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Phaser is a fun, free and fast 2D game framework for making HTML5 games for desktop and mobile web browsers, supporting Canvas and WebGL rendering.

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## Version * Phaser Version: 3.55.2 * Operating system: Windows 11 * Browser: Brave Browser (Chromium) ## Description hey guys πŸ‘‹ I'm having some issues with lights on the game...

πŸ‘©β€πŸ’» Code example needed
πŸ’‘ Lights

## Version * Phaser Version: v3.60.0 Beta 3 * Operating system: Windows 10 * Browser: Chrome ## Description I am using a tilemap JSON file from Tiled with three embedded...

πŸ—ΊοΈ Tilemap

## Version * Phaser Version:3.55.2 * Operating system:iOS 15.3.1 * Browser: Safari 15.3 ## Description I created an overlayFade (a black screen with 50% opacity to fade the screen for...

πŸ’©iOS15

## Version * Phaser Version: 3.54.0 * Operating system: Windows 10 * Browser: Google Chrome ## Description Hi there, have suggestion to change `SceneManager.getScene()` type def to generic ## Example...

πŸ› TypeScript Bug

## Version * Phaser Version: 3.55 but same code on 3.60 * Operating system: Ubuntu ## Description In phaser/types/phaser.d.ts, Phaser.Types.Input.HitAreaCallback is defined as follow : type HitAreaCallback = (hitArea: any,...

πŸ› TypeScript Bug

## Version * Phaser Version: 3.53.1 * Operating system: Mac, Linux ## Description Bodies are still pushable when both `pushable` values are set to `false` when either one of them...

🧱 Physics

It can define transition action of scenes in a single scene.transition(config) call. Please do not update the README or Change Log, we will do this when we merge your PR....

## Version * Phaser Version: 3.55.2 * Operating system: Windows 10 * Browser: Chrome 98.0.4758.102 ## Description Pointer events are fired when clicking in the top window of the page...

⌨️ Input

## Version * Phaser Version: 3.55.2 * Operating system: Windows 11 * Browser: Chrome 98 ## Description When using the Spine plugin, two spine files cannot have the same texture...

πŸ› Spine

## Version 3.55.2 Windows 10 ## Description .... .on(Phaser.Input.Events.DRAG_END, this.OnSceneDragEndHandler, this) .... private OnSceneDragEndHandler( pointer: Phaser.Input.Pointer, gameObject: Phaser.GameObjects.GameObject): void { // true if LMB was released and RMB was not...

⌨️ Input