| Name | Modified | Size | Downloads / Week |
|---|---|---|---|
| Parent folder | |||
| phaser.min.js | 2022-12-13 | 836.5 kB | |
| phaser.js | 2022-12-13 | 3.5 MB | |
| Phaser CE v2.20.0 source code.tar.gz | 2022-12-13 | 37.9 MB | |
| Phaser CE v2.20.0 source code.zip | 2022-12-13 | 38.8 MB | |
| README.md | 2022-12-13 | 1.3 kB | |
| Totals: 5 Items | 81.1 MB | 0 | |
Version 2.20.0 - 10 December 2022
API Changes
- Removed
Phaser.GAMES. - Removed
PIXI.defaultRenderer. - Removed
PIXI.game. - Phaser.Game#isRunning has changed slightly: it now changes from
falsetotruewhen the core game loop starts running and tofalsewhen the game is destroyed.
New Features
- Phaser.Game#onDestroy is a new signal that is fired at the beginning of the game destroy sequence.
- Phaser.CanvasPool.clear() empties the canvas pool.
Updates
- Phaser.Utils.Debug now has all its methods stubbed when disabled.
- There's a console message reminding you to disable the debug canvas in production, if it's enabled. You can disable it by passing
{ enableDebug: false }in the game config or making a custom build of Phaser CE without thedebugmodule. - When the game is destroyed, its signals are disposed, more properties are nullified, and
isBootedandisRunningchange tofalse.
Bug Fixes
- Fixed incorrect result in Phaser.Point.multiplyAdd().
- Fixed Phaser.Rope appearing in the Canvas renderer when invisible.
- Fixed an error destroying the game before it's booted (#728).
- Fixed an error creating a RenderTexture after destroying the game (#729).
Thanks
@gm0nk, @timiyay