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Phaser 3.8 is now available. As with recent versions, this release continues our work in refining the API and completing the documentation. The major update in 3.8 is the new plugin system. Phaser has always used plugins extensively internally, but we've now given the Plugin Manager an overhaul and opened it up. It's now significantly easier to load plugins in to your game in a variety of ways, install them, gain access to them and of course to create them. Plugins can run on a game (global) level, or be Scene specific, and they can now easily create custom Game Objects and File Types too, allowing you to extend the built-in factories and loader with your own custom classes.

The new Plugin Manager and associated classes are 100% covered by JSDocs and there are stacks of new examples in the plugins folder in the Phaser 3 Labs too, so please dig in and have a play with these powerful new things!

Also new in this release: You can now pass in your own WebGL context for Phaser to use, instead of creating its own. This allows you to provide a WebGL2 context. Staying with WebGL we've exposed some new max texture settings and texture compression settings, as well as optimizing the Blitter batch. This is ahead of the work we'll do supporting compressed textures soon.

Other updates include a bunch of new Game step events you can listen for, namespace fixes, adding numpad support, fixing Animation yoyo and more documentation updates.

The Change Log for this release is massive and, like usual, contains a few important updates. I would urge you to please read through it as there are some API breaking changes inside in certain areas. As usual, grab the latest build from GitHub, npm or CDN and see the full Change Log for details.

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