epervier-old/CHANGELOG.md
Kazhnuz 65b0c74a06 feat(world): add a batchActor function activated by a bool in tiled
This way, you can add multiple actors with just one tiled object. It 
also bring better feature parity with Imperium Porcorum.

Fixes #10
2019-06-15 11:50:53 +02:00

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# CHANGELOG
All notable changes to this project will be documented in this file.
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## Unreleased
- Meta: Add a Code of Conduct
- Meta: Add a Changelog
### Added
- **world:** Add an activity system
- **assets:** Add an activity system
- **example/plateformer:** add a basic pause button
- **scene**: Add functions to add stuf before and after `update` and `draw()`
- **actor**: Add functions to add stuf before and after `update` and `draw()`
- **world/camera:** Add support for Head-Up-Display
- **world:** Support batching actor loading
### Changed
- **world:** automatize world integration in a scene
### Fixed
- **core.input:** use the right argument in `core.input:flushKeys()`'s loop
- **scene:** use `core.input:flushKeys()` in `Scene:flushKeys()` instead of `core.input:flushSourceKeys()`
## [0.4.0] - 2019-05-06
- Add Bump2D-handled world system
### Added
- **world:** Add a `World2D` world object using Bump2D as a backend
- **world/actor:** Support bump2D filter
- **loveutils:** `love.math.toZero` substract a variable to another to zero
- **assets:** Add batch loading of assets
- **examples:** Add batch asset files
- **examples/plateformer:** Add a plateformer example
- **world:** Add a splitscreen-compatible camera system powered by hump.camera
- **examples:** Add cameras
- **world:** Support object loading from Tiled
- **world/actor:** Add sprite support in Actor2D
- **assets:** Add support for sprites origins in tileset and animations
- **world:** Add `World:initActors()` to init Actors
- **world:** automatize multiple character handling
- **loveutils:** `utils.math.between(num, min, max)` make sure that a number is between two value
- **world:** Add a gravity system
- **world/actors:** `Actor:destroy()` destroy the actor
- **world/actors:** Add a basic timer system to actors
- **world/actors:** Create a parent `BaseActor` that'll serve as a parent for Actor2D and other future actors
- **assets:** add getDimensions() to tileset, sprite and animators
- **world:** add a generic gfx actor
### Changed
- **examples/moveplayer:** move to World2D
- **world:** separate map loading from level initialization
- **examples/moveplayer:** use a different map
- **examples/moveplayer:** Use this example to show multiplayer capabilities
## [0.3.0] - 2019-04-20
- General cleanups and reorganisation of the base code to be more legible
- Add translation
- Some internal improvement to how gamecore works
### Added
- **examples:** Basic Inventory menu
- **menusystem:** Horizontal listbox menu
- **menusystem:** Lock/visiblity management functions
- **examples/mainmenu:** Add a back and exit widget
- **world:** Embed librairies
- **world:** Add actors managing functions
- **world:** Map loading system using STI
- **examples:** Add a movable multi-player example
- **world:** Add a basic player system directly inside world system
- **menusystem:** `Widget.creationID` contain the creation order of every menu widget
- **menusystem:** `Widget.order` handle the order of the widget in the menu
- **world:** add `xsp` and `ysp` variable to handle speed to the actor object
- **examples:** add an option menu
- **menusystem:** `Widget:invalidateCanvas()` to make a canvas need a redraw
- **core.lang:** Get the translation data instead of directly putting them in core.lang.datas
- **core.options:** Add controller variable
- **core.options:** `core.options:setInputKey(sourceid, padkey, key)`
- **scenes:** `Scene:keypressed( key, scancode, isrepeat )` and `Scene:keyreleased( key )` callbacks added
- **menusystem:** Add a global activity flag
- **examples/options:** Key customization handling
- **examples:** Add music and SFX
- **menusystem:** Add `Menu:resetSound()` to entirely reset the sound values of a menu
- **menusystem:** Add `Menu:setSoundFromSceneAssets(name)` to simplify sound managin
- **menusystem:** Add sound batch management function
### Changed
- **menusystem:** Separate activity and visiblity lock
- **menusystem:** Add as an argument to widgets actions if the widget have been interacted by a pointer or a key
- **examples:** Reorganize folder
- **world:** Make world system need an actorlist
- **core.inputs:** /!\BREAKING: Use a multi-source system for the input system, and adapt different module to use it
- **core.lang:** /!\BREAKING: New language metadata format and complete rework of the translation system
- **core:** directly handle love2D's callbacks inside gamecore
- **menusystem:** rename `Menu:playSelectSound()` to `Menu:self:playSelectSound()`
- **menusystem:** Internally link the whole menusystem to a scene
### Removed
- `MenuSystem.TextMenu` wasn't used since a long time, and was a menu that modified the widgets.
- `MenuSystem:keyreleased(key, code)` was just dead code
- `core.lang:getStringList(library, file)` is replaced in the new translation system
### Fixed
- core: load core.lang
## [0.2.0] - 2019-06-04
### Added
- **examples:** Use some text menus in the example menu
- **examples:** Test entity system
- **examples:** Add a main menu to the examples
- **menusystem:** Add functions to menusystem to set visibility to menus
- **menusystem:** Add functions to menusystem to switch current menu
- **menusystem:** Add depth system to menus
- **world:** Add world and actor system
### Changed
- **scene:** rework input locking system to add a timeout
### Fixed
- **loveutils:** Fix a crash in `utils.math.pointDistance`
## [0.1.0] - 2019-18-03
### Added
- **examples:** First two basic examples to show the capability of gamecore
- **scenes:** Start using a wrapper around `core.scenemanager.currentScene` to set the new Scene
- **scenes:** Add a storage system inside `core.scenemanager` to be able to keep previous scene
- **menusystem:** Basic menu examples to test menu capabilities
- **assets:** Add a mask system to `Texture`, `Tileset` and `Animation`
### Changed
- **scene:** `Scene` now registerd themselves
- **assets:** `Texture` assets are now a custom object instead of directly using love's texture.
### Fixed
## [0.0.1] - 2019-16-03
- Initial release based on a standalone version of Imperium Porcorum's Core.