Code Monkey home page Code Monkey logo

playcraftengine's Introduction

0.5.7

  • Tweening support - see pc.components.Mover added
  • Tweening demo added
  • More support for cocoonJS
  • More flexible server support (thanks dobesv)
  • pc.CanvasImage now support rotation and composition (thanks dobesv)
  • Sub-image support
  • Better Tiled integration (loading spritesheet, zindex, origin parameters, multiple tilesets and empty block skipping)
  • [bug] Fixed objectId/uniqueId not being set correctly for components
  • [bug] getTile checked isOnMap correctly
  • [bug] Safari 6+ now support memory graphs properly
  • Lots and lots of other bugs fixed

0.5.6

  • hex tile maps now supported using (pc.HexTileLayer)
  • spritesheets can now have frame relative draw offsets
  • all components now have an active flag which disables a component, without having to remove it (e.g. entity.getComponent('fade').active = false)
  • new input type DEVICE_ORIENTATION added to input.js (thanks natchiketa)
  • yourgame sample project now demonstrates how to do multiple scenes and a simple menu system
  • yourgame sample project is more organized (moving towards it being a template)
  • a compatibility fix was added for IE9+ (property clones required init's -- still working on tracking down the issue)
  • fixed IE not wanting to load base64 encoded XML (i.e. levels in Scrollia)
  • fixed the timer function for non-animation frame browsers (IE)
  • components now use a static type naming, rather than dynamic this.Class.shortName to avoid inheritance typing issues
  • a new demo: customcomponent added to show a simple example of a mousehover (thanks Leandro)
  • MOUSE_LEFT_BUTTON and MOUSE_RIGHT_BUTTON are now MOUSE_BUTTON_LEFT_UP, MOUSE_BUTTON_LEFT_DOWN etc (thanks Leandro)
  • fixed pc.SpriteSheet image option left out of the API call docs
  • you can now set the friction and linear damping of physics components at runtime (setFriction and setLinearDamping)
  • pc.Image.resize exposed in the API. setScale has some better docs on how to scale to a particular pixel size
  • fixed bug in entity.removeTag
  • fixes for scaling (thanks David)
  • fixed fade component not correctly looping infinitely (when loops:0 used)
  • when adding a scene you can now specify to not make it active - addScene(scene, false);
  • loader will now correctly call onLoaded callback if no resources are being loaded
  • fixed a bug in pc.Point.dirTo not returning correct angles in some cases

0.5.5

  • fixed scrollia demo level1.tmx not loading correct tileset path
  • pc.Poly shape class added to math.js
  • Slopes for tile maps - Tiled integration support arbitrary polygons
  • physics.setLinearVelocity and setAngularVelocity now also wakes up the physics body
  • added device iPod and iOS detection (pc.device.isiPod and pc.device.isiOS)
  • sound is by default disabled on iOS devices (we're working on methods to help with sound on mobile safari)
  • pc.Sprite and pc.SpriteSheet API docs were not linked in the API list
  • fixed a bug when loading resources that have mixed case resource names (thanks Jett)
  • fixed pc.systems.EntitySystem API docs (and added it to the API list)
  • fixed bug in togglePauseResume (thanks Jett)
  • fixed pc.DataResources not loading on some Firefox versions
  • scrollia demo is now organized into separate files/folders
  • fixed add/sub color bug in pc.Color (thanks Eemeli)

0.5.4

  • pc.Tools.arrayRemove fixed if multiples of the same element exist (thanks im007boy)
  • spin effects added (pc.components.Spin)
  • scale effects added (pc.components.Scale)
  • input component actions bug fix
  • spatial and physics are now synced

0.5.3

  • onResize fixed
  • input components can now take an optional 'target' entity, where states and actions will be set/sent.
  • minor fixes to touch input handling
  • Scrollia demo updated to show how to implement touch controls
  • Polygon drawing component added - pc.components.Poly
  • Circle drawing component added - pc.components.Circle

0.5.2

  • jQuery dependencies have been removed, and jQuery is no longer included with the engine. Most of the changes are in the gamecore class structuring. We needed to do this to increase compatibility with the iOS accelerator and some SmartTV setups. And generally a desire to not depend on other libraries where possible. The good news is we save 100+K on the minified build. You'll need to manually include jquery from now on if you need it.
  • gamecore base class moved to it's own file (gamecore/src/base.js)
  • gamecore load ordering changed (now: gamecore.js, class.js then base.js)

playcraftengine's People

Contributors

martinwells avatar dobesv avatar leostera avatar myndzi avatar andrewdonelson avatar natchiketa avatar im007boy avatar

Watchers

not important avatar James Cloos avatar

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    ๐Ÿ–– Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. ๐Ÿ“Š๐Ÿ“ˆ๐ŸŽ‰

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google โค๏ธ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.