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Releases: excaliburjs/Excalibur

Excalibur v0.19.1

23 Oct 02:29
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Fixed

  • Fixed issue where there were missing files in the dist (Loader.css, Loader.logo.png) (#1057)

Excalibur v0.19.0

13 Oct 15:05
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Thanks to @T00mm , @TheEyeOfBrows for their contributions!

Changed

  • Excalibur user documentation has now moved to excaliburjs.com/docs
  • Excalibur will now prompt for user input before starting the game to be inline with the new webaudio requirements from chrome/mobile browsers (#1031)

Deprecated

  • PauseAfterLoader for iOS in favor of new click-to-play functionality built into the default Loader (#1031)

Fixed

  • Fixed issue where Edge web audio playback was breaking (#1047)
  • Fixed issue where pointer events do not work in mobile (#1044)
  • Fixed issue where iOS was not loading by including the right polyfills (#1043)
  • Fixed issue where sprites do not work in Firefox (#980)
  • Fixed issue where collision pairs could sometimes be incorrect (#975)
  • Fixed box collision velocity resolution so that objects resting on a surface do not accumulate velocity (#986)

Excalibur v0.18.0

04 Aug 15:59
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Breaking Changes

  • Sound.setVolume() replaced with Sound.volume
  • Sound.setLoop() replaced with Sound.loop

Added

  • Add Scene.isActorInDrawTree method to determine if an actor is in the scene's draw tree.

Fixed

  • Fixed missing exitviewport/enterviewport events on Actors.on/once/off signatures (#978)
  • Fix issue where Actors would not be properly added to a scene if they were removed from that scene during the same frame (#979)

Excalibur v0.17.0

16 Jun 14:52
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Thanks to @frodgesh, @jamesmcgeorge, @rougepied, @clofresh, @LoserAntbear, @FerociousQuasar, and @Carghaez for their contributions!

Breaking Changes

  • Property scope Pointer.actorsUnderPointer changed to private;
  • Sprite.sx replaced with Sprite.x
  • Sprite.sy replaced with Sprite.y
  • Sprite.swidth replaced with Sprite.width
  • Sprite.sheight replaced with Sprite.height

Added

  • Allow timers to limit repeats to a finite number of times (#957)
  • Convenience method on Scene to determine whether it is the current scene. Scene.isCurrentScene() (#982)
  • New PointerEvent.stopPropagation() method added. Works the same way as (https://developer.mozilla.org/en-US/docs/Web/API/Event/stopPropagation)
    (#912)
  • New Actor.getAncestors() method, which retreives full array of current Actor ancestors
  • Static Actor.defaults prop, which implements IActorDefaults.
  • Native sound events now exposed
    • volumechange - on playing sound volume change;
    • pause - on playback pause;
    • stop - on playback stop;
    • emptied - on data cleanup(f.e. when setting new data);
    • resume - on playback resume;
    • playbackstart - on playback start;
    • playbackend - on playback end;
  • Added Sound.instances getter, which returns active tracks. Playing or paused;
  • Added Sound.getTrackId(track: [[AudioInstance]]) method. Which returns id of track provided,
    if it is in list of active tracks.

Changed

  • Refactored Easing functions to be reversable (#944)
  • Now at creation every Actor.anchor prop is set to default Actor.defaults.anchor.
  • Scene.remove(Actor) now starts the Actor.Kill event cycle.(#981)

Deprecated

  • CapturePointer.update() method now doesn't propagate event to actor, just verifies pointer events for actor.
  • Added Sound.volume & Sound.loop properties as a replacement for Sound.setVolume() and Sound.setLoop(). The methods setVolume and setLoop have been marked obsolete.

Fixed

  • Added missing variable assignments to TileMapImpl constructor (#957)
  • Correct setting audio volume level from value to setValueAtTime to comply with deprecation warning in Chrome 59 (#953)
  • Force HiDPI scaling to always be at least 1 to prevent visual artifacts in some browsers
  • Recalculate physics geometry when width/height change on Actor (#948)
  • Fix camera move chaining (#944)
  • Fix pickSet(allowDuplicates: true) now returns the proper length array with correct elements (#977)
  • Index export order to prevent almond.js from creation of corrupted modules loading order.
  • Sound.pause() now saves correct timings.
  • Fix ex.Vector.isValid edgecase at Infinity (#1006)

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
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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)