For the moment it doesn't add any real feature, but it allow the mainHitbox to be an external object to the actor, giving to it more power.
7.1 KiB
CHANGELOG
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
Unreleased
Changed
-
world2D: Use a list for bodies (hitboxes, etc) and one other for actors
-
world2D: Make the hitbox an object, owned by the actor
Fixed
- world: Remove a forgotten camera debug function
0.5.1 - 2019-06-21
Fixed
-
examples: Add missing HUD example for one-player plateformer
-
world: Separate getting dimensions of the internal and advertised view.
-
world: use right camera internal coordinate
0.5.0 - 2019-06-16
-
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
anddraw()
-
actor: Add functions to add stuf before and after
update
anddraw()
-
world/camera: Add support for Head-Up-Display
-
world: Support batching actor loading
-
world: Add
Actor.creationID
to keep the order in which actors have been created -
world: Add
Actor.depth
to keep the order in which actors are drawn -
menusystem; Add a way to deactivate assets and the world when activating the menu
-
world: Add a reset function
-
examples/plateform: Add a pause menu
Changed
-
world: automatize world integration in a scene
-
world: only visible actors are drawn
Fixed
-
core.input: use the right argument in
core.input:flushKeys()
's loop -
scene: use
core.input:flushKeys()
inScene:flushKeys()
instead ofcore.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
andysp
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 )
andScene: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()
toMenu: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
andAnimation
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.