Here are some of those features: Post FX Pipelines, Post Processing and Render Targets A lot of the R&D work that went into Phaser 4 development has been back-ported to 3.50, so is ready to use today. It now surfaces far more visual control and power than it ever exposed before. The core WebGL Renderer was virtually rebuilt from scratch in 3.50. With that out of the way lets dive into some of the changes available in 3.50.
So, what's new?!Īs mentioned above, I simply cannot cover all new features here, so please follow the Phaser Patreon for dev reports and new tutorials in the coming months.
PHASER 3.0 EXAMPLES FREE
The tutorial is nice and easy to follow and there are a couple of great free books to grab from it as well, so definitely check it out.Įven if you're already familiar with Phaser and don't need a beginners guide, I would urge you to visit the Ourcade site because they have a huge number of quality Phaser tutorials covering all kinds of fantastic topics.
You can watch as he demonstrates the process of setting up a dev environment and gets cracking making a game. I'm very pleased to announce that SuperTommy over at Ourcade has published this great video on Getting Started with Phaser 3.50 for Beginners. Getting Started with Phaser 3.50 - For Beginners If you need them, all of the Phaser 3.24 and archived examples are still available here, but the main examples are 3.50 compatible right now. Still plenty to go, but it's an on-going effort that we will complete by end of Q1 2021.
PHASER 3.0 EXAMPLES CODE
We've also started the process of converting them all to ES6 code as well, so you'll notice this has happened to several hundred of them. This should give you a great boost when migrating to 3.50, or adopting it for the first time, as you can pick an example from the site and know the parameters and syntax are updated for 3.50. Thanks to the tireless work of new Phaser team member, Francisco (gammafp on the Phaser Discord) every single example in the Phaser 3 Examples repo, and on the examples site and the Labs Testing Site, has been tested and, where required, updated to work with 3.50. Then, in the coming months new tutorials and articles will be published that delve into specific features in more depth. It's not possible to cover everything that's new in this single article, so instead I'm going to highlight some of the most important new features. We cannot guarantee that for everyone, of course, but depending on how complex your game is, the chances are good. We already know of lots of devs who have upgraded with minimal, or no, changes to their actual game code. A massive number of the changes are purely internal and while there are absolutely some API breaking changes in this release (hence the large version number jump), we've kept them as sensible as possible. The changes for 3.50 actually grew so large that I had to split them out from the main Change Log and put them into their own file. I did actually try counting all the changes, but gave up after I'd reached 900 of them! Thankfully, they are, as always, meticulously detailed in the Change Log. There are quite literally hundreds of new features to explore, updates to key areas and of course bug fixes. It's not hyperbole or exaggeration when I say that Phaser 3.50 is the single biggest point release ever in the history of Phaser. Follow and get the Phaser World newsletter.Īfter 13 beta releases, over 200 resolved issues, thousands of lines of new code and the culmination of over 6 months incredibly hard work, Phaser 3.50 is finally here. text to display a pointless array indexĪrrayText = (16, 16, '', ) player controlled logo-flavoured spaceship ('logo', 'assets/sprites/phaser3-logo.png') Is it usual to declare variables outside of functions (as in my code), rather than say declaring in preload() or create() and passing them around? And secondly, how do I go about splitting a program into logical chunks/modules/files and retain access to variables or constants that will be required throughout the program? It seems pretty straightforward so far but I have two questions.
I've been fiddling around with the very first example (the bouncing logo) just to get a feel for how things work (code below, set to use local copy of phaser.js as a test and with a pointless 2D array!). Total newcomer to Phaser 3 and Javascript here so please bear with me!