340 lines
8.7 KiB
Markdown
340 lines
8.7 KiB
Markdown
# CHANGELOG
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All notable changes to this project will be documented in this file.
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The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
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and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
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## Unreleased
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### Added
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- Add a gamesystem module
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### Changed
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- **world:** extract map module from the world module
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## [0.6.0] - 2019-07-20
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- Meta: Add proper crediting
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### Added
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- **actor2D:** Make hitbox modifiable.
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- **actor2D:** Add multiple hitbox support.
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- **assets:** Add a way to get current relative frame
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- **assets:** Add more wrapper around animator functions in Sprite
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- **world:** Add more wrapper around sprite functions in BaseActor
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- **assets:** Add a new getCurrentAnimation function
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- **world:** Add a way to automatically load hitbox from a file
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- **utils:** Add basic table functions
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- **camera:** Add two new camera types: "middle" and "zoom".
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- **world:** Add a fake 3D world, à la Zelda or BeatThemAll, complete with shadow support
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- **examples:** Test all player number and camera types
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- **core.screen:** Add a way to get coordinate and scale
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### Changed
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- **world2D:** Use a list for bodies (hitboxes, etc) and one other for actors
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- **world2D:** Make the hitbox an object, owned by the actor
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- **actor:** Rename all function related to YGravity to just \*Gravity
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- **world:** Separate "queryRect()" into two functions
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- **world:** Make object creation more customizable by worlds
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- **camera:** Make mode configuration configurable
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- **examples:** Rename "movable" to "topdown"
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- **camera:** Brand new camera system based on canvases instead of just transforms
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- **core:** Activate vsync by default.
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- **examples:** Put together all assets.
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### Fixed
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- **world:** Remove a forgotten camera debug function
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- **examples:** Add missing translations
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- **camera:** Fix onscreen coordinates by using new core.screen func
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- **camera:** Fix camera's drawing in other resolution mode
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- **world:** Don't draw unused sti objectlayer
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### Removed
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- **actor:** Remove all function related to XGravity
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- **examples:** Remove basic examples
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- **libs:** Remove hump.camera
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## [0.5.1] - 2019-06-21
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### Fixed
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- **examples:** Add missing HUD example for one-player plateformer
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- **world:** Separate getting dimensions of the internal and advertised view.
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- **world:** use right camera internal coordinate
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## [0.5.0] - 2019-06-16
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- Meta: Add a Code of Conduct
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- Meta: Add a Changelog
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### Added
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- **world:** Add an activity system
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- **assets:** Add an activity system
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- **example/plateformer:** add a basic pause button
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- **scene**: Add functions to add stuf before and after `update` and `draw()`
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- **actor**: Add functions to add stuf before and after `update` and `draw()`
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- **world/camera:** Add support for Head-Up-Display
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- **world:** Support batching actor loading
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- **world:** Add `Actor.creationID` to keep the order in which actors have been created
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- **world:** Add `Actor.depth` to keep the order in which actors are drawn
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- **menusystem;** Add a way to deactivate assets and the world when activating the menu
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- **world:** Add a reset function
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- **examples/plateform:** Add a pause menu
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### Changed
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- **world:** automatize world integration in a scene
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- **world:** only visible actors are drawn
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### Fixed
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- **core.input:** use the right argument in `core.input:flushKeys()`'s loop
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- **scene:** use `core.input:flushKeys()` in `Scene:flushKeys()` instead of `core.input:flushSourceKeys()`
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## [0.4.0] - 2019-05-06
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- Add Bump2D-handled world system
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### Added
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- **world:** Add a `World2D` world object using Bump2D as a backend
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- **world/actor:** Support bump2D filter
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- **loveutils:** `love.math.toZero` substract a variable to another to zero
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- **assets:** Add batch loading of assets
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- **examples:** Add batch asset files
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- **examples/plateformer:** Add a plateformer example
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- **world:** Add a splitscreen-compatible camera system powered by hump.camera
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- **examples:** Add cameras
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- **world:** Support object loading from Tiled
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- **world/actor:** Add sprite support in Actor2D
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- **assets:** Add support for sprites origins in tileset and animations
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- **world:** Add `World:initActors()` to init Actors
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- **world:** automatize multiple character handling
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- **loveutils:** `utils.math.between(num, min, max)` make sure that a number is between two value
