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Releases: excaliburjs/Excalibur

Excalibur v0.16.0

06 Apr 02:19
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Thanks to @pathurs, @dgparker, and @rougepied for their contributions!

Added

  • New typesafe and override safe event lifecycle overriding, all onEventName handlers will no longer be dangerous to override (#582)
    • New lifecycle event onPreKill and onPostKill
  • SpriteSheets can now produce animations from bespoke sprite coordinates SpriteSheet.getAnimationByCoords(engine, coords[], speed) (#918)
  • Added drag and drop support for Actors (#134)
    • New Event enter
    • New Event leave
    • New Event pointerenter
    • New Event pointerleave
    • New Event pointerdragstart
    • New Event pointerdragend
    • New Event pointerdragmove
    • New Event pointerdragenter
    • New Event pointerdragleave
    • New Class PointerDragEvent which extends PointerEvent
    • New Class GlobalCoordinates that contains Vectors for the world, the page, and the screen.
    • Added property ICapturePointerConfig.captureDragEvents which controls whether to emit drag events to the actor
    • Added property PointerEvent.pointer which equals the original pointer object

Deprecated

  • Sprite.sx, Sprite.sy, Sprite.swidth, Sprite.sheight has be deprecated in favor of Sprite.x, Sprite.y, Sprite.width, Sprite.height (#918)

Fixed

  • Added missing lifecycle event handlers on Actors, Triggers, Scenes, Engine, and Camera (#582)
  • Tile Maps now correctly render negative x-axis coordinates (#904)
  • Offscreen culling in HiDPI mode (#949)
    • Correct bounds check to check drawWidth/drawHeight for HiDPI
    • suppressHiDPIScaling now also suppresses pixel ratio based scaling
  • Extract and separate Sprite width/height from drawWidth/drawHeight to prevent context corruption (#951)

Excalibur v0.15.0

17 Feb 03:48
06e1890
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Breaking Changes

  • LockedCamera replaced with BaseCamera.strategy.lockToActor
  • SideCamera replaced with BaseCamera.strategy.lockToActorAxis
  • Body.wasTouching replaced with event type CollisionEnd

Added

  • Option bag constructors have been added for commonly-used classes (see Constructors.md) (#410)

Excalibur v0.14.0

02 Dec 18:04
7158b50
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Breaking Changes

  • Triggers now have a new option bag constructor using the ITriggerOptions interface. (#863).
  • update event replaced with postupdate event
  • CollisionEvent replaced by PreCollisionEvent
  • getDrawWidth() and getDrawHeight() replaced with the getters drawWidth and drawHeight
  • PointerEvent.x and PointerEvent.y replaced with PointerEvent.pos

Added

  • Automatic HiDPI screen detection and scaling in excalibur internals to correct blurry bitmap rendering on HiDPI screens. This feature can optionally be suppressed with IEngineOptions.suppressHiDPIScaling.
  • Added new line utility Line.normal() and Line.distanceToPoint (#703)
  • Added new PolygonArea utility PolygonArea.getClosestFace(point) (#703)
  • Triggers now fire an EnterTriggerEvent when an actor enters the trigger, and an ExitTriggerEvent when an actor exits the trigger. (#863)
  • Actors have a new events CollisionStart which when 2 actors first start colliding and CollisionEnd when 2 actors are no longer colliding. (#863)
  • New camera strategies implementation for following targets in a scene. Allows for custom strategies to be implemented on top of some prebuilt
    • LockCameraToActorStrategy which behaves like LockedCamera and can be switched on with Camera.strategy.lockToActor(actor).
    • LockCameraToActorAxisStrategy which behaves like SideCamera and can be switched on with Camera.strategy.lockToActorAxis(actor, ex.Axis.X)
    • ElasticToActorStrategy which is a new strategy that elastically moves the camera to an actor and can be switched on with Camera.strategy.elasticToActor(actor, cameraElasticity, cameraFriction)
    • CircleAroundActorStrategy which is a new strategy that will follow an actor when a certain radius from the camera focus and can be switched on with Camera.strategy.circleAroundActor(actor)

Changed

  • Trigger have been rebuilt to provide a better experience. The trigger action only fires when an actor enters the designated area instead of every frame of collision. (#863)
  • Triggers can now draw like other Actors, but are still not visible by default (#863)

Deprecated

  • Body.wasTouching has been deprecated in favor of a new event type CollisionEnd (#863)
  • SideCamera and LockedCamera are deprecated in favor of camera strategies

Fixed

  • Fixed odd jumping behavior when polygons collided with the end of an edge (#703)

Excalibur v0.13.0

07 Oct 16:24
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Thanks to @Nysosis and @Thraka for their contributions!

