[Snyk] Upgrade phaser-ce from 2.16.0 to 2.20.2 #11
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Snyk has created this PR to upgrade phaser-ce from 2.16.0 to 2.20.2.
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 10 versions ahead of your current version.
The recommended version was released 3 months ago.
Release notes
Package name: phaser-ce
-
2.20.2 - 2025-03-04
-
2.20.1 - 2024-10-08
- The canvases used for device capability checks and input hit testing are now created with
- Fixed an error when a video loaded after the game was destroyed (#742).
- Set Phaser.Game#forceSingleUpdate to
-
2.20.0 - 2022-12-13
- Removed
- Removed
- Removed
- Phaser.Game#isRunning has changed slightly: it now changes from
- 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.
- 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
- When the game is destroyed, its signals are disposed, more properties are nullified, and
- 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).
-
2.19.2 - 2021-10-25
- Fixed a WebGL error (#709).
-
2.19.1 - 2021-10-21
- TilemapLayer#getRayCastTiles() was less efficient and behaved incorrectly for horizontal or vertical rays.
- Text no longer errors when missing a
- Fixed some WebGL warnings.
-
2.19.0 - 2021-08-23
- Text height is now calculated from actualBoundingBoxAscent and actualBoundingBoxDescent where available or estimated from character widths otherwise. If you need uniform display across devices, it's best to pass
- The default Text#testString changed to
- Tilemap object properties
- Tilemap object
- Tilemap#createFromObjects() returns an array instead of
- You can pass
- You can pass
- Tilemap#getObject() gets a tilemap object by
- Tilemap#getObjects() gets the tilemap objects matching the given property name and value.
- When the Tilemap#createFromObjects()
- When the Tilemap#createFromObjects()
- When the Tilemap#createFromObjects()
- Tilemap#createFromObjects() was adjusting y-coordinates for all tile objects, which was incorrect. Now it adjusts y-coordinates for tile objects only, which have origin (0, 1) in Tiled.
-
2.18.0 - 2021-05-12
- Re-enabled fix from v2.13.3, Fixed webGL making excessive calls (#641), but only when multitexture batching is disabled.
- Videos are loaded using the Loader#crossOrigin value.
-
2.17.0 - 2021-03-16
- Phaser.Game#onBoot is a signal dispatched after the game boots but before the first update is made. You could use it to configure the game before a game state is started.
- Phaser.Particles.Arcade.Emitter#setGravity() sets the gravity of emitted particles.
- Phaser.Particles.Arcade.Emitter#setSpeed() sets the speed ranges of emitted particles.
- Phaser.Time#delta is the time step for the current logic update, in game time.
- Phaser.Time#deltaMax is the desired maximum delta size in ms. The default is 200ms.
- Phaser.Time#deltaTotal is the cumulative delta, so the current "time" in game time.
- Phaser.Time#desiredMinFps is the desired minimum logic update rate. It sets
- PIXI.CanvasRenderer#postRender
- PIXI.WebGLRenderer#postRender
- Phaser.Game#dropFrames skips updates and renders when the animation frame interval is larger than
- Phaser.Game#forceSingleUpdate switches between a variable-step or fixed-step game loop.
- Phaser.Game#maxUpdates
- Phaser.Game#net (
- Phaser.Net
- Phaser.Time#physicsElapsed
- Phaser.Time#physicsElapsedMS
- Phaser.Time#prevTime
- Phaser.Timer#timeCap
- Phaser.Tween#frameBased
- Phaser.TweenManager#frameBased
- The
- Fixed some errors when destroying a game while Web Audio sounds were decoding (#684).
- Fixed tweens running at different speeds depending on device frame rate (#685).
- Fixed incorrect step interval when using
-
2.16.2 - 2021-03-08
- Better parsing of Tiled object properties (#682)
- Web Audio sounds will not progress while the audio context is suspended.
