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Version: 2.4.6 - "Baerlon"

Released: 18th February 2016

Next Version: 2.4.7

Previous Version: 2.4.5



Change Log

2.4.6 is a point release that addresses 2 severe bugs, and should be used in place of 2.4.5 in all instances. The 2.4.5 change log appears after this one.

New Features

Added RandomDataGenerator.sign, which returns a -1 or 1 (thanks @taylankasap #2328)

Updates

StateManager.destroy now sets clearCache and clearWorld internally before clearing the current state, as otherwise they would have been left untouched, such as from Game.destroy (thanks @i-dimitrov #2138)

Bug Fixes

Groups now check for child.parent before calling removeFromHash (thanks @spayton #2323 #2338)

before calling (thanks @spayton #2323 #2338) BaseTexture.destroy wasn't correctly removing the texture from the BaseTextureCache if it was a cached CanvasPool entry (such as Text objects use), causing drawImage errors in Canvas mode, and just blank textures in WebGL (thanks @civet #2339)

Loader.getAudioURL and Loader.getVideoURL were hardened to support query string file URLs and still work with uri pairs and data/blobs.

New Features

You can use the new const Phaser.PENDING_ATLAS as the texture key for any sprite. Doing this then sets the key to be the frame argument (the frame is set to zero). This allows you to create sprites using load.image during development, and then change them to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS' and swapping it to be the key of the atlas data.

as the texture key for any sprite. Doing this then sets the key to be the argument (the frame is set to zero). This allows you to create sprites using during development, and then change them to use a Texture Atlas later in development by simply searching your code for 'PENDING_ATLAS' and swapping it to be the key of the atlas data. BitmapText.cleanText is a new method that will scan the given text and either remove or replace all characters that are not present in the font data.

ArcadePhysics.Body.onCeiling is a new complementary method to go with onFloor (thanks @yigitozdemir #1610)

Text.precalculateWordWrap allows you to run your text through the Text word wrap function, which is handy if you need to handle pagination on longer pieces of text (thanks @slashman #2277)

Sprite (and all Game Objects) have a new argument in their destroy method: destroyTexture . This boolean (which is false by default) controls if the BaseTexture of the Game Object should be destroyed or not. This is extremely useful in situations where you've got a lot of dynamic assets you no longer need, such as textures created from BitmapDatas. You must set the destroyTexture argument yourself. This can be done in a custom Game Object destroy method or as part of your state shutdown (#2261)

. This boolean (which is false by default) controls if the BaseTexture of the Game Object should be destroyed or not. This is extremely useful in situations where you've got a lot of dynamic assets you no longer need, such as textures created from BitmapDatas. You must set the argument yourself. This can be done in a custom Game Object destroy method or as part of your state shutdown (#2261) The Health Game Object component has a new method: setHealth which allows you to set the exact health amount. This is now used by the revive function.

which allows you to set the exact health amount. This is now used by the function. Text.useAdvancedWrap allows you to swap between the Basic and the Advanced word wrapping functions. In Advanced it will wrap long-words and condense and trim excess white space (thanks @soldoutactivist #1811)

The Grunt script has been updated to enhance the intro / outro and Pixi defaults. Pixi has been split into intro / outro and main blocks, so you can exclude its intro cleanly. The excludes are now bound, so if you exclude the Phaser UMD it will do the same for Pixi as well (thanks @spayton #2192)

ArcadePhysics.worldAngleToPointer will get the angle (in radians) between a display object and the pointer, taking all parent rotations into account (thanks @mattrick16 #2171)

There is new documentation on building Phaser for Webpack and a new custom build grunt option (thanks @deiga #2331)

Device.safariVersion now holds the major version of the Safari browser.

Device.edge is a boolean that is set if running under the Microsoft Edge browser.

Device.dolby is a boolean that is set if the browser can play EC-3 Dolby Digital Plus files

The Loader and SoundManager can now play Dolby Digital Plus files on supported devices.

Updates

TypeScript definitions fixes and updates (thanks @clark-stevenson @zimpy @iamfreee @milkey-mouse @juanmirod @danzel @staff0rd @sanchopancho13)

Docs typo fixes (thanks @zeterain @staff0rd @milkey-mouse @dick-clark @nlotz @s4wny @jonjanisch @Alaxe @cdelstad @tsphillips @rblopes @vrecluse)

Emitter methods at , explode , flow , kill , revive , setAlpha , setRotation , setScale , setSize , setXSpeed , setYSpeed and start now return the Emitter instance for better method chaining (thanks @samme #2308)

, , , , , , , , , , and now return the Emitter instance for better method chaining (thanks @samme #2308) Tilemap.hasTile will now return false if the Tile doesn't exist in the coordinates given (which can happen if the coordinates are out of bounds) (thanks @cy-ryo-fujiwara #2304)

if the Tile doesn't exist in the coordinates given (which can happen if the coordinates are out of bounds) (thanks @cy-ryo-fujiwara #2304) Update FrameData to check if both the numeric index was set and exists. Should fix Phaser Tiled integration as a result (thanks @Weedshaker #2298)

