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Change Log

All notable changes to this project will be documented in this file. This project adheres to Semantic Versioning.

Breaking Changes

  • ex.TileMap has several breaking changes around naming, but brings it consistent with Tiled terminology and the new ex.IsometricMap. Additionally the new names are easier to follow.
    • Constructor has been changed to the following
       new ex.TileMap({
        pos: ex.vec(100, 100),
        tileWidth: 64,
        tileHeight: 48,
        height: 20,
        width: 20
      });
    • ex.Cell has been renamed to ex.Tile
      • ex.Tile now uses addGraphic(...), removeGraphic(...), clearGraphics() and getGraphics() instead of having an accessible ex.Tile.graphics array.
    • ex.TileMap.data has been renamed to ex.TileMap.tiles
    • ex.TileMap.getCell(..) has been renamed to ex.TileMap.getTile(...)
    • ex.TileMap.getCellByIndex(...) has been renamed to ex.TileMap.getTileByIndex(...)
    • ex.TileMap.getCellByPoint(...) has been renamed to ex.TileMap.getTileByPoint(...)

Deprecated

Added

  • ex.TileMap now supports per Tile custom colliders!

    const tileMap = new ex.TileMap(...);
    const tile = tileMap.getTile(0, 0);
    tile.solid = true;
    tile.addCollider(...); // add your custom collider!
  • New ex.IsometricMap for drawing isometric grids! (They also support custom colliders via the same mechanism as ex.TileMap)

    new ex.IsometricMap({
        pos: ex.vec(250, 10),
        tileWidth: 32,
        tileHeight: 16,
        width: 15,
        height: 15
      });
    • ex.IsometricTile now come with a ex.IsometricEntityComponent which can be applied to any entity that needs to be correctly sorted to preserve the isometric illusion
    • ex.IsometricEntitySystem generates a new z-index based on the elevation and y position of an entity with ex.IsometricEntityComponent
  • Added arbitrary non-convex polygon support (only non-self intersecting) with ex.PolygonCollider(...).triangulate() which builds a new ex.CompositeCollider composed of triangles.

  • Added faster ex.BoundingBox.transform(...) implementation.

  • Added faster ex.BoundingBox.overlap(...) implementation.

  • Added ex.Vector.min(...) and ex.Vector.max(...) to find the min/max of each vector component between 2 vectors.

  • Added ex.TransformComponent.zIndexChange$ observable to watch when z index changes.

Fixed

  • Fixed issue where Rectangle line renderer did not respect z order

Updates

  • Performance improvement to GraphicsSystem

Changed

  • Split offscreen detection into a separate system
  • Renamed ex.Matrix.multv() and ex.Matrix.multm() to ex.Matrix.multiply() which matches our naming conventions

[0.25.3] - 2022-02-05

Breaking Changes

  • Small breaking change to engine.screenshot() you must now use await engine.screenshot(). This avoids copy buffer performance impact of preserveDrawingBuffer: true by capturing a screen shot request on the next frame when the buffer has not yet been cleared.

Deprecated

Added

Fixed

  • Fixed issue where collision normals are inaccurate on polygon colliders that offset from their origin
  • Fixed issue where only Pixel 6 devices crash when using their MAX_TEXTURE_IMAGE_UNITS, artificially cap Excalibur to 125 textures max
  • Fixed issue [#2224] where pointer events sometimes didn't work in mobile platforms due to touch-action not being set to none
  • Fixed issue [#2203] where engine.screenshot() did not work in the WebGL implementation
  • Fixed issue [#1528] where screenshots didn't match the displayed game's size in HiDPI displays, images are now consistent with the game. If you want the full scaled image pass engine.screenshot(true) to preserve HiDPI Resolution.
  • Fixed issue [#2206] error and warning logs for large images to help developers identify error situations in the webgl implementation

Updates

Changed

[0.25.2] - 2022-01-21

Breaking Changes

  • ex.Util.extend() is removed, modern js spread operator {...someobject, ...someotherobject} handles this better.
  • Excalibur post processing is now moved to the engine.graphicsContext.addPostProcessor()
  • Breaking change to ex.PostProcessor, all post processors must now now implement this interface
    export interface PostProcessor {
      intialize(gl: WebGLRenderingContext): void;
      getShader(): Shader;
    }

Deprecated

  • The static Engine.createMainLoop is now marked deprecated and will be removed in v0.26.0, it is replaced by the Clock api
  • Mark legacy draw routines in ex.Engine, ex.Scene, and ex.Actor deprecated

Added

  • Added ability to build custom renderer plugins that are accessible to the ex.ExcaliburGraphicsContext.draw<TCustomRenderer>(...) after registering them ex.ExcaliburGraphicsContext.register(new LineRenderer())

  • Added ability to draw circles and rectangles with outlines! ex.ExcaliburGraphicsContext.drawCircle(...) and ex.ExcaliburGraphicsContext.drawRectangle(...)

