2014. augusztus 22., péntek

Release of v.0.1.5(in time for LD)

Like I promised, I released this update in this month. A lot of good stuff is in this release as well and I can say that this was the most challenging one. So what's new?

  • The new vector based movement system that I wrote about in the last post. One of my favorite, because I find it so simple and elegant solution for moving sprites.
  • Acceleration added for sprite, which means sprite can speed up and slow down.
  • A new class: Direction, which is full of String constants. You can use it if a method wants a String direction.
  • You can find a Moving System example in the repo, which show how it works.
  • I made a getting started guide in the repo's wiki, which pretty basic.
  • I made a project template for faster start with DartRocket.
  • More event handlers for keyboard: onKeyDown and onKeyUp, which means you can use only the keyboard to handle this events. You don't need to add event listeners for world.
  • CollideWorldBounds mean that the Sprite can't go out of the world bounds if it's true.
  • KillOutOfBounds mean that the Sprite will be killed if it's out of the world's bounds.
  • Fullscreen mode has minScale and maxScale which you can set in the Game's constructor. I added this because scaling the game big time can make the performance worse.
  • Button has isDown handler for touch and for mouse click.
  • I made a small fix about using the world instead of the stage in the library.
  • One of the hardest change is that now the Camera class basic's function works. It was really hard, because "moving"  a camera actually means moving the world. So everything is backwards.
  • We can move the camera with moveDistance method, which uses direction names from the Direction class.
  • Camera has a follow method which will follow a sprite and an unfollow method which will do the opposite.
  • A new example, which show this new methods in practice.
  • Biggest breaking change is the fact that I removed the name parameter from the State's constructor, because I can give the name of the state thru the statemanager. This change will be also feel the same what Phaser use, although you can still give the next state's name to the State's constructor.
  • State no longer extends Stream<String>. I made this change because I wanted to use a private function to start a state instead of the public listener method and because the  State only need the private StreamController to work correctly.
  • This many change also brought to you an updated documentation.
You can find the changelog here.

New Examples
Moving system (code) : You can move with wasd, you can rotate with qe and you can accelerate with jk.
World-Camera (code): You can move the ship with wasd, you can unfollow the ship with space and you can move the camera with cursors.

Ludum Dare 30
Another big event for the week is Ludum Dare 30. I will participate in it and I hope I will get a better score this time. Naturally i will use DartRocket for this competition.

Ultimate Music of the week :D

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