Loader.loadUpdate now gets one final call when the loading is complete (before it would end and then call loadComplete, but if you had a callback bound to loadUpdate you'd never get that final 100% load event). (thanks @nexiuhm @McFarts #2297 #2296)

The TypeScript definitions now have Phaser exported as a module in the header. This allows you to import / require the Phaser TypeScript defs (thanks @PixelWaffles #2255)

BitmapData.setHSL now accepts 0 as a valid parameter (thanks @FracturedShader #2209)

Force the usage of typescript 1.4.1 in the package.json so that the TypeScript defs with comments is rebuilt properly again (thanks @vulvulune #2198)

A tiny logic update in the StateManager (thanks @jaminscript #2151)

The Style object passed in to Phaser.Text is now cloned instead of referenced. This means you can adjust single Text instances without invaliding other Text objects using the same style object (thanks @asyncanup #2267)

Added a typescript section to the bower and npm configs to support tsd link (thanks @mjohnsonengr #2189 #2180)

(thanks @mjohnsonengr #2189 #2180) SoundManager.destroy now calls AudioContext.close (thanks @stoneman1 #2237)

Sound.onEndedHandler now sets Sound.currentTime to be Sound.durationMS (thanks @stoneman1 #2237)

BitmapData would always create a private _swapCanvas which was a clone of its main canvas used for advanced movement operations. This no longer happens. The swap canvas is created only as needed, by those functions that use it (specifically moveH and moveV ), meaning a BitmapData will now use half the amount of memory it used to, and you'll have half the amount of canvas DOM elements created (unless you make heavy use of the move functions).

which was a clone of its main canvas used for advanced movement operations. This no longer happens. The swap canvas is created only as needed, by those functions that use it (specifically and ), meaning a BitmapData will now use half the amount of memory it used to, and you'll have half the amount of canvas DOM elements created (unless you make heavy use of the move functions). Tweens with 'yoyo' set on them couldn't be re-used again because the start and end properties were left in a reversed state. When a yoyo tween ends it now restores the reversed values (thanks @SBCGames #2307)

The width and height values passed to the Game constructor are now passed through Math.floor first. This ensures you can never create a game width non-integer dimensions, which has all kinds of implications - from browser performance to breaking things like TileSprite rendering (#2262)

Tilemap.getObjectIndex has been removed as it didn't work correctly in most cases, and it's easier to just scan the Tilemap.objects object directly anyway (#2242)

GameObject.revive will now set the health amount to 100 instead of 1, bringing it in-line with the maxHealth default value.

default value. Moved the Sound.disconnect after the Sound.stop call in Web Audio (#2280)

BitmapData.drawGroup can now handle drawing Emitters and BitmapText objects that are part of the Group.

SoundManager.setTouchLock is no longer set if SoundManager.noAudio is true, or if the PhaserGlobal setting disableAudio is true (thanks @bcjordan #2206)

is true, or if the PhaserGlobal setting is true (thanks @bcjordan #2206) Loader.audiosprite is renamed to Loader.audioSprite (the old one still works for legacy reasons) (thanks @epaezrubio #2145)

EarCut now replaces PolyK, which fixes advanced Graphics mask triangulation issues such as #1941

Camera.checkBounds now takes the scale of the Camera into account (thanks @ForGorNorPor #2263)

InputHandler.consumePointerEvent has been removed, as it was never used internally anyway, so was misleading (thanks @GregoryAveryWeir #2227)

Events.onDragUpdate has a new 6th property fromStart which is a boolean. You can determine if the event was the result of the start of a drag movement or not by polling it (#2155)

which is a boolean. You can determine if the event was the result of the start of a drag movement or not by polling it (#2155) SinglePad.onDownCallback has been moved to the end of the method, so that DeviceButton.start is now called before the callback fires, meaning if you check the status of the button in the onDownCallback it will now be fully activated (thanks @suicidepills #2159)

The z property assigned to children of a Group now starts from zero instead of 1, this is an internal change mostly but if you relied on the z property for some reason then please be aware of this (thanks pantoninho)

Bug Fixes

Buttons (or any Sprites) that don't have a texture, but have children, would incorrectly render the children under WebGL due to the baseTexture.skipRender property (thanks @puzzud #2141)

TilemapParser accidentally redeclared i when parsing the ImageCollections which would cause an infinite loop (thanks DanHett)

when parsing the ImageCollections which would cause an infinite loop (thanks DanHett) BitmapData.update causes a snowballing memory leak under WebGL due to a Context.getImageData call. BitmapData.clear used to call update automatically but no longer does. This resolves the issue of the Debug class causing excessive memory build-up in Chrome. Firefox and IE were unaffected (thanks @kingjerod #2208)

Pausing a Sound that used a Marker for playback would fire the onMarkerComplete signal by mistake as well as stop the fadeTween. This Signal is now only dispatched if Sound.stop is called and the Sound isn't paused (thanks Corin)

signal by mistake as well as stop the fadeTween. This Signal is now only dispatched if Sound.stop is called and the Sound isn't paused (thanks Corin) BitmapText.text would throw an undefined Texture error if you used a character in your text string that didn't exist in the font data.