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- **world:** Add a gravity system
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- **world/actors:** `Actor:destroy()` destroy the actor
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- **world/actors:** Add a basic timer system to actors
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- **world/actors:** Create a parent `BaseActor` that'll serve as a parent for Actor2D and other future actors
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- **assets:** add getDimensions() to tileset, sprite and animators
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- **world:** add a generic gfx actor
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### Changed
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- **examples/moveplayer:** move to World2D
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- **world:** separate map loading from level initialization
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- **examples/moveplayer:** use a different map
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- **examples/moveplayer:** Use this example to show multiplayer capabilities
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## [0.3.0] - 2019-04-20
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- General cleanups and reorganisation of the base code to be more legible
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- Add translation
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- Some internal improvement to how gamecore works
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### Added
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- **examples:** Basic Inventory menu
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- **menusystem:** Horizontal listbox menu
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- **menusystem:** Lock/visiblity management functions
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- **examples/mainmenu:** Add a back and exit widget
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- **world:** Embed librairies
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- **world:** Add actors managing functions
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- **world:** Map loading system using STI
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- **examples:** Add a movable multi-player example
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- **world:** Add a basic player system directly inside world system
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- **menusystem:** `Widget.creationID` contain the creation order of every menu widget
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- **menusystem:** `Widget.order` handle the order of the widget in the menu
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- **world:** add `xsp` and `ysp` variable to handle speed to the actor object
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- **examples:** add an option menu
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- **menusystem:** `Widget:invalidateCanvas()` to make a canvas need a redraw
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- **core.lang:** Get the translation data instead of directly putting them in core.lang.datas
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- **core.options:** Add controller variable
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- **core.options:** `core.options:setInputKey(sourceid, padkey, key)`
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- **scenes:** `Scene:keypressed( key, scancode, isrepeat )` and `Scene:keyreleased( key )` callbacks added
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- **menusystem:** Add a global activity flag
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- **examples/options:** Key customization handling
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- **examples:** Add music and SFX
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- **menusystem:** Add `Menu:resetSound()` to entirely reset the sound values of a menu
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- **menusystem:** Add `Menu:setSoundFromSceneAssets(name)` to simplify sound managin
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- **menusystem:** Add sound batch management function
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### Changed
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- **menusystem:** Separate activity and visiblity lock
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- **menusystem:** Add as an argument to widgets actions if the widget have been interacted by a pointer or a key
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- **examples:** Reorganize folder
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- **world:** Make world system need an actorlist
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- **core.inputs:** /!\BREAKING: Use a multi-source system for the input system, and adapt different module to use it
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- **core.lang:** /!\BREAKING: New language metadata format and complete rework of the translation system
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- **core:** directly handle love2D's callbacks inside gamecore
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- **menusystem:** rename `Menu:playSelectSound()` to `Menu:self:playSelectSound()`
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- **menusystem:** Internally link the whole menusystem to a scene
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### Removed
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- `MenuSystem.TextMenu` wasn't used since a long time, and was a menu that modified the widgets.
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- `MenuSystem:keyreleased(key, code)` was just dead code
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- `core.lang:getStringList(library, file)` is replaced in the new translation system
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### Fixed
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- core: load core.lang
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## [0.2.0] - 2019-06-04
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### Added
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- **examples:** Use some text menus in the example menu
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- **examples:** Test entity system
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- **examples:** Add a main menu to the examples
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- **menusystem:** Add functions to menusystem to set visibility to menus
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- **menusystem:** Add functions to menusystem to switch current menu
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- **menusystem:** Add depth system to menus
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- **world:** Add world and actor system
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### Changed
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- **scene:** rework input locking system to add a timeout
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### Fixed
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- **loveutils:** Fix a crash in `utils.math.pointDistance`
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## [0.1.0] - 2019-18-03
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### Added
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- **examples:** First two basic examples to show the capability of gamecore
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- **scenes:** Start using a wrapper around `core.scenemanager.currentScene` to set the new Scene
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- **scenes:** Add a storage system inside `core.scenemanager` to be able to keep previous scene
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- **menusystem:** Basic menu examples to test menu capabilities
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- **assets:** Add a mask system to `Texture`, `Tileset` and `Animation`
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### Changed
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- **scene:** `Scene` now registerd themselves
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- **assets:** `Texture` assets are now a custom object instead of directly using love's texture.
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### Fixed
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## [0.0.1] - 2019-16-03
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- Initial release based on a standalone version of Imperium Porcorum's Core.
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