position, if any.
* The property `ParticleEmitter.emitZone` has been removed. It has been replaced with the new `ParticleEmitter.emitZones` array-based property.
### Multiple Death Zones
* In v3.60 a Particle Emitter can now have multiple death zones. Previously, an Emitter could have only a single death zone. The zones can be created either via the Emitter Config by passing an array of zone objects, or via the new `ParticleEmitter.addDeathZone` method:
```js
const circle = new Phaser.Geom.Circle(0, 0, 160);
const emitter = this.add.particles(400, 300, 'metal');
emitter.addDeathZone({ type: 'onEnter', source: circle });
```
* When an Emitter has more than one Death Zone, the Particles will check themselves against all of the Death Zones, to see if any of them kills them.
* Because an Emitter now supports multiple Emit Zones, the method `setEmitZone` now performs a different task than before. It's now an alias for `addEmitZone`. This means if you call it multiple times, it will add multiple zones to the emitter, where-as before it would just replace the zone each time.
* `ParticleEmitter#removeDeathZone` is a new method that allows you to remove a Death Zone from an Emitter without needing to modify the internal zones array.
* `ParticleEmitter.getDeathZone` is a new method that Particles call when they are updated in order to check if they intersect with any of the Death Zones.
* The property `ParticleEmitter.deathZone` has been removed. It has been replaced with the new `ParticleEmitter.deathZones` array-based property.
![Particles](images/particles2.png)
### Particle Colors
* You can now specify a new `color` property in the Emitter configuration. This takes the form of an array of hex color values that the particles will linearly interpolate between during theif lifetime. This allows you to now change the color of a particle from birth to death, which gives you far more control over your emitter visuals than ever before. You'd use it as follows:
```js
const flame = this.add.particles(150, 550, 'flares',
{
frame: 'white',
color: [ 0xfacc22, 0xf89800, 0xf83600, 0x9f0404 ],
colorEase: 'quad.out',
lifespan: 2400,
angle: { min: -100, max: -80 },
scale: { start: 0.70, end: 0, ease: 'sine.out' },
speed: 100,
advance: 2000,
blendMode: 'ADD'
});
```
Here you can see the array of 4 colors it will interpolate through.
* The new `colorEase` configuration property allows you to define the ease used to calculate the route through the interpolation. This can be set to any valid ease string, such as `sine.out` or `quad.in`, etc. If left undefined it will use `linear` as default.
* `EmitterColorOp` is a brand new Emitter Op class that specifically controls the handling of color values, it extends `EmitterOp` and uses the same methods but configured for faster color interpolation.
* If you define `color` in your config it will override any Emitter tint values you may have set. In short, use `color` if you wish to adjust the color of the particles during their lifespan and use `tint` if you wish to modify either the entire emitter at once, or the color of the particles on birth only.
* `ParticleEmitter.particleColor` is a new property that allows you to get and set the particle color op value.
* `ParticleEmitter.colorEase` is a new property that allows you to get and set the ease function used by the color op.
### Particle Sort Order
* You now have much more control over the sorting order of particles in an Emitter. You can set the new `ParticleEmitter.sortProperty` and `sortOrderAsc` properties to set how (and if) particles should be sorted prior to rendering. For example, setting `sortProperty` to `y` would mean that the particles will be sorted based on their y value prior to rendering. The sort order controls the order in which the particles are rendered. For example:
```js
const emitter = this.add.particles(100, 300, 'blocks', {
frame: 'redmonster',
lifespan: 5000,
angle: { min: -30, max: 30 },
speed: 150,
frequency: 200
});
emitter.setSortProperty('y', true);
```
* The new `ParticleEmitter.setSortProperty` method allows you to modify the sort property and order at run-time.
* The new `ParticleEmitter.setSortCallback` method allows you to set a callback that will be invoked in order to sort the particles, rather than using the built-in one. This gives you complete freedom over the logic applied to particle render sorting.
### Particle Bounds, Renderer Culling and Overlap
* Particles now have the ability to calculate their bounding box, based on their position, scale, rotation, texture frame and the transform of their parent. You can call the new `Particle.getBounds` method to return the bounds, which also gets stored in the new `Particle.bounds` Rectangle property.
* `ParticleEmitter.getBounds` is a new method that will return the bounds of the Emitter based on all currently active particles. Optional parameters allow you to pad out the bounds and/or advance time in the particle flow, to allow for a more accurate overall bounds generation.
* `ParticleEmitter.viewBounds` is a new property that is a Geom Rectangle. Set this Rectangle to define the overall area the emitter will render to. If this area doesn't intersect with the Camera then the emitter will be culled from rendering. This allows you to populate large Scenes with active emitters that don't consume rendering resources even though they are offscreen. Use the new `getBounds` method to help define the `viewBounds` area.
* `ParticleEmitter.overlap` is a new method that will run a rectangle intersection test against the given target and all alive particles, returning those that overlap in an array. The target can be a Rectangle Geometry object or an Arcade Physics Body.
* `Particle.kill` is a new method that will set the life of the particle to zero, forcing it to be immediately killed on the next Particle Emitter update.
* `ParticleEmitter.getWorldTransformMatrix` is a new method that allows a Particle Emitter to calculate its world transform, factoring in any parents.
* `ParticleEmitter.worldMatrix` is a new property that holds a TransformMatrix used for bounds calculations.
### Particle Emitter Bounds
* Prior to v3.60 a Particle Emitter had a `bounds` property. This was a Rectangle and if a Particle hit any of its edges it would rebound off it based on the Particles `bounce` value. In v3.60 this action has been moved to a Particle Processor. You can still configure the bounds via the Emitter config using the `bounds` property, as before. And you can configure which faces collide via the `collideLeft` etc properties. However, the following internal changes have taken place:
* `ParticleBounds` is a new Particle Processor class that handles updating the particles.
* The `ParticleEmitter.setBounds` method has been replaced with `ParticleEmitter.addParticleBounds` which now returns a new `ParticleBounds` Particle Processor instance.
* The `ParticleEmitter.bounds` property has been removed. Please see the `addParticleBounds` method if you wish to retain this object.
* The `ParticleEmitter.collideLeft` property has been removed. It's now part of the `ParticleBounds` Particle Processor.
* The `ParticleEmitter.collideRight` property has been removed. It's now part of the `ParticleBounds` Particle Processor.
* The `ParticleEmitter.collideTop` property has been removed. It's now part of the `ParticleBounds` Particle Processor.
* The `ParticleEmitter.collideBottom` property has been removed. It's now part of the `ParticleBounds` Particle Processor.
* The `Particle.checkBounds` method has been removed as it's now handled by the Particle Processors.
### Particle Processors
* `ParticleProcessor` is a new base class that you can use to create your own Particle Processors, which are special processors capable of manipulating the path of Particles based on your own logic or math. It provides the structure required to handle the processing of particles and should be used as a base for your own classes.
* `GravityWell` now extends the new `ParticleProcessor` class.
* `ParticleEmitter.addParticleProcessor` is a new method that allows you to add a Particle Processor instance to the Emitter. The old `createGravityWell` method now uses this.
* `ParticleEmitter.removeParticleProcessor` is a new method that will remove a Particle Processor from an Emitter.
* `ParticleEmitter.processors` is a new List property that contains all of the Particle Processors belonging to the Emitter.
* The `ParticleEmitter.wells` property has been removed. You should now use the new `processors` property instead, they are functionally identical.
* `ParticleProcessor.update` is the method that handles all of the particle manipulation. It now has a new 4th parameter `t` that is the normalized lifespan of the Particle being processed.
### Particle System EmitterOp Breaking Changes and Updates
All of the following properties have been replaced on the `ParticleEmitter` class. Previously they were `EmitterOp` instances. They are now public getter / setters, so calling, for example, `emitter.particleX` will now return a numeric value - whereas before it would return the `EmitterOp` instance. This gives developers a lot more freedom when using Particle Emitters. Before v3.60 it was impossible to do this, for example:
```js
this.tweens.add({
targets: emitter,
particleX: 400
});
```
I.e. you couldn't tween an emitters particle spawn position by directly accessing its x and y properties. However, now that all EmitterOps are getters, you're free to do this, allowing you to be much more creative and giving a nice quality-of-life improvement.
If, however, your code used to access EmitterOps, you'll need to change it as follows:
```js
// Phaser 3.55
emitter.x.onChange(value)
// Phaser 3.60
emitter.particleX = value
// Phaser 3.55
let x = emitter.x.propertyValue
// Phaser 3.60
let x = emitter.particleX
// Phaser 3.55
emitter.x.onEmit()
emitter.x.onUpdate()
// Phaser 3.60
emitter.ops.x.onEmit()
emitter.ops.x.onUpdate()
```
All of following EmitterOp functions can now be found in the new `ParticleEmitter.ops` property and have been replaced with getters:
* accelerationX
* accelerationY
* alpha
* angle
* bounce
* color
* delay
* lifespan
* maxVelocityX
* maxVelocityY
* moveToX
* moveToY
* quantity
* rotate
* scaleX
* scaleY
* speedX
* speedY
* tint
* x
* y
Which means you can now directly access, modify and tween any of the above emitter properties at run-time while the emitter is active.
Another potentially breaking change is the removal of two internal private counters. These should never have been used directly anyway, but they are:
* `ParticleEmitter._counter` - Now available via `ParticleEmitter.flowCounter`
* `ParticleEmitter._frameCounter` - Now available via `ParticleEmitter.frameCounter`
* `EmitterOp._onEmit` is a new private reference to the emit callback function, if specified in the emitter configuration. It is called by the new `EmitterOp.proxyEmit` method, to ensure that the Emitter `current` property remains current.
* `EmitterOp._onUpdate` is a new private reference to the update callback function, if specified in the emitter configuration. It is called by the new `EmitterOp.proxyUpdate` method, to ensure that the Emitter `current` property remains current.
* `EmitterOp.destroy` is a new method that nulls all references. This is called automatically when a `ParticleEmitter` is itself destroyed.