Animation.stop will now stop the named animation only if the name argument is passed and matches the currently running animation (thanks @samme #2299 #2301)

argument is passed and matches the currently running animation (thanks @samme #2299 #2301) TilemapParser accidentally redeclared i when parsing Tilemap Layers (thanks @ttencate and @aweber1 #2244 #2233 #2281)

when parsing Tilemap Layers (thanks @ttencate and @aweber1 #2244 #2233 #2281) Added removeAll to TweenManagers stub, so the call from the StageManager doesn't throw an error in a custom build (thanks @RetrocadeNet #2284)

to TweenManagers stub, so the call from the StageManager doesn't throw an error in a custom build (thanks @RetrocadeNet #2284) Loader.binary would return a success even if the xhr'd file returned a 404 or similar (thanks @milkey-mouse @mhstar89 #2251 #2250)

When loading audio or video from blob or data URIs, the local variable was replaced too soon, throwing errors in getAudioURL and getVideoURL (thanks @milkey-mouse @jackfreak #2236 #2234)

and (thanks @milkey-mouse @jackfreak #2236 #2234) Tween.hasStarted parameter was set to false when the tween was created, but not set again when the tween was stopped or ends. If Tween.start is used more than once the onStart callback is called only the first time (thanks @javivi91 #2199)

when the tween was created, but not set again when the tween was stopped or ends. If is used more than once the callback is called only the first time (thanks @javivi91 #2199) During a WebGL context loss the Phaser Cache was referencing the wrong local object (thanks @allenevans #2285)

The Video game object used an anonymous bound function for both the 'ended' and 'playing' event listeners, meaning that they were never removed properly (thanks @ramalhovfc #2303)

BitmapData.shiftHSL incorrectly used Math.limitValue, now updated to use Math.clamp (thanks @FracturedShader #2222)

The Loader was deleting the next waiting file from the queue if an asset pack was added after the load had started (thanks @tfelix #2203 #2204)

Specifying Phaser.ScaleManager.EXACT_FIT as the scaleMode in a game config object would fail to use the scale mode (thanks @06wj #2248)

BitmapText would crash if it tried to render a character that didn't exist in the font set. Any character that doesn't exist in the font set now renders a space character instead.

BitmapText would load and parse the kerning data from the font, but would never use it when rendering. The kerning values are now applied on rendering as well (thanks @veu #2165)

SinglePad.callbackContext is now set through addCallbacks method (thanks @puzzud #2161)

Both transparent and antialias were ignored if set to false in a Game configuration object, as the parseConfig method didn't check for falsey values (thanks @amadeus #2302)

and were ignored if set to in a Game configuration object, as the method didn't check for falsey values (thanks @amadeus #2302) GameObject.revive used to add the health amount given to the Game Object (via heal ) instead of setting it as the new health amount. It now calls setHealth instead, giving it the exact amount (thanks @netgfx #2231)

) instead of setting it as the new health amount. It now calls instead, giving it the exact amount (thanks @netgfx #2231) Group.add and Group.addAt would forget to remove the child from the hash of its previous Group if it had a physics body enabled, causing unbounded hash increase (thanks @strawlion @McIntozh #2232)

Fixed a really nasty bug in Chrome OS X where a ctrl + click (i.e. simulated right-click) on a trackpad would lock up the Pointer leftButton, causing future clicks to fail. This is now handled by way of a mouseout listener on the window object, sadly the only way to force a mouseup in Chrome (thanks @KyleU #2286)

ctrl + click is now only considered a right-click if event.buttons = 1, this should allow you to use ctrl as a key modifier on Windows (and any device with a multi-button mouse attached) and still use ctrl + click on OS X / trackpads for a right-click (thanks @yuvalsv #2167)

If the Mouse was over a Sprite and you then clicked it, it would dispatch another Over event. This is now surpressed if the Over event has already been dispatched previously (thanks @McFarts #2133)

InputHandler.pointerOver could fail to return anything in some instances, now always returns a boolean.

Tween.onLoop would be fired when a Tween repeated and Tween.onRepeat would be fired when a Tween looped. These are now reversed to fire correctly (thanks @vladkens #2024)

Text with lineSpacing set wouldn't apply the lineSpacing to the final line of text in the Text string, or to text with just single lines. This could lead to incorrect height calculations for further layout and unwanted padding at the bottom of Text objects (thanks @Lopdo #2137)

SpriteBatch incorrectly applied the PIXI SpriteBatch prototype over the top of Phaser.Group meaning that Sprites with animations wouldn't render correctly (thanks @qdrj #1951)

Color.updateColor would pass color.a to the getColor32 method without first putting the value into the range 0 - 255 (thanks @mainpsyhos #2327)

Pixi Updates

Please note that Phaser uses a custom build of Pixi and always has done. The following changes have been made to our custom build, not to Pixi in general.