Phaser v4.0.0 Release Candidate 5
Pre-release
Pre-release
·
96 commits
to v4.0.0
since this release
New Features
Maskfilter now supportsscaleFactorparameter, allowing the creation of scaled-down framebuffers. This can save memory in large games, but you must manage scaling logic yourself. Thanks to kimdanielarthur-cowlabs for developing the initial solution.Camerahas the new propertyisObjectInversion, used internally to support special transforms for filters.Shaderhas the new methodrenderImmediate, which makes it straightforward to userenderToTexturewhen the object is not part of a display list, or otherwise needs updating outside the regular render loop.
Improvements
- Drawing contexts, including filters, can now be larger than 4096 if the current device supports them. Thanks to kimdanielarthur-cowlabs for suggesting this.
- Balance rounded rectangle corners for smoothness on small corners while preventing excessive tesselation.
Fixes
PhysicsGroup.addandStaticPhysicsGroup.addwill now check to see if the incoming child already has a body of the wrong type, and if so, will destroy it so the new correct type can be assigned.Blockyfilter now has a minimum size of 1, which prevents the object from disappearing.TilemapGPULayernow takes the first tileset if it receives an array of tilesets (which is valid for Tilemaps but not for TilemapGPULayer). Thanks to ChrisCPI for the fix.- Filters now correctly transform the camera to focus objects with intricate transforms.
- Filters now correctly handle parent transforms when focusing to the game camera.
DynamicTexturemethodstartCapturenow handles nested parent transforms correctly. This is used inMask, so masks withinContainerobjects should behave correctly too.- Children of filtered
Container/Layerobjects are correctly added to the current camera'srenderList. This fixes an issue with input on overlapping interactive objects.