### Further Particle System Updates and Fixes
* The Particle `DeathZone.willKill` method now takes a `Particle` instance as its only parameter, instead of x and y coordinates, allowing you to perform more complex checks before deciding if the Particle should be killed, or not.
* The `Particle.resetPosition` method has been renamed to `setPosition` and it now takes optional x/y parameters. If not given, it performs the same task as `resetPosition` did in earlier versions.
* The `ParticleEmitter` class now has the `AlphaSingle` Component. This allows you to call `setAlpha` on the Emitter instance itself and have it impact all particles being rendered by it, allowing you to now 'fade in/out' a whole Emitter.
* Setting `frequency` wasn't working correctly in earlier versions. It should allow you to specify a time, in ms, between which each 'quantity' of particles is emitted. However, the `preUpdate` loop was calculating the value incorrectly. It will now count down the right amount of time before emiting another batch of particles.
* Calling `ParticleEmitter.start` wouldn't reset the `_frameCounter` value internally, meaning the new emission didn't restart from the first texture frame again.
* `ParticleEmitter.counters` is a new Float32Array property that is used to hold all of the various internal counters required for emitter operation. Both the previous `_counter` and `_frameCounter` properties have been merged into this array, along with new ones required for new features.
* The WebGL Renderer will now use the new `setQuad` feature of the Transform Matrix. This vastly reduces the amount of math and function calls per particle, from 8 down to 1, increasing performance.
* Particles with a scaleX or scaleY value of zero will no longer be rendered.
* `ParticleEmitter.preDestroy` is a new method that will now clean-up all resources and internal arrays and destroy all Particles that the Emitter owns and clean-up all external references.
* `Particle.destroy` is a new method that will clean up all external references and destroy the Animation State controller.
* The `ParticleEmitter._frameLength` property is now specified on the class, rather than added dynamically at run-time, helping preserve class shape.
* The `ParticleEmitter.defaultFrame` property has been removed as it's not required.
* Calling `ParticleEmitter.setFrame` no longer resets the internal `_frameCounter` value to zero. Instead, the counter comparison has been hardened to `>=` instead of `===` to allow this value to change mid-emission and never reach the total.
* The `ParticleEmitter.configFastMap` property has been moved to a local var within the `ParticleEmitter` JS file. It didn't need to be a property on the class itself, reducing the overall size of the class and saving memory.
* The `ParticleEmitter.configOpMap` property has been moved to a local var within the `ParticleEmitter` JS file. It didn't need to be a property on the class itself, reducing the overall size of the class and saving memory.
* `Particle.scene` is a new property that references the Scene the Particle Emitter belongs to.
* `Particle.anims` is a new property that is an instance of the `AnimationState` component.
* `Particle.emit` is a new proxy method that passes all Animation related events through to the Particle Emitter Manager to emit, as Particles cannot emit events directly.
* `Particle.isCropped` is a new read-only property. Do not modify.
* `Particle.setSizeToFrame` is a new internal NOOP method. Do not call.
* `ParticleEmitter.anims` is a new property that contains the Animation keys that can be assigned to Particles.
* `ParticleEmitter.currentAnim` is a new property that contains the index of the current animation, as tracked in cycle playback.
* `ParticleEmitter.randomAnim` is a new boolean property that controls if the animations are selected randomly, or in a cycle.
* `ParticleEmitter.animQuantity` is a new property that controls the number of consecutive particles that are emitted with the current animation.
* `ParticleEmitter.counters` is a new internal Float32Array that holds all the counters the Emitter uses.
* `ParticleEmitter.getAnim` is a new method, called by Particles when they are emitted, that will return the animation to use, if any.
* `ParticleEmitter.setAnim` is a new method, called with the Emitter Manager, that sets the animation data into the Emitter.
* The `Particles.EmitterOp.toJSON` method will now JSON stringify the property value before returning it.
* `Particles.EmitterOp.method` is a new property that holds the current operation method being used. This is a read-only numeric value.
* `Particles.EmitterOp.active` is a new boolean property that defines if the operator is alive, or not. This is now used by the Emitter instead of nulling Emitter properties, helping maintain class shape.
* `Particles.EmitterOp.getMethod` is a new internal method that returns the operation function being used as a numeric value. This is then cached in the `method` property.
* The `Particles.EmitterOp.setMethods` method has been updated so it now has a non-optional 'method' parameter. It has also been rewritten to be much more efficient, now being just a single simple select/case block.
* The `Particles.EmitterOp.onChange` method will now use the cached 'method' property to avoid running through the `setMethods` function if not required, allowing each Particle EmitterOp to skip a huge chunk of code.
* We've also greatly improved the documentation around the Particle classes.
* `ParticleEmitter.setConfig` is a new method that allows you to set the configuration of the Emitter. Previously this was known as `fromJSON`.
* The `ParticleEmitter.setPosition` method no longer changes the position of the particle emission point, but of the Emitter itself.
* The `ParticleEmitter.setBounds` method has been renamed to `setParticleBounds`.
* The `ParticleEmitter.setSpeed` method has been renamed to `setParticleSpeed`.
* The `ParticleEmitter.setScale` method has been renamed to `setParticleScale` as `setScale` will now set the scale of the whole Emitter.
* The `ParticleEmitter.setScaleX` and `setScaleY` methods have been removed. Please use `setParticleScale`.
* The `ParticleEmitter.setGravity` method has been renamed to `setParticleGravity`.
* The `ParticleEmitter.setGravityX` and `setGravityY` methods have been removed. Please use `setParticleGravity`.
* The `ParticleEmitter.setAlpha` method has been renamed to `setParticleAlpha` as `setAlpha` will now set the alpha of the whole Emitter.
* The `ParticleEmitter.setTint` method has been renamed to `setParticleTint`.
* The `ParticleEmitter.setLifespan` method has been renamed to `setParticleLifespan`.
* The `ParticleEmitter.on` property has been renamed to `emitting` to avoid conflicts with the Event Emitter.
* The `ParticleEmitter.x` property has been renamed to `particleX` and is a new EmitterOp capable of being tweened.
* The `ParticleEmitter.y` property has been renamed to `particleY` and is a new EmitterOp capable of being tweened.
* The `ParticleEmitter.scaleX` property has been renamed to `particleScaleX` and is a new EmitterOp capable of being tweened.
* The `ParticleEmitter.scaleY` property has been renamed to `particleScaleY` and is a new EmitterOp capable of being tweened.
* The `ParticleEmitter.tint` property has been renamed to `particleTint` and is a new EmitterOp capable of being tweened.
* The `ParticleEmitter.alpha` property has been renamed to `particleAlpha` and is a new EmitterOp capable of being tweened.
* The `ParticleEmitter.angle` property has been renamed to `particleAngle` and is a new EmitterOp capable of being tweened.
* The `ParticleEmitter.rotate` property has been renamed to `particleRotate` and is a new EmitterOp capable of being tweened.
* `maxAliveParticles` is a new Particle Emitter config property that sets the maximum number of _alive_ particles the emitter is allowed to update. When this limit is reached a particle will have to die before another can be spawned.
* `Particle.fire` will now throw an error if the particle has no texture frame. This prevents an uncaught error later when the particle fails to render. Fix #5838 (thanks @samme @monteiz)
* `ParticleEmitter.setEmitterFrames` will now print out console warnings if an invalid texture frame is given, or if no texture frames were set. Fix #5838 (thanks @samme @monteiz)
* The Particle 'moveTo' calculations have been simplied and made more efficient (thanks @samme)
* You can now have a particle frequency smaller than the delta step, which would previously lead to inconsistencies in emission rates (thanks @samme)
* `Particle.fire` will now check to see if the parent Emitter is set to follow a Game Object and if so, and if the x/y EmitterOps are spread ops, then it'll space the particles out based on the follower coordinates, instead of clumping them all together. Fix #5847 (thanks @sreadixl)
* Calling `ParticleEmitter.setScale` would set the `scaleY` property to `null`, causing calls to `setScaleY` to throw a runtime error. `scaleY` is now a required property across both the Particle and Emitter classes and all of the conditional checks for it have been removed (thanks ojg15)
* Particles can now be moved to 0x0. `moveToX` and `moveToY` now default to null instead of 0 (thanks @samme)
---------------------------------------
Return to the [Change Log index](CHANGELOG-v3.60.md).
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## New Features - Plane Game Object
![Plane](images/plane.png)
Phaser v3.60 contains a new native Plane Game Object. The Plane Game Object is a helper class that takes the Mesh Game Object and extends it, allowing for fast and easy creation of Planes. A Plane is a one-sided grid of cells, where you specify the number of cells in each dimension. The Plane can have a texture that is either repeated (tiled) across each cell, or applied to the full Plane.
The Plane can then be manipulated in 3D space, with rotation across all 3 axis.
This allows you to create effects not possible with regular Sprites, such as perspective distortion. You can also adjust the vertices on a per-vertex basis. Plane data becomes part of the WebGL batch, just like standard Sprites, so doesn't introduce any additional shader overhead. Because the Plane just generates vertices into the WebGL batch, like any other Sprite, you can use all of the common Game Object components on a Plane too, such as a custom pipeline, mask, blend mode or texture.
You can use the `uvScroll` and `uvScale` methods to adjust the placement and scaling of the texture if this Plane is using a single texture, and not a frame from a texture atlas or sprite sheet.
The Plane Game Object also has the Animation component, allowing you to play animations across the Plane just as you would with a Sprite.
As of Phaser 3.60 this Game Object is WebGL only. Please see the new examples and documentation for how to use it.
---------------------------------------
Return to the [Change Log index](CHANGELOG-v3.60.md).