Breaking Changes

  • Scene.children replaced with Scene.actors

Added

  • New pause/unpause feature for timers to help with more robust pausing (#885)
  • New event listening feature to listen to events only .once(...) then unsubscribe automatically (#745)
  • New collision event postcollision to indicate if collision resolution occured (#880)

Deprecated

  • PointerEvent.x and PointerEvent.y, in favor of PointerEvent.pos (#612)
  • CollisionEvent has been deprecated in favor of the more clear PreCollisionEvent (#880)

Fixed

  • Fixed same instance of color potentially being shared, and thus mutated, between instance actors (#840)
  • Fixed bug where active and passive type collisions would resolve when they shouldn't when in rigid body mode (#880)

Excalibur v0.12.0

12 Aug 20:00
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Thanks to @Crizzooo, @htalat, and @vritant24 for their contributions!

Breaking Changes

  • CollisionType.Elastic has been removed
  • Promises.wrap has been replaced with Promise.resolve

Added

  • Added new hsl and hex format options in Color.toString(format) using rgb as the default to maintain backwards compatibility (#852)

Changed

  • Animation.loop property now to set to true by default (#583)
  • Added backgroundColor to engine options as part of Engine constructor (#846)

Deprecated

  • ex.Scene.children is now ex.Scene.actors (#796)

Excalibur v0.11.0

10 Jun 22:16
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Thanks to @andrewmbyrd, @Lephil, @mrkmg, and @Crizzooo for contributing in this release!

Breaking Changes

  • Renamed Utils.removeItemToArray() to Utils.removeItemFromArray() (#798)

Added

  • Added optional volume argument to Sound.play(volume?: number), which will play the Audio file at anywhere from mute (volume is 0.0) to full volume (volume is 1.0). (#801)
  • Added another DisplayMode option: DisplayMode.Position. When this is selected as the displayMode type, the user must specify a new position option (#781)
  • Added a static method distance to the Vector class (#517)
  • Added WheelEvent event type for the wheel browser event, Excalibur now supports scroll wheel (#808)

Changed

  • Camera zoom over time now returns a promise that resolves on completion (#800)
  • Edge builds have more descriptive versions now containing build number and Git commit hash (e.g. 0.10.0-alpha.105#commit) (#777)

Fixed

  • Fixed camera zoom over time, before it did not work at all (#800)
  • Fixed semi-colon key not being detected on Firefox and Opera. (#789)

Excalibur v0.10.0

08 Apr 02:19
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Breaking Changes

  • Rename Engine.width and Engine.height to be Engine.canvasWidth and Engine.canvasHeight (#591) (thanks @rehlert95)
  • Rename Engine.getWidth and Engine.getHeight to be Engine.getDrawWidth and Engine.getDrawHeight (#591) (thanks @rehlert95)
  • Changed GameEvent to be a generic type for TypeScript, allowing strongly typing the target property. (#724)
  • Removed Body.useEdgeCollision() parameter center (#724)

Added

  • Added Engine.isPaused to retrieve the running status of Engine (#750) (thanks @SurajGoel)
  • Added Engine.getWorldBounds to provide a quick way to get the top left corner and bottom right corner of the screen (#729) (thanks @PurityLake)
  • Added predraw and postdraw events to Engine class. These events happen when prior to and after a draw (#744) (thanks @PurityLake)
  • Added Perlin noise generation helper ex.PerlinGenerator for 1d, 2d, and 3d noise, along with drawing utilities (#491)
  • Added font styles support for normal, italic, and oblique in addition to bold text support (#563)

Changed

  • Update project to use TypeScript 2.2.2 (#762)
  • Changed Util.extend to include Object.assign functionality (#763) (thanks @PurityLake)

Fixed

  • Update the order of the affine transformations to fix bug when scaling and rotating Actors (#770) (thanks @HSAR for bringing this to our attention)

Thanks as well to @asi7296 for working on strict compiler flags (#724)

Excalibur v0.9.0

10 Feb 03:45
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Added

  • Added preupdate, postupdate, predraw, postdraw events to TileMap
  • Added ex.Random with seed support via Mersenne Twister algorithm (#538)
  • Added extended feature detection and reporting to ex.Detector (#707) (thanks @guahanweb)
    • ex.Detector.getBrowserFeatures() to retrieve the support matrix of the current browser
    • ex.Detector.logBrowserFeatures() to log the support matrix to the console (runs at startup when in Debug mode)
  • Added @obsolete decorator to help give greater visibility to deprecated methods (#684)
  • Added better support for module loaders and TypeScript importing. See Installation docs for more info. (#606)
  • Added new Excalibur example project templates (#706, #733):
  • Added Pointer.lastPagePos, Pointer.lastScreenPos and Pointer.lastWorldPos that store the last pointer move coordinates (#509)

