Phaser CE is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.
Phaser.GAMES
.PIXI.defaultRenderer
.PIXI.game
.false
to true
when the core game loop starts running and to false
when the game is destroyed.{ enableDebug: false }
in the game config or making a custom build of Phaser CE without the debug
module.isBooted
and isRunning
change to false
.@gm0nk, @timiyay
style
parameter.@noocsharp
style.fontProperties
when creating a Text object.|MÂÉQfjq_
.ellipse
, gid
, point
, polygon
, polyline
, properties
, rectangle
, template
, and text
have default values (false
or null
).properties
is an object, as in the Tiled JSON v1.1 format (#623).undefined
.style.fontProperties
when creating a Text game object or in Text#setStyle().style.testString
when creating a Text game object or in Text#setStyle().id
, from any object layer.search
argument is an array, e.g. ['type', 'enemy']
, it matches objects with that property name and value.search
argument is null
, it matches all objects in the layer.group
argument is null
, it doesn't add the created sprites to a group.@drfrankius, @photonstorm, @samme
The core game loop and timekeeping have been redone. Game timing should now work consistently at any device frame rate, for any desiredFps
, with forceSingleUpdate
on or off.
Animations, lifespan, particles, physics, timers, and tweens now all use the same delta time, represented by delta
and deltaTotal
. The delta is scaled by slowMotion
. There's no need to adjust desiredFps
to match slowMotion
now; they work independently. The delta size is clamped by deltaMax
, which can be controlled by desiredMinFps
as well.
Phaser.Game#forceSingleUpdate now switches between a variable-step or fixed-step game loop.
When forceSingleUpdate
is on (the default), the game makes one logic update and one render per animation frame received from the device. This is usually at 60Hz, but can be lower (33Hz) or higher (75Hz, 144Hz, 240Hz).
When forceSingleUpdate
is off, the game makes logic updates only at the rate given by desiredFps
(60Hz or 16.6ms by default). Depending on the desiredFps
value and the device frame rate, this will make zero, one, or several logic updates per animation frame. There is one render per animation frame only if at least one update was made or forceSingleRender
is on; otherwise there is none.
See the Phaser CE game loop plot example to try these out.
deltaMax
. The default is 5.deltaMax
. It's probably not very useful.game.net
)elapsedTime
argument in Phaser.State#preRendersetTimeout()
(#687)@jf-m, @photonstorm, @samme
These will be removed in v2.17.0:
@f0rdP3rf3ct, @photonstorm, @samme
crossOrigin
argument (#676).captureAudio
and captureVideo
arguments (#677).@jorginius, @photonstorm, @samme
{ mouseWheel: true }
in the game config.@samme, @SBCGames
this.cache
in a scene or game.cache
.type
and encoderOptions
arguments.type
, encoderOptions
, onLoadCallback
, and onErrorCallback
arguments.all
argument, returning all matching tiles.@jf-m, @samme