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Scale Manager New Features
* `ScaleManager.getViewPort` is a new method that will return a Rectangle geometry object that matches the visible area of the screen, or the given Camera instance (thanks @rexrainbow)
## Scale Manager Updates
* `ScaleManager.listeners` has been renamed to `domlisteners` to avoid conflicting with the EventEmitter listeners object. Fix #6260 (thanks @x-wk)
## Scale Manager Bug Fixes
* `ScaleManager.getParentBounds` will now also check to see if the canvas bounds have changed x or y position, and if so return `true`, causing the Scale Manager to refresh all of its internal cached values. This fixes an issue where the canvas may have changed position on the page, but not its width or height, so a refresh wasn't triggered. Fix #5884 (thanks @jameswilddev)
* Setting `scale.mode` in the Game Config would be ignored. It now accepts either this, or `scaleMode` directly. Fix #5970 (thanks @samme)
---------------------------------------
Return to the [Change Log index](CHANGELOG-v3.60.md).
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Scene Manager New Features
* When running a Scene transition there is a new optional callback `onStart`, which is passed the parameters `fromScene`, `toScene` and `duration` allowing you to consolidate transition logic into a single callback, rather than split across the start and end events (thanks @rexrainbow)
* When starting a Scene and using an invalid key, Phaser will now raise a console warning informing you of this, instead of silently failing. Fix #5811 (thanks @ubershmekel)
* `Phaser.Scenes.Systems.getStatus` is a new method that will return the current status of the Scene.
* `Phaser.Scenes.ScenePlugin.getStatus` is a new method that will return the current status of the given Scene.
## Scene Manager Updates
* The `SceneManager.processQueue` method will no longer `return` if a new Scene was added, after starting it. This allows any other queued operations to still be run in the same frame, rather than being delayed until the next game frame. Fix #5359 (thanks @telinc1)
* `SceneManager.systemScene` is a new property that is set during the game boot and is a system Scene reference that plugins and managers can use, that lives outside of the Scene list.
* `SceneManager.stop` and `sleep` will now ignore the call if the Scene has already been shut down, avoiding potential problems with duplicate event handles. Fix #5826 (thanks @samme)
* `Scene.pause` will now check to see if the Scene is in either a RUNNING or CREATING state and throw a warning if not. You cannot pause non-running Scenes.
* If you start a Scene that is already starting (START, LOADING, or CREATING) then the start operation is now ignored (thanks @samme)
* If you start a Scene that is Sleeping, it is shut down before starting again. This matches how Phaser currently handles paused scenes (thanks @samme)
## Scene Manager Bug Fixes
* Shutting down a Scene that didn't have the `LoaderPlugin` would throw an error when removing event handlers. It now checks first, before removing (thanks @samme)
* An inactive Scene is no longer updated after a Scene transition completes. Previously, it will still update the Scene one final time. This fix also prevents the `POST_UPDATE` event from firing after the transition is over. Fix #5550 (thanks @mijinc0 @samme)
* The `SceneManager.bootScene` method will now always call `LoaderPlugin.start`, even if there are no files in the queue. This means that the Loader will always dispatch its `START` and `COMPLETE` events, even if the queue is empty because the files are already cached. You can now rely on the `START` and `COMPLETE` events to be fired, regardless, using them safely in your preload scene. Fix #5877 (thanks @sipals)
* `SceneManager.moveAbove` and `moveBelow` now take into account the modified indexes after the move (thanks @EmilSV)
* If you Paused or Stopped a Scene that was in a preload state, it would still call 'create' after the Scene had shutdown (thanks @samme)
* The `SceneManager.moveAbove` and `moveBelow` methods didn't check the order of the Scenes being moved, so moved them even if one was already above / below the other. Both methods now check the indexes first. Fix #6040 (thanks @yuupsup)
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Sound Manager New Features
* `BaseSoundManager.gameLostFocus` is a new boolean property that is set to `true` when the game loses focus and `false` when it regains focus.
* `BaseSoundManager.getAllPlaying` is a new method that will return all currently playing sounds in the Sound Manager.
## Sound Manager Updates
* If no Audio URLs match the given device a new warning is now displayed in the console (thanks @samme)
* The `BaseSoundManager.getAll` method used to require a `key` parameter, to return Sounds matching the key. This is now optional and if not given, all Sound instances are returned.
* The `WebAudioSoundManager` will now detect if the Audio Context enters a 'suspended' or 'interrupted' state as part of its update loop and if so it'll try to resume the context. This can happen if you change or disable the audio device, such as plugging in headphones with built-in audio drivers then disconnecting them, or swapping tabs on iOS. Fix #5353 (thanks @helloyoucan)
* The `Device.Audio` module has been rewritten to use a new internal `CanPlay` function that cuts down on the amount of code required greatly.
* `Device.Audio.aac` is a new boolean property that defines if the browser can play aac audio files or not, allowing them to be loaded via the Loader (thanks @Ariorh1337)
* `Device.Audio.flac` is a new boolean property that defines if the browser can play flac audio files or not, allowing them to be loaded via the Loader (thanks @Ariorh1337)
* The `NoAudioSoundManager` now has all of the missing methods, such as `removeAll` and `get` to allow it to be a direct replacement for the HTML5 and WebAudio Sound Managers (thanks @orjandh @samme)
## Sound Manager Bug Fixes
* Setting `SoundManager.pauseOnBlur` to `true` would not stop the audio if a game lost focus on certain browsers (like Firefox and Chrome on Android 13). This is now enforced via the new `gameLostFocus` flag. Fix #6354 (thanks @klaritan @michalfialadev)
* Destroying a `WebAudioSound` in the same game step as destroying the Game itself would cause an error when trying to disconnect already disconnected Web Audio nodes. `WebAudioSound` will now bail out of its destroy sequence if it's already pending removal.
* Audio will now unlock properly again on iOS14 and above in Safari. Fix #5696 (thanks @laineus)
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## New Feature - Spatial Sound
Thanks to a contribution from @alxwest the Web Audio Sound system now supports spatial sound. The Web Audio Sound Manager now has the ability to set the listener position and each sound can be positioned in 3D space:
```js
this.music = this.sound.add('theme');
this.sound.setListenerPosition(400, 300);
this.music.play({
loop: true,
source: {
x: 400,
y: 300,
refDistance: 50,
follow: this.playerSprite
}
});
```
This allows you to create a 3D sound environment in your game. The following new methods and properties have been added to the Web Audio Sound Manager and Web Audio Sound classes:
* `SpatialSoundConfig` is a new configuration object that contains the properties required to create and set the values of a spatial sound:
* `SpatialSoundConfig.x` sets the horizontal position of the audio in a right-hand Cartesian coordinate system.
* `SpatialSoundConfig.y` sets the vertical position of the audio in a right-hand Cartesian coordinate system.
* `SpatialSoundConfig.z` sets the longitudinal (back and forth) position of the audio in a right-hand Cartesian coordinate system.
* `SpatialSoundConfig.panningModel` is an enumerated value determining which spatialization algorithm to use to position the audio in 3D space. Can be either `equalpower` or `HRTF`. The default value is `equalpower`.
* `SpatialSoundConfig.distanceModel` sets which algorithm to use to reduce the volume of the audio source as it moves away from the listener. Possible values are "linear", "inverse" and "exponential". The default value is "inverse".
* `SpatialSoundConfig.orientationX` sets the horizontal position of the audio source's vector in a right-hand Cartesian coordinate system.
* `SpatialSoundConfig.orientationY` sets the vertical position of the audio source's vector in a right-hand Cartesian coordinate system.
* `SpatialSoundConfig.orientationZ` sets the longitudinal (back and forth) position of the audio source's vector in a right-hand Cartesian coordinate system.
* `SpatialSoundConfig.refDistance` is a double value representing the reference distance for reducing volume as the audio source moves further from the listener. For distances greater than this the volume will be reduced based on `rolloffFactor` and `distanceModel`.
* `SpatialSoundConfig.maxDistance` is the maximum distance between the audio source and the listener, after which the volume is not reduced any further.
* `SpatialSoundConfig.rolloffFactor` is a double value describing how quickly the volume is reduced as the source moves away from the listener. This value is used by all distance models.
* `SpatialSoundConfig.coneInnerAngle` sets the angle, in degrees, of a cone inside of which there will be no volume reduction.
* `SpatialSoundConfig.coneOuterAngle` sets the angle, in degrees, of a cone outside of which the volume will be reduced by a constant value, defined by the `coneOuterGain` property.
* `SpatialSoundConfig.coneOuterGain` sets the amount of volume reduction outside the cone defined by the `coneOuterAngle` attribute. Its default value is 0, meaning that no sound can be heard. A value between 0 and 1.
* `SpatialSoundConfig.follow` sets this Sound object to automatically track the x/y position of this object. Can be a Phaser Game Object, Vec2 or anything that exposes public x/y properties.
* `WebAudioSoundManager.setListenerPosition` is a new method that allows you to set the position of the Spatial Audio listener.
* `BaseSoundManager.listenerPosition` is a new Vector2 that stores the position of the Spatial Audio listener.
* `WebAudioSound.spatialNode` is a new property that holds the `PanNode` that is used to position the sound in 3D space.
* `WebAudioSound.spatialSource` is a new property that holds a Vector2 that stores the position of the sound in 3D space.
* `WebAudioSound.x` is a new property that sets the x position of the sound in 3D space. This only works if the sound was created with a SpatialSoundConfig object.
* `WebAudioSound.y` is a new property that sets the y position of the sound in 3D space. This only works if the sound was created with a SpatialSoundConfig object.
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## New Feature - Spector.js WebGL Debugger
![Spector.js WebGL Debugger](images/spectorjs.png)
The Debug build of Phaser, or a build with the `WEBGL_DEBUG` flag set in the Webpack Config, will now have a version of Spector.js included within it.
Spector.js is a WebGL inspector that allows for live inspection of your WebGL calls. Although it's easy to add the Spector extension to a desktop browsr, by embedding it in Phaser itself we can make it available in mobile browsers too, making it a powerful tool for debugging WebGL games on mobile devices where extensions are not permitted.
See https://github.com/BabylonJS/Spector.js for more details about using the interface.