Changed

  • Changed Util.clamp to use math libraries (#536) (thanks @FerociousQuasar)
  • Upgraded to TypeScript 2.1.4 (#726)

Fixed

  • Fixed Scene/Actor activation and initialization order, actors were not being initialized before scene activation causing bugs (#661)
  • Fixed bug with Excalibur where it would not load if a loader was provided without any resources (#565)
  • Fixed bug where an Actor/UIActor/TileMap added during a Timer callback would not initialize before running draw loop. (#584)
  • Fixed bug where on slower systems a Sprite may not be drawn on the first draw frame (#748)

Excalibur v0.8.0

04 Dec 21:08
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Added

  • ex.Vector.magnitude alias that calls ex.Vector.distance() to get magnitude of Vector (#663)
  • Added new ex.Line utilities (#662):
    • ex.Line.slope for the raw slope (m) value
    • ex.Line.intercept for the Y intercept (b) value
    • ex.Line.findPoint(x?, y?) to find a point given an X or a Y value
    • ex.Line.hasPoint(x, y, threshold) to determine if given point lies on the line
  • Added Vector.One and Vector.Half constants (#649, thanks @FerociousQuasar)
  • Added Vector.isValid to check for null, undefined, Infinity, or NaN vectors method as part of (#665)
  • Added ex.Promise.resolve and ex.Promise.reject static methods (#501)
  • PhantomJS based testing infrastructure to accurately test browser features such as image diffs on canvas drawing (#521)
  • Added some basic debug stat collection to Excalibur (#97):
    • Added ex.Engine.stats to hold frame statistic information
    • Added ex.Engine.debug to hold debug flags and current frame stats
    • Added preframe and postframe events to Engine as hooks
    • Added ex.Physics statistics to the Excalibur statistics collection
  • Added new fast body collision detection to Excalibur to prevent fast moving objects from tunneling through other objects (#665)
    • Added DynamicTree raycast to query the scene for bounds that intersect a ray
    • Added fast BoundingBox raycast test

Changed

  • Internal physics names refactored to be more readable and to use names more in line with game engine terminology (explicit broadphase and narrowphase called out)

Deprecated

  • ex.Promise.wrap (#501)

Fixed

  • Fix Actor.oldPos and Actor.oldVel values on update (#666)
  • Fix Label.getTextWidth returns incorrect result (#679)
  • Fix semi-transparent PNGs appear garbled (#687, thanks @hogart)
  • Fix incorrect code coverage metrics, previously our test process was reporting higher than actual code coverage (#521)
  • Fix Actor.getBounds() and Actor.getRelativeBounds() to return accurate bounding boxes based on the scale and rotation of actors. (#692)

Excalibur v0.7.1

04 Oct 03:27
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Breaking Changes

  • Refactored and modified Sound API (#644)
    • Sound.setData now returns a Promise which differs from previous API
    • Removed internal FallbackAudio and Sound classes and replaced with single Sound class
    • Added AudioTagInstance and WebAudioInstance internal classes

Added

  • ex.Promise.join(Promise[]) support (in addition to ...promises support) (#642)
  • Moved build artifacts to separate excalibur-dist repository (#648)
  • ex.Events namespace and typed event handler .on(...) overloads for default events on core excalibur objects (#639)
  • Engine.timescale property (default: 1.0) to add time-scaling to the engine for time-based movements (#543)
  • Two new parameters to ex.Util.DrawUtil.line that accept a line thickness and end-cap style (#658)

Fixed

  • Actor.actions.fade properly supporting fading between 0 and 1 and vice versa (#640)
  • Fix issues with audio offset tracking and muting while game is invisible (#644)
  • Actor.getHeight() and Actor.getWidth() now take into account parent scaling (#645)
  • Actor.debugDraw now works properly for child actors (#505, #645)
  • Sprite culling was double scaling calculations (#646)
  • Fix negative zoom sprite culling (#539)
  • Fix Actor updates happening more than once per frame, causing multiple pointer events to trigger (#643)
  • Fix Actor.on('pointerup') capturePointer events opt-in on event handler. The opt-in was triggering correctly for handlers on 'pointerdown' and 'pointermove', but not 'pointerup'.