# phaser v4.0.0-rc.7 — Phaser v4.0.0 Release Candidate 7 - Product: phaser (https://whatsnew.fyi/product/phaser) - Vendor: phaserjs - Date: 2026-03-25 - Version: v4.0.0-rc.7 - Original notes: https://github.com/phaserjs/phaser/releases/tag/v4.0.0-rc.7 - Permalink: https://whatsnew.fyi/product/phaser/releases/v4.0.0-rc.7 - Labels: Pre-release What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. Reuse: the summaries, labels and curation here are © What's New. Quote freely with attribution and a link back; wholesale republication of the corpus is not permitted — terms: https://whatsnew.fyi/terms. The vendors' own release notes remain their publishers'. --- - **added** — Actions.AddEffectBloom allows you to quickly set up a bloom effect, using several filters, on a target Camera or GameObject - **added** — Actions.AddEffectShine allows you to quickly set up a shine effect, using a new Gradient and filters, on a target Camera or GameObject - **added** — Actions.AddMaskShape allows you to quickly add shapes to a target Camera or GameObject as Masks with blurred edges and inversion support - **added** — Actions.FitToRegion transforms an object to fit a region, such as the screen - **changed** — Display.Color helper methods HSLToColor, HexStringToColor, IntegerToColor, ObjectToColor, RGBStringToColor, and ValueToColor now support modifying an existing Color object instead of creating a new one - **added** — Display.Color.Interpolate.HSVWithHSV method to interpolate HSV values in HSV space - **changed** — Display.Color.Interpolate.ColorWithColor has new parameters hsv and hsvSign to allow it to operate in HSV space - **added** — Display.ColorBand describes a transition between two colors intended for use in gradients - **added** — Display.ColorRamp describes a range of colors using ColorBands intended for use in gradients - **added** — GameObject#isDestroyed flag helps you avoid errors when accessing an object that might have removed expected properties during destruction - **added** — GameObjects.Gradient is a new game object which renders gradients with shapes LINEAR, BILINEAR, RADIAL, CONIC_SYMMETRIC, and CONIC_ASYMMETRIC - **added** — GameObjects.Gradient supports repeat modes EXTEND, TRUNCATE, SAWTOOTH, and TRIANGULAR with optional Interleaved Gradient Noise based dithering - **changed** — GameObjects.NineSlice has two new parameters tileX and tileY allowing non-corner regions to tile instead of stretch - **added** — GameObjects.Noise renders noise patterns with control over value power curve, trigonometric or PCG algorithms, and grayscale, random color, or random normals output - **added** — GameObjects.NoiseCell2D, NoiseCell3D, and NoiseCell4D provide cellular noise with sharp or smooth edges and support for rendering as texture or normal map - **added** — GameObjects.NoiseSimplex2D and NoiseSimplex3D provide simplex noise with gradient flow, octaves of detail, turbulence, and texture or normal map rendering - **changed** — Tint is overhauled: tint and setTint() now purely affect color settings, tintFill and setTintFill() are removed, and new tintMode property and setTintMode() method manage tint fill mode - **added** — Phaser.TintModes enumerates valid tint modes: MULTIPLY, FILL, ADD, SCREEN, OVERLAY, and HARD_LIGHT - **added** — New filters added: CombineColorMatrix, GradientMap, Key, ImageLight, PanoramaBlur, NormalTools, and Quantize ##### New Features - `Actions.AddEffectBloom` allows you to quickly set up a bloom effect, using several filters, on a target Camera or GameObject. - `Actions.AddEffectShine` allows you to quickly set up a shine effect, using a new Gradient and filters, on a target Camera or GameObject. - `Actions.AddMaskShape` allows you to quickly add shapes to a target Camera or GameObject as Masks. Blurred edges and inversion are supported. - `Actions.FitToRegion` transforms an object to fit a region, such as the screen. - `Display.Color`: several helper methods now support modifying an existing `Color` object instead of creating a new one. - `HSLToColor` - `HexStringToColor` - `IntegerToColor` - `ObjectToColor` - `RGBStringToColor` - `ValueToColor` - `Display.Color.Interpolate`: an extra interpolation mode is available. - `HSVWithHSV`: new method to interpolate HSV values, in HSV space. - `ColorWithColor` has new parameters to allow it to operate in HSV space. - `hsv` flag sets it to operate in HSV space. - `hsvSign` flag can force it to interpolate hue either ascending or descending. Default behavior picks the shortest angle. - `Display.ColorBand` describes a transition between two colors. Intended for use in gradients. - `Display.ColorRamp` describes a range of colors using ColorBands. Intended for use in gradients. - `GameObject#isDestroyed` flag helps you avoid errors when accessing an object that might have removed expected properties during destruction. - `GameObjects.Gradient` is a new game object which renders gradients. - Gradient shapes include: - `LINEAR` - `BILINEAR` - `RADIAL` - `CONIC_SYMMETRIC` - `CONIC_ASYMMETRIC` - Gradient repeat modes include: - `EXTEND`: flat colors extend from start and end. - `TRUNCATE`: transparency extends from start and end. - `SAWTOOTH`: gradient starts over every time it completes. - `TRIANGULAR`: gradient reverses direction every time it gets to the end or start. - Optional Interleaved Gradient Noise based dithering to eliminate banding. - `GameObjects.NineSlice` has two new parameters: `tileX`, `tileY`, which allow non-corner regions of the NineSlice to tile instead of stretch. Some stretching is still applied to keep the tile count a whole number. Thanks to @skhoroshavin for this contribution! - `GameObjects.Noise` renders noise patterns. - Control value power curve. - Select from trigonometric or PCG algorithms. - Output grayscale, random color, or random normals. - Cellular noise objects: `GameObjects.NoiseCell2D`, `NoiseCell3D` and `NoiseCell4D` provide cellular/Worley/Voronoi noise. - Render cellular noise with sharp or smooth edges, or random flat colors. - Smoothly animate scroll through the XY plane or evolve the pattern through Z or ZW axes. - Add octaves of detail. - Supports rendering as a texture or normal map for use in other effects. - Simplex noise objects: `GameObjects.NoiseSimplex2D` and `NoiseSimplex3D` provide simplex noise. - Render simplex noise, the successor to Perlin Noise. - Use gradient flow to smoothly loop noise animation. - Add octaves of detail. - Apply turbulence and output shaping for a variety of effects. - Supports rendering as a texture or normal map for use in other effects. - `Tint` is overhauled. - `tint` and `setTint()` now purely affect the color settings. - Previously, both would silently deactivate fill mode. - `tintFill` and `setTintFill()` are removed. - New property `tintMode` and new method `setTintMode()` now set the tint fill mode. - `Phaser.TintModes` enumerates valid tint modes. - `MULTIPLY` - `FILL` - `ADD` - `SCREEN` - `OVERLAY` - `HARD_LIGHT` - FILL mode now treats partial alpha correctly. - BitmapText tinting now works correctly. - Conversion tip: `foo.setTintFill(color)` becomes `foo.setTint(color).setTintMode(Phaser.TintModes.FILL)`. - `Combine _[Truncated at 4000 characters — full notes: https://github.com/phaserjs/phaser/releases/tag/v4.0.0-rc.7]_