You can call the following functions from your game code to control Spector:
* The `WebGLRenderer.captureFrame` method will capture the current WebGL frame and send it to the Spector.js tool for inspection.
* The `WebGLRenderer.captureNextFrame` method will capture the next WebGL frame and send it to the Spector.js tool for inspection.
* The `WebGLRenderer.getFps` method will return the current FPS of the WebGL canvas.
* The `WebGLRenderer.log` method adds a command with the name value in the list. This can be filtered in the search.
* The `WebGLRenderer.startCapture` method will start a capture on the Phaser canvas. The capture will stop once it reaches the number of commands specified as a parameter, or after 10 seconds. If quick capture is true, the thumbnails are not captured in order to speed up the capture.
* The `WebGLRenderer.stopCapture` method will stop the current capture and returns the result in JSON. It displays the result if the UI has been displayed. This returns undefined if the capture has not been completed or did not find any commands.
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Spine 3 Bug Fixes
* Using `drawDebug` on a Spine Game Object to view its skeleton would cause the next object in the display list to be skipped for rendering, if it wasn't a Spine Game Object too. This is because the Spine 3 skeleton debug draw ends the spine batch but the Scene Renderer wasn't rebound. Fix #6380 (thanks @spayton)
* The Spine Plugin `add` and `make` functions didn't clear and rebind the WebGL pipeline. This could cause two different visual issues: The first is that a Phaser Game Object (such as a Sprite) could be seen to change its texture to display the Spine atlas texture instead for a single frame, and then on the next pass revert back to normal again. The second issue is that if the Spine skeleton wasn't added to the display list, but just created (via `addToScene: false`) then the Sprite would take on the texture frame entirely from that point on. Fix #6362 (thanks @frissonlabs)
* Previously, it wasn't possible for multiple Spine Atlases to use PNGs with the exact same filename, even if they were in different folders. The `SpineFile` loader has now been updated so that the always-unique Spine key is pre-pended to the filename, for example if the key was `bonus` and the PNG in the atlas was `coin.png` then the final key (as stored in the Texture Manager) is now `bonus:coin.png`. The `SpinePlugin.getAtlasCanvas` and `getAtlasWebGL` methods have been updated to reflect this change. Fix #6022 (thanks @orjandh)
* If a `SpineContainer` had a mask applied to it and the next immediate item on the display list was another Spine object (outside of the Container) then it would fail to rebind the WebGL pipeline, causing the mask to break. It will now rebind the renderer at the end of the SpineContainer batch, no matter what, if it has a mask. Fix #5627 (thanks @FloodGames)
* The Spine Plugin would not work with multiple instances of the same game on a single page. It now stores its renderer reference outside of the plugin, enabling this. Fix #5765 (thanks @xiamidaxia)
* Child Spine objects inside Containers wouldn't correctly inherit the parent Containers alpha. Fix #5853 (thanks @spayton)
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## New Features - Spine 4 Support
![Spine 4](images/spine4.png)
Thanks to a contribution from @justintien we now have a Spine 4 Plugin available.
You can find it in the `plugins/spine4.1` folder in the main repository. There are also a bunch of new npm scripts to help build this plugin:
`npm run plugin.spine4.1.full.dist` - To build new dist files for both canvas and WebGL.
`npm run plugin.spine4.1.dist` - To build new dist files.
`npm run plugin.spine4.1.watch` - To enter watch mode when doing dev work on the plugin.
`npm run plugin.spine4.1.runtimes` - To build new versions of the Spine 4 runtimes.
The core plugin API remains largely the same. You can find lots of updated examples in the Phaser 3 Examples repo in the `3.60/spine4.1` folder.
We will maintain both the Spine 3 and 4 plugins for the forseeable future.
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Text Game Object New Features
* `GameObjects.Text.appendText` is a new method that will append the given text, or array of text, to the end of the content already stored in the Text object.
## Text Game Object Updates
* When passing a `TextStyle` configuration object to the Text Game Objects `setStyle` method, it would ignore any `metrics` data it may contain and reset it back to the defaults. It will now respect the `metrics` config and use it, if present. Fix #6149 (thanks @michalfialadev)
## Text Game Object Bug Fixes
* The `Text.advancedWordWrap` function would incorrectly merge the current and next lines when wrapping words with carriage-returns in. Fix #6187 (thanks @Ariorh1337 @robinheidrich)
* When using RTL (right-to-left) `Text` Game Objects, the Text would vanish on iOS15+ if you changed the text or font style. The context RTL properties are now restored when the text is updated, fixing this issue. Fix #6121 (thanks @liorGameDev)
* `Text` with RTL enabled wouldn't factor in the left / right padding correctly, causing the text to be cut off. It will now account for padding in the line width calculations. Fix #5830 (thanks @rexrainbow)
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Texture Manager New Features
* `TextureManager.silentWarnings` is a new boolean property that, when set, will prevent the Texture Manager from emiting any warnings or errors to the console in the case of missing texture keys or invalid texture access. The default is to display these warnings, this flag toggles that.
* `TextureManager.parseFrame` is a new method that will return a Texture Frame instance from the given argument, which can be a string, array, object or Texture instance.
* All of the following Texture Manager methods will now allow you to pass in a Phaser Texture as the `source` parameter: `addSpriteSheet`, `addAtlas`, `addAtlasJSONArray`, `addAtlasJSONHash`, `addAtlasXML` and `addAtlasUnity`. This allows you to add sprite sheet or atlas data to existing textures, or textures that came from external sources, such as SVG files, canvas elements or Dynamic Textures.
* `Textures.Events.ADD_KEY` is a new event dispatched by the Texture Manager when a texture with the given key is added, allowing you to listen for the addition of a specific texture (thanks @samme)
* `Textures.Events.REMOVE_KEY` is a new event dispatched by the Texture Manager when a texture with the given key is removed, allowing you to listen for the removal of a specific texture (thanks @samme)
## Texture Manager Updates
* `Texture.has` will now return a strict boolean, rather than an object that can be cooerced into a boolean (thanks @samme)
* The `CanvasTexture.draw` method has a new optional parameter `update` which allows you to control if the internal ImageData is recalculated, or not (thanks @samme)
* The `CanvasTexture.drawFrame` method has a new optional parameter `update` which allows you to control if the internal ImageData is recalculated, or not (thanks @samme)
* The `CanvasTexture.clear` method has a new optional parameter `update` which allows you to control if the internal ImageData is recalculated, or not (thanks @samme)
* The `TextureManager.get` method can now accept a `Frame` instance as its parameter, which will return the frames parent Texture.
* The `GameObject.setFrame` method can now accept a `Frame` instance as its parameter, which will also automatically update the Texture the Game Object is using.
* When you try to use a frame that is missing on the Texture, it will now give the key of the Texture in the console warning (thanks @samme)
* The JSON Hash and Array Texture Parsers will now throw a console.warn if the JSON is invalid and contains identically named frames.
* A Texture `ScaleMode` will now override the Game Config `antialias` setting under the Canvas Renderer, where-as before if `antialias` was `true` then it would ignore the scale mode of the texture (thanks @Cirras)
* The temporary canvas created in `CanvasFeatures` for the `checkInverseAlpha` test is now removed from the CanvasPool after use.
* The `CanvasFeatures` tests and the TextureManager `_tempContext` now specify the `{ willReadFrequently: true }` hint to inform the browser the canvas is to be read from, not composited.
* When calling `TextureManager.getTextureKeys` it will now exclude the default `__WHITE` texture from the results (thanks @samme)
* The `Texture.destroy` method will only destroy sources, dataSources and frames if they exist, protecting against previously destroyed instances.
## Texture Manager Bug Fixes
* The `SpriteSheetFromAtlas` parser was using the incorrect `sourceIndex` to grab frames from a given texture. This caused a crash whenever a trimmed spritesheet was added from any multiatlas image other than the first (thanks @Bambosh)
* The `endFrame` and `startFrame` properties of the `SpriteSheet` parser wouldn't correctly apply themselves, the Texture would still end up with all of the frames. It will now start at the given `startFrame` so that is frame zero and end at `endFrame`, regardless how many other frames are in the sheet.
---------------------------------------
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Tilemap New Features
* The `Tilemap` and `TilemapLayer` classes have a new method `getTileCorners`. This method will return an array of Vector2s with each entry corresponding to the corners of the requested tile, in world space. This currently works for Orthographic and Hexagonal tilemaps.
* You can now control the drawing offset of tiles in a Tileset using the new optional property `Tileset.tileOffset` (which is a Vector2). This property is set automatically when Tiled data is parsed and found to contain it. Fix #5633 (thanks @moJiXiang @kainage)
* The `Tilemap.createFromObjects` method has been overhauled to support typed tiles from the Tiled Map Editor (https://doc.mapeditor.org/en/stable/manual/custom-properties/#typed-tiles). It will now also examine the Tileset to inherit properties based on the tile gid. It will also now attempt to use the same texture and frame as Tiled when creating the object (thanks @lackhand)
* Experimental feature: The `TilemapLayer` now has the `Mask` component - meaning you can apply a mask to tilemaps (thanks @samme)
* `TilemapLayer.setTint` is a new method that allows you to set the tint color of all tiles in the given area, optionally based on the filtering search options. This is a WebGL only feature.
* The Hexagonal Tilemap system now supports all 4 different types of layout as offered by Tiled: `staggeraxis-y + staggerindex-odd`, `staggeraxis-x + staggerindex-odd`, `staggeraxis-y + staggerindex-even` and `staggeraxis-x, staggerindex-even` (thanks @rexrainbow)
## Tilemap Updates
* `Tilemap.getLayerIndex` will now return `null` if a given TilemapLayer instance doesn't belong to the Tilemap or has been destroyed.
