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This PR was automatically created by Snyk using the credentials of a real user.


Snyk has created this PR to upgrade phaser from 3.60.0 to 3.70.0.

ℹ️ Keep your dependencies up-to-date. This makes it easier to fix existing vulnerabilities and to more quickly identify and fix newly disclosed vulnerabilities when they affect your project.


  • The recommended version is 5 versions ahead of your current version.
  • The recommended version was released 21 days ago, on 2023-11-10.
Release notes
Package name: phaser
  • 3.70.0 - 2023-11-10
    Read more
  • 3.61.0-beta.4 - 2023-10-27
    Read more
  • 3.61.0-beta.3 - 2023-10-13
    Read more
  • 3.61.0-beta.2 - 2023-09-07
    Read more
  • 3.61.0-beta.1 - 2023-07-21

    New Features

    • Text.setRTL is a new method that allows you to set a Text Game Object as being rendered from right-to-left, instead of the default left to right (thanks @ rexrainbow)
    • FX.Circle.backgroundAlpha is a new property that allows you to set the amount of the alpha of the background color in the Circle FX (thanks @ rexrainbow)
    • Physics.Arcade.World.singleStep is a new method that will advance the Arcade Physics World simulation by exactly 1 step (thanks @ monteiz)
    • Tilemaps.ObjectLayer.id is a new property that returns the ID of the Object Layer, if specified within Tiled, or zero otherwise. You can now access the unique layer ID of Tiled layers if the event a map doesn't have unique layer names (thanks @ rui-han-crh)
    • Tilemaps.LayerData.id is a new property that returns the ID of the Data Layer, if specified within Tiled, or zero otherwise (thanks @ rui-han-crh)
    • Text.setLetterSpacing is a new method and Text.lineSpacing is the related property that allows you to set the spacing between each character of a Text Game Object. The value can be either negative or positive, causing the characters to get closer or further apart. Please understand that enabling this feature will cause Phaser to render each character in this Text object one by one, rather than use a draw for the whole string. This makes it extremely expensive when used with either long strings, or lots of strings in total. You will be better off creating bitmap font text if you need to display large quantities of characters with fine control over the letter spacing (thanks @ Ariorh1337)
    • ParticleEmitter.clearDeathZones is a new method that will clear all previously created Death Zones from a Particle Emitter (thanks @ rexrainbow)
    • ParticleEmitter.clearEmitZones is a new method that will clear all previously created Emission Zones from a Particle Emitter (thanks @ rexrainbow)

    Updates

    • The WebAudioSoundManager will now bind the body to the removeEventListener method, if it exists, to prevent memory leaks (thanks @ wjaykim)
    • The AnimationManager.globalTimeScale property is now applied to all Game Objects using the Animation component, allowing you to globally speed-up or slow down all animating objects (thanks @ TJ09)
    • The Rope Game Object now calls initPostPipeline allowing you to use Post FX directly on it, such as glow, blur, etc. Fix #6550 (thanks @ rexrainbow)
    • The Tween.stop method will now check to see if Tween.parent is set. If not, it won't try to set a pending removal state or dispatch an event, which should help guard against errors where Tween.stop is called by mistake on already destroyed tweens (thanks @ orcomarcio)
    • The Tween.remove method will now check to see if Tween.parent exists before trying to remove it from the parent. This should help guard against errors where Tween.remove is called by mistake on already removed or destroyed tweens. Fix #6539 (thanks @ orcomarcio)
    • Particle.alpha is now clamped to the range 0 to 1 within the update method, preventing it from going out of range. Fix #6551 (thanks @ orcomarcio)
    • Math.Wrap has been reverted to the previous version. Fix #6479 (thanks @ EmilSV)