- Phaser.Net
- Phaser.Time#physicsElapsed
- Phaser.Time#physicsElapsedMS
- Phaser.Tween#frameBased
- Phaser.TweenManager#frameBased
-
2.16.1 - 2020-10-28
- Phaser.Video#createVideoFromURL has a
- Phaser.Video#startMediaStream accepts MediaTrackConstraints in its
- Phaser.Loader#image supports loading one of several alternative formats (e.g., AVIF, WebP, SVG) according to browser support.
- Removed the codec parameter for the Phaser.Device#wav test because it gave a false negative in Safari.
-
2.16.0 - 2020-06-17
from phaser-ce GitHub release notesBug Fixes
Fixed no sound from Web Audio in iOS 17 and 18 after refocusing Safari (#748).
Thanks
Oussama
Version 2.20.1 - 5 October 2024
Updates
willReadFrequently: true.Bug Fixes
Documentation
falsefor better consistency in physics calculations.Thanks
@ Akurn
Version 2.20.0 - 10 December 2022
API Changes
Phaser.GAMES.PIXI.defaultRenderer.PIXI.game.falsetotruewhen the core game loop starts running and tofalsewhen the game is destroyed.New Features
Updates
{ enableDebug: false }in the game config or making a custom build of Phaser CE without thedebugmodule.isBootedandisRunningchange tofalse.Bug Fixes
Thanks
@ gm0nk, @ timiyay
Version 2.19.2 - 24 October 2021
Bug Fixes
Thanks
@ photonstorm, @ XWILKINX
Version 2.19.1 - 13 October 2021
Bug Fixes
styleparameter.Thanks
@ noocsharp
API Changes
Text
style.fontPropertieswhen creating a Text object.|MÂÉQfjq_.Tilemaps
ellipse,gid,point,polygon,polyline,properties,rectangle,template, andtexthave default values (falseornull).propertiesis an object, as in the Tiled JSON v1.1 format (#623).undefined.New Features
style.fontPropertieswhen creating a Text game object or in Text#setStyle().style.testStringwhen creating a Text game object or in Text#setStyle().id, from any object layer.Updates
searchargument is an array, e.g.['type', 'enemy'], it matches objects with that property name and value.searchargument isnull, it matches all objects in the layer.groupargument isnull, it doesn't add the created sprites to a group.Bug Fixes
Version 2.18.0 - 7 May 2021
Updates
Bug Fixes
Thanks
@ drfrankius, @ photonstorm, @ samme
Version 2.17.0 - 16 March 2021
API Changes
The core game loop and timekeeping have been redone. Game timing should now work consistently at any device frame rate, for any
desiredFps, withforceSingleUpdateon or off.Animations, lifespan, particles, physics, timers, and tweens now all use the same delta time, represented by
deltaanddeltaTotal. The delta is scaled byslowMotion. There's no need to adjustdesiredFpsto matchslowMotionnow; they work independently. The delta size is clamped bydeltaMax, which can be controlled bydesiredMinFpsas well.Phaser.Game#forceSingleUpdate now switches between a variable-step or fixed-step game loop.
When
forceSingleUpdateis 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
forceSingleUpdateis off, the game makes logic updates only at the rate given bydesiredFps(60Hz or 16.6ms by default). Depending on thedesiredFpsvalue 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 orforceSingleRenderis on; otherwise there is none.See the Phaser CE game loop plot example to try these out.
Added
deltaMax. The default is 5.Changed
deltaMax. It's probably not very useful.Removed
game.net)elapsedTimeargument in Phaser.State#preRenderBug Fixes
setTimeout()(#687)Thanks
@ jf-m, @ photonstorm, @ samme
Change Log
Version 2.16.2 - 8 March 2021
Updates
Bug Fixes
Deprecated
These will be removed in v2.17.0:
Thanks
@ f0rdP3rf3ct, @ photonstorm, @ samme
New Features
crossOriginargument (#676).captureAudioandcaptureVideoarguments (#677).Updates
Thanks
@ jorginius, @ photonstorm, @ samme
Important
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