* `Tilemap.addTilesetImage` has a new optional parameter `tileOffset` which, if given, controls the rendering offset of the tiles. This was always available on the Tileset itself, but not from this function (thanks @imothee)
* The `MatterTileBody` class, which is created when you convert a Tilemap into a Matter Physics world, will now check to see if the Tile has `flipX` or `flipY` set on it and rotate the body accordingly. Fix #5893 (thanks @Olliebrown @phaserhelp)
* Removed the `HexagonalTileToWorldY` function as it cannot work without an X coordinate. Use `HexagonalTileToWorldXY` instead.
* Removed the `HexagonalWorldToTileY` function as it cannot work without an X coordinate. Use `HexagonalWorldToTileXY` instead.
* `TileMap.createBlankDynamicLayer` has now been removed as it was deprecated in 3.50.
* `TileMap.createDynamicLayer` has now been removed as it was deprecated in 3.50.
* `TileMap.createStaticLayer` has now been removed as it was deprecated in 3.50.
## Tilemap Bug Fixes
* `Matter.convertTilemapLayers` had an edge-case which could create composite bodies unintentionally. If any tiles had multiple colliders and you were providing body creation options, the `parts` property in the options would be modified and then concatenated with any bodies created after it. This could mean that some tiles would be combined when they shouldn't be, and on large maps would eventually hang once the convex hull got too big / complex. It now runs a copy on the object before using it (thanks @EddieCameron)
* The `TilemapLayer.skipCull` feature wasn't being applied correctly for Isometric, Hexagonal or Staggered tiles, only for Orthographic tiles (the default). It will now respect the `skipCull` property and return all tiles during culling if enabled. Fix #5524 (thanks @veleek)
* Recoded the point conversion math in the `HexagonalTileToWorldXY` function as it was incorrect. Now returns world coordinates correctly.
* `Tilemap.copy` would error if you copied a block of tiles over itself, even partially, as it tried to copy already replaced tiles as part of the function. It will now copy correctly, regardless of source or destination areas. Fix #6188 (thanks @Arkyris)
* `Tile.copy` will now use the `DeepCopy` function to copy the `Tile.properties` object, as otherwise it just gets copied by reference.
* Recoded the point conversion math in the `HexagonalWorldToTileXY` function as it was incorrect. Now detects any dimension hexagon correctly. Fix #5608 (thanks @stonerich)
* Fixed the point conversion math in the `IsometricWorldToTileXY` function and added optional boolean property that allows the setting of the tile origin to the top or base. Fix #5781 (thanks @benjamin-wilson)
* Calling `Tilemap.worldToTileX` or `worldToTileY` on a Isometric or Hexagonal Tilemap will now always return `null` instead of doing nothing, as you cannot convert to a tile index using just one coordinate for these map types, you should use `worldToTileXY` instead.
* The `Tilemap.destroyLayer` method would throw an error "TypeError: layer.destroy is not a function". It now correctly destroys the TilemapLayer. Fix #6268 (thanks @samme)
* `MapData` and `ObjectLayer` will now enforce that the `Tilemap.objects` property is always an array. Sometimes Tiled willl set it to be a blank object in the JSON data. This fix makes sure it is always an array. Fix #6139 (thanks @robbeman)
* The `ParseJSONTiled` function will now run a `DeepCopy` on the source Tiled JSON, which prevents object mutation, fixing an issue where Tiled Object Layer names would be duplicated if used across multiple Tilemap instances. Fix #6212 (thanks @temajm @wahur666)
* The `Tilemap.createFromObjects` method will now correctly place both tiles and other objects. Previously, it made the assumption that the origin was 0x1 for all objects, but Tiled only uses this for tiles and uses 0x0 for its other objects. It now handles both. Fix #5789 (thanks @samme)
* The `Tilemap.tileToWorldY` method incorrectly had the parameter `tileX`. It will worked, but didn't make sense. It is now `tileY` (thanks @mayacoda)
* The `Tilemap.convertTilemapLayer` method would fail for _isometric tilemaps_ by not setting the physic body alignment properly. It will now call `getBounds` correctly, allowing for use on non-orthagonal maps. Fix #5764 (thanks @mayacoda)
* The `ParseTileLayers` function has been updated so that it no longer breaks when using a Tiled infinite map with empty chunks (thanks @jonnytest1)
* The `PutTileAt` function will now set the Tile dimensions from the source Tileset, fixing size related issues when placing tiles manually. Fix #5644 (thanks @moJiXiang @stuffisthings)
* The new `Tileset.tileOffset` property fixes an issue with drawing isometric tiles when an offset had been defined in the map data (thanks @moJiXiang)
* The `Tilemaps.Tile.getBounds` method would take a `camera` parameter but then not pass it to the methods called internally, thus ignoring it. It now factors the camera into the returned Rectangle.
* `Tilemap.createFromObjects` has had the rendering of Tiled object layers on isometric maps fixed. Objects contained in object layers generated by Tiled use orthogonal positioning even when the map is isometric and this update accounts for that (thanks @lfarroco)
* The `TilemapLayer.getTilesWithinShape` method would not return valid results when used with a Line geometry object. Fix #5640 (thanks @hrecker @samme)
* When creating a `MatterTileBody` from an isometric tile the tiles top value would be incorrect. The `getTop` method has been fixed to address this (thanks @adamazmil)
---------------------------------------
Return to the [Change Log index](CHANGELOG-v3.60.md).
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## New Feature - Timeline Class
![Timeline Class](images/timeline.png)
Phaser 3.60 has a new Timeline Class which allows for fine-grained control of sequenced events. Previously in 3.55 the Timeline was part of the Tween system and it never quite worked as intended. In 3.60 it has been removed from Tweens entirely, replaced with the much more solid and reliable Tween Chains and Timeline has now becomes its own first-class citizen within Phaser. It allows you to sequence _any_ event you like, not just tweens.
A Timeline is a way to schedule events to happen at specific times in the future. You can think of it as an event sequencer for your game, allowing you to schedule the running of callbacks, events and other actions at specific times in the future.
A Timeline is a Scene level system, meaning you can have as many Timelines as you like, each belonging to a different Scene. You can also have multiple Timelines running at the same time.
If the Scene is paused, the Timeline will also pause. If the Scene is destroyed, the Timeline will be automatically destroyed. However, you can control the Timeline directly, pausing, resuming and stopping it at any time.
Create an instance of a Timeline via the Game Object Factory:
```js
const timeline = this.add.timeline();
```
The Timeline always starts paused. You must call `play` on it to start it running.
You can also pass in a configuration object on creation, or an array of them:
```js
const timeline = this.add.timeline({
at: 1000,
run: () => {
this.add.sprite(400, 300, 'logo');
}
});
timeline.play();
```
In this example we sequence a few different events:
```js
const timeline = this.add.timeline([
{
at: 1000,
run: () => { this.logo = this.add.sprite(400, 300, 'logo'); },
sound: 'TitleMusic'
},
{
at: 2500,
tween: {
targets: this.logo,
y: 600,
yoyo: true
},
sound: 'Explode'
},
{
at: 8000,
event: 'HURRY_PLAYER',
target: this.background,
set: {
tint: 0xff0000
}
}
]);
timeline.play();
```
There are lots of options available to you via the configuration object. See the `TimelineEventConfig` typedef for more details.
---------------------------------------
Return to the [Change Log index](CHANGELOG-v3.60.md).
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## TimeStep New Features
* You can now enforce an FPS rate on your game by setting the `fps: { limit: 30 }` value in your game config. In this case, it will set an fps rate of 30. This forces Phaser to not run the game step more than 30 times per second (or whatever value you set) and works for both Request Animation Frame and SetTimeOut.
* `TimeStep._limitRate` is a new internal private property allowing the Timestep to keep track of fps-limited steps.
* `TimeStep.hasFpsLimit` is a new internal boolean so the Timestep knows if the step is fps rate limited, or not.
* There is now a `TimeStep.step` method and `TimeStep.setLimitFPS` method. Which one is called depends on if you have fps limited your game, or not. This switch is made internally, automatically.
* `TimeStep.smoothDelta` is a new method that encapsulates the delta smoothing.
* `TimeStep.updateFPS` is a new method that calculates the moving frame rate average.
## TimeStep Updates
* `TimeStep.wake` will now automatically reset the fps limits and internal update counters.
* `TimeStep.destroy` will now call `RequestAnimationFrame.destroy`, properly cleaning it down.
* `RequestAnimationFrame.step` will now no longer call `requestAnimationFrame` if `isRunning` has been set to `false` (via the `stop` method)
* The `TimeStep` no longer calculates or passes the `interpolation` value to Game.step as it was removed several versions ago, so is redundant.
* The `RequestAnimationFrame.tick` property has been removed as it's no longer used internally.
* The `RequestAnimationFrame.lastTime` property has been removed as it's no longer used internally.
* The `RequestAnimationFrame` class no longer calculates the tick or lastTime values and doesn't call `performance.now` as these values were never used internally and were not used by the receiving callback either.
* The `RequestAnimationFrame.target` property has been renamed to `delay` to better describe what it does.
* The TimeStep would always allocate 1 more entry than the `deltaSmoothingMax` value set in the game config. This is now clamped correctly (thanks @vzhou842)
## TimeStep Bug Fixes
* When forcing a game to use `setTimeout` and then sending the game to sleep, it would accidentally restart by using Request Animation Frame instead (thanks @andymikulski)
## Clock and Timer Event Updates
* The default callback context of the `TimerEvent` has changed to be the `TimerEvent` instance itself, rather than the context (thanks @samme)
* `Time.Clock.startTime` is a new property that stores the time the Clock (and therefore the Scene) was started. This can be useful for comparing against the current time to see how much real world time has elapsed (thanks @samme)
## Clock and Timer Event Bug Fixes
* If you create a repeating or looping `TimerEvent` with a `delay` of zero it will now throw a runtime error as it would lead to an infinite loop. Fix #6225 (thanks @JernejHabjan)
* Timers with very short delays (i.e. 1ms) would only run the callback at the speed of the frame update. It will now try and match the timer rate by iterating the calls per frame. Fix #5863 (thanks @rexrainbow)
* Calling `TimerEvent.reset` in the Timer callback would cause the timer to be added to the Clock's pending removal and insertion lists together, throwing an error. It will now not add to pending removal if the timer was reset. Fix #5887 (thanks @rexrainbow)
---------------------------------------
Return to the [Change Log index](CHANGELOG-v3.60.md).
