8.6 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
- Add proper crediting
Added
-
actor2D: Make hitbox modifiable.
-
actor2D: Add multiple hitbox support.
-
assets: Add a way to get current relative frame
-
assets: Add more wrapper around animator functions in Sprite
-
world: Add more wrapper around sprite functions in BaseActor
-
assets: Add a new getCurrentAnimation function
-
world: Add a way to automatically load hitbox from a file
-
utils: Add basic table functions
-
camera: Add two new camera types: "middle" and "zoom".
-
world: Add a fake 3D world, à la Zelda or BeatThemAll, complete with shadow support
-
examples: Test all player number and camera types
-
core.screen: Add a way to get coordinate and scale
Changed
-
world2D: Use a list for bodies (hitboxes, etc) and one other for actors
-
world2D: Make the hitbox an object, owned by the actor
-
actor: Rename all function related to YGravity to just *Gravity
-
world: Separate "queryRect()" into two functions
-
world: Make object creation more customizable by worlds
-
camera: Make mode configuration configurable
-
examples: Rename "movable" to "topdown"
-
camera: Brand new camera system based on canvases instead of just transforms
-
core: Activate vsync by default.
-
examples: Put together all assets.
Fixed
-
world: Remove a forgotten camera debug function
-
examples: Add missing translations
-
camera: Fix onscreen coordinates by using new core.screen func
-
camera: Fix camera's drawing in other resolution mode
-
world: Don't draw unused sti objectlayer
Removed
-
actor: Remove all function related to XGravity
-
examples: Remove basic examples
-
libs: Remove hump.camera
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.