    Bug Fixes

    • Particle.scaleY would always be set to the scaleX value, even if given a different one within the config. It will now use its own value correctly.
    • Array.Matrix.RotateLeft was missing the total parameter, which controls how many times to rotate the matrix.
    • Array.Matrix.RotateRight was missing the total parameter, which controls how many times to rotate the matrix.
    • Array.Matrix.TranslateMatrix didn't work with any translation values above 1 due to missing parameters in RotateLeft and RotateRight
    • FX.Blur didn't set the quality parameter to its property, meaning it wasn't applied in the shader, causing it to always use a Low Blur quality (unless modified post-creation).
    • The BlurFXPipeline didn't bind the quality of shader specified in the controller, meaning it always used the Low Blur shader, regardless of what the FX controller asked for.
    • The FXBlurLow fragment shader didn't have the offset uniform. This is now passed in and applued to the resulting blur, preventing it from creating 45 degree artifacts (thanks Wayfinder)
    • The Tilemap.createFromObjects method wouldn't always copy custom properties to the target objects or Data Manager. Fix #6391 (thanks @ samme @ paxperscientiam)
    • The scale.min and scale.max width and height properties in Game Config were ignored by the Game constructor, which was expecting minWidth and minHeight. This now matches the documnentation. Fix #6501 (thanks @ NikitaShpanko @ wpederzoli)
    • Due to a copy-paste bug, the Actions.GetLast function had the same code as the GetFirst function. It now does what you'd expect it to do. Fix #6513 (thanks @ dmokel)
    • The TilemapLayer.PutTileAt method would use an incorrect local GID if the Tilemap Layer wasn't using all available tilesets. Fix #5931 (thanks @ christianvoigt @ wjaykim)
    • The TextureManager.addSpriteSheet method would fail if a Texture instance was given as the second parameter, throwing a Cannot read property 'key' of null (thanks @ charlieschwabacher)
    • The HexagonalCullBounds function incorrectly referenced this within it, instead of layer (thanks @ DaliborTrampota)
    • The HexagonalGetTileCorners function incorrectly referenced this within it, instead of layer (thanks @ DaliborTrampota)
    • The HexagonalTileToWorldXY function incorrectly referenced this within it, instead of layer (thanks @ DaliborTrampota)
    • The BitmapText Game Object will now reset the WebGL Texture unit on flush, which fixes an issue of a flush happened part-way during the rendering a BitmapText (thanks @ EmilSV)
    • When using interpolation for a Particle Emitter operation, such as: x: { values: [ 50, 500, 200, 800 ] } it would fail to set the final value unless you specified the interpolation property as well. It now defaults to linear if not given. Fix #6551 (thanks @ orcomarcio)
    • The Matter Physics ignoreGravity boolean is now checked during the Matter Engine internal functions, allowing this property to now work again. Fix #6473 (thanks @ peer2p)
    • Group.createFromConfig will now check to see if the config contains either internalCreateCallback or internalRemoveCallback and set them accordingly. This fixes an issue where the callbacks would never be set if specified in an array of single configuration objects. Fix #6519 (thanks @ samme)
    • PhysicsGroup will now set the classType and null the config when an array of single configuration objects is given in the constructor. Fix #6519 (thanks @ samme)
    • The PathFollower.pathUpdate method will now check if the tween property has a valid data component before running the update. This prevents a call to PathFollower.stopFollow from throwing a Cannot read properties of null (reading '0') error as it tried to do a single update post stop. Fix #6508 (thanks @ francois-dibulo)

    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:

    @ samme

  • 3.60.0 - 2023-04-12
    Read more
from phaser GitHub release notes
Commit messages
Package name: phaser
  • 47d393a Update NineSlice.js
  • 3f5cc11 Update README.md
  • 718dfd7 Update README.md
  • 6642b17 Update README.md
  • 8756332 Update README.md
  • 267cc97 Update README.md
  • 9d6f5af Spine 4 Plugin dist for v3.70.0
  • 2aeaa4d Spine 3 Plugin dist for v3.70.0
  • ef78208 v3.70.0 dist files
  • b257430 Updated and moved the change logs
  • 807b302 3.70 TypeScript defs
  • 450c8fc Removed generics that were breaking Layer in TypeScript
  • 1013f4c Updated dependencies
  • 131f730 eslint fix
  • 0b32610 Updated version to 3.70
  • 79db5a5 Update CHANGELOG-v3.61.md
  • b44b2ed Revert "Merged all of the Matter JS "Improved performance and reduced memory usage" changes from PR 1238"
  • 1cae639 Revert "Testing sleep static fixes"
  • 9fe9f45 Update CHANGELOG-v3.61.md
  • 988ca7d Updated docs re: #6574
  • dc270d5 Update CHANGELOG-v3.61.md
  • 364dad9 `SpineGameObject.setSkeletonFromJSON` has been fixed so it now passes the parameters in the correct order to the `setSkeleton` method. Fix #6585
  • 0eb7595 Update CHANGELOG-v3.61.md
  • f0d5280 Testing sleep static fixes

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3 participants