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## New Feature - New Tween Manager
![Tween Manager](images/tweens.png)
TODO - TweenData to class
TODO - TweenData and Tween State methods
TODO - CONST removals
The Phaser 3.60 Tween system has been rewritten to help with performance, resolve some of its lingering issues and unifies the Tween events and callbacks.
The following are breaking changes:
* Tween Timelines have been removed entirely. Due to the way they were implemented they tended to cause a range of esoteric timing bugs which were non-trivial to resolve. To that end, we made the decision to remove Timelines entirely and introduced the ability to chain tweens together using the new `chain` method. This should give most developers the same level of sequencing they had using Timelines, without the timing issues.
* The `Tween.seek` method used to take a value between 0 and 1, based on how far through the Tween you wished to seek. However, it did not work with infinitely looping or repeating Tweens and would crash the browser tab. The new `seek` method takes a value in milliseconds instead and works perfectly on infinite Tweens.
* When creating a Tween, you can no longer pass a function for the following properties: `duration`, `hold`, `repeat` and `repeatDelay`. These should be numbers only. You can, however, still provide a function for `delay`, to keep it compatible with the StaggerBuilder.
* The `TweenManager#getAllTweens` method has been renamed to `TweenManager#getTweens`. Functionally, it is the same.
* The property and feature `Tween.useFrames` has been removed and is no longer a valid Tween Config option. Tweens are now entirely millisecond based.
* The `TweenOnUpdateCallback` now has the following parameters: `tween`, `targets`, `key` (the property being tweened), `current` (the current value of the property), `previous` (the previous value of the property) and finally any of the params that were passed in the `onUpdateParams` array when the Tween was created.
* The `TweenOnYoyoCallback` now has the following parameters: `tween`, `targets`, `key` (the property being tweened), `current` (the current value of the property), `previous` (the previous value of the property) and finally any of the params that were passed in the `onYoyoParams` array when the Tween was created.
* The `TweenOnRepeatCallback` now has the following parameters: `tween`, `targets`, `key` (the property being tweened), `current` (the current value of the property), `previous` (the previous value of the property) and finally any of the params that were passed in the `onRepeatParams` array when the Tween was created.
* `Tween.stop` has had the `resetTo` parameter removed from it. Calling `stop` on a Tween will now prepare the tween for immediate destruction. If you only wish to pause the tween, see `Tween.pause` instead.
* Tweens will now be automatically destroyed by the Tween Manager upon completion. This helps massively in reducing stale references and memory consumption. However, if you require your Tween to live-on, even after playback, then you can now specify a new `persist` boolean flag when creating it, or toggle the `Tween.persist` property before playback. This will force the Tween to _not_ be destroyed by the Tween Manager, allowing you to replay it at any later point. The trade-off is that _you_ are now entirely responsible for destroying the Tween when you are finished with it, in order to free-up resources.
* All of the 'Scope' tween configuration callback properties have been removed, including `onActiveScope`, `onCompleteScope`, `onLoopScope`, `onPauseScope`, `onRepeatScope`, `onResumeScope`, `onStartScope`, `onStopScope`, `onUpdateScope` and `onYoyoScope`. You should set the `callbackScope` property instead, which will globally set the scope for all callbacks. You can also set the `Tween.callbackScope` property.
The following are to do with the new Chained Tweens feature:
* `TweenManager.chain` - TODO
* `Tween.getChainedTweens` is a new method that will return all of the tweens in a chained sequence, starting from the point of the Tween this is called on.
* `TweenManager.getChainedTweens(tween)` is a new method that will return all of the tweens in a chained sequence, starting from the given tween.
* You can now specify a target property as 'random' to have the Tween pick a random float between two given values, for example: `alpha: 'random(0.25, 0.75)'`. If you wish to force it to select a random integer, use 'int' instead: `x: 'int(300, 600)'`.
The following are further updates within the Tween system:
* `TweenManager.add` and `TweenManager.create` can now optionally take an array of Tween Configuration objects. Each Tween will be created, added to the Tween Manager and then returned in an array. You can still pass in a single config if you wish.
* `Tween.pause` is a new method that allows you to pause a Tween. This will emit the PAUSE event and, if set, fire the `onPause` callback.
* `Tween.resume` is a new method that allows you to resume a paused Tween. This will emit the RESUME event and, if set, fire the `onResume` callback.
* There is a new `TweenOnPauseCallback` available when creating a Tween (via the `onPause` property). This comes with associated `onPauseParams` and `onPauseScope` properties, too, like all other callbacks and can also be added via the `Tween.setCallbacks` method. This callback is invoked if you pause the Tween.
* There is a new `TweenOnResumeCallback` available when creating a Tween (via the `onResume` property). This comes with associated `onResumeParams` and `onResumeScope` properties, too, like all other callbacks and can also be added via the `Tween.setCallbacks` method. This callback is invoked if you resume a previously paused Tween.
* The property value of a Tween can now be an array, i.e. `x: [ 100, 300, 200, 600 ]` in which case the Tween will use interpolation to determine the value.
* You can now specify an `interpolation` property in the Tween config to set which interpolation method the Tween will use if an array of numeric values have been given as the tween value. Valid values includes `linear`, `bezier` and `catmull` (or `catmullrom`), or you can provide your own function to use.
* You can now specify a `scale` property in a Tween config and, if the target _does not_ have a `scale` property itself (i.e. a GameObject) then it will automatically apply the value to both `scaleX` and `scaleY` together during the tween. This is a nice short-cut way to tween the scale of Game Objects by only specifying one property, instead of two.
* `killTweensOf(targets)` now supports deeply-nested arrays of items as the `target` parameter. Fix #6016 (thanks @michalfialadev)
* `killTweensOf(target)` did not stop target tweens if called immediately after tween creation. Fix #6173 (thanks @michalfialadev)
* It wasn't possible to resume a Tween that was immediately paused after creation. Fix #6169 (thanks @trynx)
* Calling `Tween.setCallback()` without specifying the `params` argument would cause an error invoking the callback params. This parameter is now fully optional. Fix #6047 (thanks @orcomarcio)
* Calling `Tween.play` immediately after creating a tween with `paused: true` in the config wouldn't start playback. Fix #6005 (thanks @MartinEyebab)
* Fixed an issue where neither Tweens or Timelines would factor in the Tween Manager `timeScale` value unless they were using frame-based timing instead of delta timing.
* The first parameter to `Tween.seek`, `toPosition` now defaults to zero. Previously, you had to specify a value.
* The `TweenBuilder` now uses the new `GetInterpolationFunction` function internally.
* The `TweenBuilder` has been optimized to perform far less functions when creating the TweenData instances.
* The keyword `interpolation` has been added to the Reserved Words list and Defaults list (it defaults to `null`).
* The keyword `persist` has been added to the Reserved Words list and Defaults list (it defaults to `false`).
* `Tween.initTweenData` is a new method that handles the initialisation of all the Tween Data and Tween values. This replaces what took place in the `init` and `seek` methods previously. This is called automatically and should not usually be invoked directly.
* The internal `Tween.calcDuration` method has been removed. This is now handled as part of the `initTweenData` call.
* Fixed a bug where setting `repeat` and `hold` would cause the Tween to include one final hold before marking itself as complete. It now completes as soon as the final repeat concludes, not after an addition hold.
* `TweenManager.reset` is a new method that will take a tween, remove it from all internal arrays, then seek it back to its start and set it as being active.
* `dispatchTweenEvent` would overwrite one of the callback's parameters. This fix ensures that `Tween.setCallback` now works consistently. Fix #5753 (thanks @andrei-pmbcn @samme)
* Calling `Tween.reset` when a tween was in a state of `PENDING_REMOVE` would cause it to fail to restart. It now restarts fully. Fix #4793 (thanks @spayton)
* The default `Tween._pausedState` has changed from `INIT` to `PENDING_ADD`. This fixes a bug where if you called `Tween.play` immediately after creating it, it would force the tween to freeze. Fix #5454 (thanks @michal-bures)
* Calling `Tween.stop(0)` would run for an additional delta before stopping, causing the Tween to not be truly 100% "reset". Fix #5986 (thanks @Mesonyx)
---------------------------------------
Return to the [Change Log index](CHANGELOG-v3.60.md).
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## Utils New Features
* `Utils.Array.Flatten` is a new function that will return a flattened version of an array, regardless of how deeply-nested it is.
* `ProcessQueue.isActive` is a new method that tests if the given object is in the active list, or not.
* `ProcessQueue.isPending` is a new method that tests if the given object is in the pending insertion list, or not.
* `ProcessQueue.isDestroying` is a new method that tests if the given object is pending destruction, or not.
* `ProcessQueue.add` will no longer place the item into the pending list if it's already active or pending.
* `ProcessQueue.remove` will check if the item is in the pending list, and simply remove it, rather than destroying it.
## Math New Features
* `Math.LinearXY` is a new function that will interpolate between 2 given Vector2s and return a new Vector2 as a result (thanks @GregDevProjects)
* `Vector2.project` is a new method that will project the vector onto the given vector (thanks @samme)
## Utils Updates
* Previously, an Array Matrix would enforce it had more than 2 rows. This restriction has been removed, allowing you to define and rotate single-row array matrices (thanks @andriibarvynko)
* The `GetValue` function has a new optional parameter `altSource` which allows you to provide an alternative object to source the value from.
## Utils Bug Fixes
* The `Utils.Array.SafeRange` function would exclude valid certain ranges. Fix #5979 (thanks @ksritharan)
* Fixed issue in `Utils.Objects.GetValue` where it would return an incorrect result if a `source` and `altSource` were provided that didn't match in structure. Fix #5952 (thanks @rexrainbow)
## Actions Bug Fixes
* The `tempZone` used by `GridAlign` has now had `setOrigin(0, 0)` applied to it. This leads to more accurate / expected zone placement when aligning grid items.
* The `Actions.Spread` method will now place the final item correctly and abort early if the array only contains 1 or 0 items (thanks @EmilSV)
---------------------------------------
Return to the [Change Log index](CHANGELOG-v3.60.md).
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## New Feature - Video Game Object
The Video Game Object has been fully recoded in v3.60. Previously, it had issues with RTC streams, switching tabs and preloading too many files at once. We took a good look at the state of video playback in browsers today and decided to re-write the Video Game Object from the ground up, using the new Request Video Frame API. This has resulted in a much more reliable and stable Video Game Object.
![Video Game Object](images/videogameobject.png)
* The Video Game Object now has a much better method of handling user-interaction unlocking. We can detect for input locking by seeing if the Play Promise fails. If it does, we use the `retryInterval` and then try to play the video again. This continues until input is unlocked. This can happen via a tap, click or key press. The Video Game Object itself never needs to listen for this, it just needs to wait for a success Play Promise resolution.
* Use the new `VIDEO_LOCKED` event to know if the video is playback locked due to needing input.
* Previously, the Video Game Object would use the `preUpdate` method to check how far along the video was and then update the source texture. This is now all handled by the Request Video Frame callback, which is only invoked when a video frame is ready. This makes the Video Game Object much more efficient as it will only ever update the source texture when a new frame is decoded by the browser.
* The `VideoFile` Loader File Type now does nothing more than inject a simple small object to the Video Cache. Previously, it would create a Video DOM Element, try to load it as a blob and all kinds of other things. This lead to lots of errors, especially when loading multiple videos at the same time (as the browser would run out of Video elements to use). Under v3.60 each Video Game Object is responsible for its own unique Video DOM element, allowing for much better control and reliability.
* The Loading and Playback callbacks have been split up properly. So the Video Game Object now only creates the loading ones during the load phase, then removes them again. This fixed a number of issues with the video restarting after a tab switch, for example.
* The new `VIDEO_PLAYING` event allows you to listen for the video playback and restarts, especially after lack of data.
* The new `VIDEO_STALLED` event allows you to know when the browser has stalled playback.
* The new `VIDEO_TEXTURE` event allows you to know when the Video Game Object has received its first frame data and created a texture from it.
* The new `VIDEO_UNSUPPORTED` event allows you to know when the Video Game Object has been asked to play a video file that the browser doesn't support (handy for testing if a browser can play WebM for example).
* `Video.loadURL` has a new optional parameter `crossOrigin`. This allows you to specify a cross origin request type when loading the video cross-domain (thanks @rmartell)
* The `Video` config will now detect for `x-m4v` playback support for video formats and store it in the `Video.m4v` property. This is used automatically by the `VideoFile` file loader. Fix #5719 (thanks @patrickkeenan)
## Video Game Object Breaking Changes
* There `loadEvent` parameter when loading a video has been removed.
* There 'asBlob' parameter when loading a video has been removed.
As a result, all methods in the Video class that previously had these in the parameters have been updated to remove them.
You also no longer need to specify them when loading a video:
```js
// Previously you had to do this. Note the 5 paramters:
this.load.video('wormhole', 'wormhole.mp4', 'loadeddata', false, true);
// Now, you just specify the key, URL and the 'noAudio' boolean:
this.load.video('wormhole', 'wormhole.mp4', true);
```
* `Video.retryInterval` has changed use. It's now the number of milliseconds to wait before retrying calling `video.play` (i.e. when polling for video unlock)
* `Video.retry` used to hold the current retry attempt. It now holds the elapsed delta time between playback attempts.
* `Video.retryLimit` has been removed.
* The `Video.loadMediaStream` method no longer has the `loadEvent` parameter, and has gained the optional `crossOrigin` parameter.
* The `Video.loadURL` method no longer has the `loadEvent` parameter. It can now also take an array of URLs as the first parameter.
* The `Video.play` method will now create a Request Video Frame callback and a Video.Play promise to handle load success and error.
* The `Video.playHandler` method has been removed.
* `Video.playingHandler` is a new method that specifically handles the `playing` event.
* `Video.legacyPlayHandler` is a new method that specifically handles the `playing` event for legacy browsers that don't support Promises.
* The `Video.saveTexture` method is now asynchronous. Listen for the new `VIDEO_TEXTURE` event to know when the video texture is ready.
* `Video.pause` is a new method that will pause a playing video.
* `Video.resume` is a new method that will resume a paused video.
* The `Video.timeUpdateHandler` method has been removed.
* The `Video.updateTextyre` method has been removed, this is now handled by the Request Animation Frame callback.
* The `VIDEO_TIMEOUT` event has been removed.
* The `Video.removeVideoElementOnDestroy` property has been removed. The Video Element is now always removed when the Video Game Object is destroyed.
### Video Game Object New Methods
* `Video.load` is a new method that loads a video from the Video Cache, ready for playback with the `Video.play` method.
* `Video.addLoadEventHandlers` is a new method that adds the loader specific event handlers to the video element.
* `Video.removeLoadEventHandlers` is a new method that removes the loader specific event handlers from the video element.
* `Video.addEventHandlers` is a new method that adds the playback specific event handlers to the video element.
* `Video.removeEventHandlers` is a new method that removes the playback specific event handlers to the video element.
* `Video.createPlayPromise` is a new method that creates a Promise that will resolve when the video is playing, or reject if it fails to play.
* `Video.playSuccess` is a new internal method that is called automatically if the playback Promise resolves.
* `Video.playError` is a new internal method that is called automatically if the playback Promise errors.
* `Video.stalledHandler` is a new method that is called if a video stalls, for whatever reason.
### Video Game Object New Properties
* `Video.frameReady` is a new property that lets you know if the texture has been created and populated with the first frame of the video, or not.
* `Video.isStalled` is a new read-only property that lets you know if the video is currently stalled or not. This is useful for detecting if the video is buffering or not.
* `Video.failedPlayAttempts` is a new read-only property that lets you know how many times the video has failed to play.
* `Video.metadata` is a new property that contains the VideoFrameCallbackMetadata object, as populated by the Request Video Frame callback.
* `Video.cacheKey` is a new property that contains the key of the curreng video if it came from the Video Cache, otherwise it's empty.
* `Video.isSeeking` is a new read-only property that lets you know if the video is currently seeking or not.
## Video Game Object Bug Fixes
* Video RTC was not reliably working. Fix #6130 (thanks @mshopf)
* If you switched tabs, then return to your game, a completed video would start playing again. It now remains stopped. Fix #5873 (thanks @marcusx2)
* If you had multiple Video Game Objects all using the same video URL, they would conflict in some browsers and only one of the videos would play. They now all use their own unique Video element allowing for multiple playback of exact same video. Fix #5458 (thanks @rexrainbow)
* Often, but intermittently, the Video Game Object would fail emit the `VIDEO_COMPLETE` event. Using the new Request Video Frame approach and better callback handling, this should now be fixed. Fix #6192 (thanks @dino8890)
* The Loader would intermittently not finish loading a video file. This often happened if you queued too many videos at once. Under v3.60 Videos are no longer preloaded at all, instead the Video Game Object manages all of this, meaning this issue no longer happens. Fix #4910 (thanks @micsun-al)
* Calling `setDisplayOrigin` on a `Video` Game Object would cause the origins to be set to `NaN` if the Video was created without an asset key. It will now give Videos a default size, preventing this error, which is reset once a video is loaded. Fix #5560 (thanks @mattjennings)
* The `Video.loadURL` method wouldn't load the video or emit the `VIDEO_CREATED` event unless `noAudio` was specified. A load event handler has been added to resolve this (thanks @samme)
---------------------------------------
Return to the [Change Log index](CHANGELOG-v3.60.md).
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# Phaser 3.60.0 Change Log
Return to the [Change Log index](CHANGELOG-v3.60.md).
## WebGL Renderer Updates
Due to all of the changes with how WebGL texture batching works a lot of mostly internal methods and properties have been removed. This is the complete list:
* The `WebGLRenderer.currentActiveTexture` property has been removed.
* The `WebGLRenderer.startActiveTexture` property has been removed.
* The `WebGLRenderer.tempTextures` property has been removed.
* The `WebGLRenderer.textureZero` property has been removed.
* The `WebGLRenderer.normalTexture` property has been removed.
* The `WebGLRenderer.textueFlush` property has been removed.
* The `WebGLRenderer.isTextureClean` property has been removed.
* The `WebGLRenderer.setBlankTexture` method has been removed.
* The `WebGLRenderer.setTextureSource` method has been removed.
* The `WebGLRenderer.isNewNormalMap` method has been removed.
* The `WebGLRenderer.setTextureZero` method has been removed.
* The `WebGLRenderer.clearTextureZero` method has been removed.
* The `WebGLRenderer.setNormalMap` method has been removed.
* The `WebGLRenderer.clearNormalMap` method has been removed.
* The `WebGLRenderer.unbindTextures` method has been removed.
* The `WebGLRenderer.resetTextures` method has been removed.
* The `WebGLRenderer.setTexture2D` method has been removed.
* The `WebGLRenderer.pushFramebuffer` method has had the `resetTextures` argument removed.
* The `WebGLRenderer.setFramebuffer` method has had the `resetTextures` argument removed.
* The `WebGLRenderer.popFramebuffer` method has had the `resetTextures` argument removed.
* The `WebGLRenderer.deleteTexture` method has had the `reset` argument removed.
* The `Textures.TextureSource.glIndex` property has been removed.
* The `Textures.TextureSource.glIndexCounter` property has been removed.
Previously, `WebGLRenderer.whiteTexture` and `WebGLRenderer.blankTexture` had a data-type of `WebGLTexture` but they were actually `Phaser.Textures.Frame` instances. This has now been corrected and the two properties are now actually `WebGLTexture` instances, not Frames. If your code relies on this mistake being present, please adapt it.
* The `RenderTarget` class will now create a Framebuffer that includes a Depth Stencil Buffer attachment by default. Previously, it didn't. By attaching a stencil buffer it allows things like Geometry Masks to work in combination with Post FX and other Pipelines. Fix #5802 (thanks @mijinc0)
* When calling `PipelineManager.clear` and `rebind` it will now check if the vao extension is available, and if so, it'll bind a null vertex array. This helps clean-up from 3rd party libs that don't do this directly, such as ThreeJS.
* The `mipmapFilter` property in the Game Config now defaults to '' (an empty string) instead of 'LINEAR'. The WebGLRenderer has been updated so that it will no longer create mipmaps at all with a default config. This potential saves a lot of VRAM (if your game has a lot of power-of-two textures) where before it was creating mipmaps that may never have been used. However, you may notice scaling doesn't look as crisp as it did before if you were using this feature without knowing it. To get it back, just add `mipmapFilter: 'LINEAR'` to your game config. Remember, as this is WebGL1 it _only_ works with power-of-two sized textures.
* `WebGLPipeline.vertexAvailable` is a new method that returns the number of vertices that can be added to the current batch before it will trigger a flush.
* `UtilityPipeline.blitFrame` has a new optional boolean parameter `flipY` which, if set, will invert the source Render Target while drawing it to the destination Render Target.
* `WebGLPipeline.setBoolean` is a new method that allows you to set a boolean uniform on a shader.
* If the WebGL Renderer logs an error, it will now show the error string, or the code if not present in the error map (thanks @zpxp)
### Mobile Pipeline
* The Mobile Pipeline is a new pipeline that extends the Multi Tint pipeline, but uses customized shaders and a single-bound texture specifically for mobile GPUs. This should restore mobile performance back to the levels it was around v3.22, before Multi Tint improved it all for desktop at the expense of mobile.
* `shaders/Mobile.vert` and `shaders/Mobile.frag` are the two shaders used for the Mobile Pipeline.
* `PipelineManager#MOBILE_PIPELINE` is a new constant-style reference to the Mobile Pipeline instance.
* `autoMobilePipeline` is a new Game Configuration boolean that toggles if the Mobile Pipeline should be automatically deployed, or not. By default it is enabled, but you can set it to `false` to force use of the Multi Tint pipeline (or if you need more advanced conditions to check when to enable it)
* `defaultPipeline` is a new Game Configuration property that allows you to set the default Game Object Pipeline. This is set to Multi Tint as standard, but you can set it to your own pipeline from this value.
* `PipelineManager.default` is a new propery that is used by most Game Objects to determine which pipeline they will init with.
* `PipelineManager.setDefaultPipeline` is a new method that allows you to change the default Game Object pipeline. You could use this to allow for more fine-grained conditional control over when to use Multi or Mobile (or another pipeline)
* The `PipelineManager.boot` method is now passed the default pipeline and auto mobile setting from the Game Config.
### Multi Tint Pipeline
* The `batchLine` method in the Multi Pipeline will now check to see if the dxdy len is zero, and if so, it will abort drawing the line. This fixes issues on older Android devices, such as the Samsung Galaxy S6 or Kindle 7, where it would draw erroneous lines leading up to the top-left of the canvas under WebGL when rendering a stroked rounded rectangle. Fix #5429 (thanks @fkoch-tgm @sreadixl)
* The `Multi.frag` shader now uses a `highp` precision, or `mediump` if the device doesn't support it (thanks @arbassic)
* The `WebGL.Utils.checkShaderMax` function will no longer use a massive if/else glsl shader check and will instead rely on the value given in `gl.getParameter(gl.MAX_TEXTURE_IMAGE_UNITS)`.
* The internal WebGL Utils function `GenerateSrc` has been removed as it's no longer required internally.
* Previously, the Multi Tint methods `batchSprite`, `batchTexture`, `batchTextureFrame` and `batchFillRect` would all make heavy use of the `TransformMatrix.getXRound` and `getYRound` methods, which in turn called `getX` and `getY` and applied optional rounding to them. This is all now handled by one single function (`setQuad`) with no branching, meaning rendering one single sprite has cut down 16 function calls and 48 getters to just 1 function.
* The Multi Pipeline now uses `highp float` precision by default, instead of `mediump`. This fixes issues with strange blue 'spots' appearing under WebGL on some Android devices. Fix #5751 #5659 #5655 (thanks @actionmoon @DuncanPriebe @ddanushkin)
### Lights Pipeline
* The Light fragment shader will now use the `outTintEffect` attribute meaning the Light Pipeline will now correctly light both tinted and fill-tinted Game Objects. Fix #5452 (thanks @kainage)
* The Light Pipeline will now check to see if a Light2D enabled Game Object has a parent Container, or not, and factor the rotation and scale of this into the light calculation. Fix #6086 (thanks @irongaze)
* The Light Pipeline no longer creates up to `maxLights` copies of the Light shader on boot. Previously it would then pick which shader to use, based on the number of visible lights in the Scene. Now, the number of lights is passed to the shader and branches accordingly. This means rather than compiling _n_ shaders on boot, it now only ever needs to create one.
* You can now have no lights in a Scene, but the Scene will still be impacted by the ambient light. Previously, you always needed at least 1 light to trigger ambient light (thanks jstnldrs)
* The `Light.frag` shader now uses a new `uLightCount` uniform to know when to stop iterating through the max lights.
* The `LightPipeline.LIGHT_COUNT` constant has been removed as it's not used internally.
* The `LightPipeline` previous created a global level temporary vec2 for calculations. This is now part of the class as the new `tempVec2` property.
* You can now correctly loading a Sprite Sheet with a Normal Map. The `TextureManager.addSpriteSheet` method has been updated to take an optional `dataSource` parameter and the `SpriteSheetFile.addToCache` method has been rewritten to handle normal maps as well.
### Removed - Graphics Pipeline
The WebGL Graphics Pipeline has been removed. This pipeline wasn't used in v3.55, as all Graphics rendering is handled by the MultiTint pipeline, for better batching support. No Phaser Game Objects use the Graphics pipeline any longer, so to save space it has been removed and is no longer installed by the Pipeline Manager.
## Post Pipeline Updates
In order to add clarity in the codebase we have created a new `PostPipeline` Component and moved all of the relevant functions from the `Pipeline` component in to it. This leads to the following changes:
* `PostPipeline` is a new Game Object Component that is now inherited by all Game Objects that are capable of using it.
* Game Objects with the `PostPipeline` component now have a new property called `postPipelineData`. This object is used for storing Post Pipeline specific data in. Previously, both regular and post pipelines used the same `pipelineData` object, but this has now been split up for flexibility.
* The `Pipeline.resetPipeline` method no longer has its first `resetPostPipelines` argument. It now has just one argument `resetData` so please be aware of this if you call this function anywhere in your code.
* `PostPipeline.initPostPipeline` is a new method that should be called by any Game Object that supports Post Pipelines.
* The following Game Objects now have the new `PostPipeline` Component exclusively: `Container` and `Layer`.
* The `Text`, `TileSprite` and `RenderTexture` Game Objects would call the pre and post batch functions twice by mistake, potentially applying a post fx twice to them.
## Snapshot Updates
* The `Renderer.Snapshot.WebGL` function has had its first parameter changed from an `HTMLCanvasElement` to a `WebGLRenderingContext`. This is now passed in from the `snapshot` methods inside the WebGL Renderer. The change was made to allow it to work with WebGL2 custom contexts (thanks @andymikulski)
* `WebGLSnapshot` will now flip the pixels in the created Image element if the source was a framebuffer. This means grabbing a snapshot from a Dynamic or Render Texture will now correctly invert the pixels on the y axis for an Image. Grabbing from the game renderer will skip this.
* `WebGLRenderer.snapshotFramebuffer` and by extension, the snapshot methods in Dynamic Textures and Render Textures, has been updated to ensure that the width and height never exceed the framebuffer dimensions, or it'll cause a runtime error. The method `snapshotArea` has had this limitation removed as a result, allowing you to snapshot areas that are larger than the Canvas. Fix #5707 (thanks @teng-z)
* `WebGLSnapshot` and `CanvasSnapshot` will now Math.floor the width/height values to ensure no sub-pixel dimensions, which corrupts the resulting texture. Fix #6099 (thanks @orjandh)
## Context Loss Handling Updates
* The `CONTEXT_RESTORED` Game Event has been removed and the WebGL Renderer no longer listens for the `contextrestored` DOM event, or has a `contextRestoredHandler` method. This never actually worked properly, in any version of Phaser 3 - although the WebGLRenderer would be restored, none of the shaders, pipelines or textures were correctly re-created. If a context is now lost, Phaser will display an error in the console and all rendering will halt. It will no longer try to re-create the context, leading to masses of WebGL errors in the console. Instead, it will die gracefully and require a page reload.
* The `Text` and `TileSprite` Game Objects no longer listen for the `CONTEXT_RESTORED` event and have had their `onContextRestored` methods removed.
* The context restore event handler is now turned off when a Game Object is destroyed. This helps avoid memory leakage from Text and TileSprite Game Objects, especially if you consistently destroy and recreate your Game instance in a single-page app (thanks @rollinsafary-inomma @rexrainbow @samme)
## WebGL Shader New Features
* `WebGLShader.fragSrc` is a new property that holds the source of the fragment shader.
* `WebGLShader.vertSrc` is a new property that holds the source of the vertex shader.
* `WebGLShader#.createProgram` is a new method that will destroy and then re-create the shader program based on the given (or stored) vertex and fragment shader source.
* `WebGLShader.setBoolean` is a new method that allows you to set a boolean uniform on a shader.
---------------------------------------
Return to the [Change Log index](CHANGELOG-v3.60.md).
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