  • Added ex.CoordPlane can be set in the new ex.Actor({coordPlane: CoordPlane.Screen}) constructor

  • Added convenience feature, setting the color, sets the color on default graphic if applicable

  • Added a DebugGraphicsComponent for doing direct debug draw in the DebugSystem

  • Added back TileMap debug draw

  • Added ex.Scene.timers to expose the list of timers

  • Added support for different webgl texture blending modes as ex.ImageFiltering :

    • ex.ImageFiltering.Blended - Blended is useful when you have high resolution artwork and would like it blended and smoothed
    • ex.ImageFiltering.Pixel - Pixel is useful when you do not want smoothing aka antialiasing applied to your graphics.
  • Excalibur will set a "default" blend mode based on the ex.EngineOption antialiasing property, but can be overridden per graphic

    • antialiasing: true, then the blend mode defaults to ex.ImageFiltering.Blended
    • antialiasing: false, then the blend mode defaults to ex.ImageFiltering.Pixel
  • ex.Text/ex.Font defaults to blended which improves the default look of text rendering dramatically!

  • ex.Circle and ex.Polygon also default to blended which improves the default look dramatically!

  • ex.ImageSource can now specify a blend mode before the Image is loaded, otherwise

  • Added new measureText method to the ex.SpriteFont and ex.Font to return the bounds of any particular text

  • Added new Clock api to manage the core main loop. Clocks hide the implementation detail of how the mainloop runs, users just knows that it ticks somehow. Clocks additionally encapsulate any related browser timing, like performance.now()

    1. StandardClock encapsulates the existing requestAnimationFrame api logic
    2. TestClock allows a user to manually step the mainloop, this can be useful for frame by frame debugging #1170
    3. The base abstract clock implements the specifics of elapsed time
  • Added a new feature to Engine options to set a maximum fps new ex.Engine({...options, maxFps: 30}). This can be useful when needing to deliver a consistent experience across devices.

  • Pointers can now be configured to use the collider or the graphics bounds as the target for pointers with the ex.PointerComponent

    • useColliderShape - (default true) uses the collider component geometry for pointer events
    • useGraphicsBounds - (default false) uses the graphics bounds for pointer events

Fixed

  • Fixed issue [#2192] where Actor.center was not correct in child actors
  • Fixed issue where ex.CircleColliders did not respect rotation/scale when offset
  • Fixed issue [#2157] when compiling in TS strict mode complaining about ex.Poolable
  • Fixed issue where scaled graphics were not calculating the correct bounds
  • Fixed unreleased issue where clock implementation was not updating frame id
  • Fixed alpha pre-multiply math in multiple shaders
  • Fixed label initialization of fonts, passing a font in the constructor work
  • Fixed bug in sprite bounds calculations not taking scale into account
  • Fixed bug with pointer api where clicking on screen coordinate actors didn't work
  • Fixed [#1815] issue where Camera would jitter when using a strategies based off of actors in the previous frame.
  • Fixed issue where TileMaps would sometimes have a geometry seam that may not fall on an actual screen pixel causing a visible gap between tiles and the background -- image
  • Fixed unreleased issue where SpriteFonts log every frame they detect a misconfigured font.
  • Fixed unreleased issue where clock when constraining fps would pass larger than expected elapsed times to the simulation causing things to "speed up" bizarrely
  • Fixed unreleased issue where games with no resources would crash
  • Fixed issue [#2152] where shared state in ex.Font and ex.SpriteFont prevented text from aligning properly when re-used
  • Fixed issue where fast moving CompositeColliders were erroneously generating pairs for their constituent parts
  • Fixed Safari 13.1 crash when booting Excalibur because of they odd MediaQuery API in older Safari
  • Fixed issue where pointers did not work because of missing types
  • Fixed issue with ArcadeSolver where stacked/overlapped tiles would double solve the position of the collider for the same overlap
  • Fixed issue where changing the ex.Sprite.width or ex.Sprite.height did not resize the graphic.
  • Fixed issue where initial Actor anchors set in the constructor were not being set in the graphics component
  • EventDispatcher
    • EventDispatcher - doesn't require the target object. The context of this is not tampered anymore.
  • Pointers
    • PointerAbstraction - is fixed to maintain reference

Updates

  • The following Engine's pieces: Collision Graphics Resources Trigger are updated to reflect the new EventDispatcher behavior.
  • Refactor camera/screen interaction to utilize transforms instead of bespoke coordinate conversion

Changed

  • Updated Graphics to improve general performance
  • Updated the webgl primitives to make building ex.Shaders, ex.VertexBuffers, and ex.VertexLayouts much easier
  • Broke up the internal monolithic shader into separate internal renderer plugins
  • Changed the debug system to separate displaying the debug position point (game.debug.transform.showPosition = true) and debug position label (game.debug.transform.showPositionLabel = true)
  • ex.ColorBlindCorrector is renamed to ex.ColorBlindnessPostProcessor, and ex.ColorBlindness is renamed to ex.ColorBlindnessMode
    • Color blindness can still be corrected or simulated:
      • game.debug.colorBlindMode.correct(ex.ColorBlindnessMode.Deuteranope)
      • game.debug.colorBlindMode.simulate(ex.ColorBlindnessMode.Deuteranope)
  • Excalibur now uses pre-multiplied alpha automatically, images will be unpacked into memory using gl.pixelStorei(gl.UNPACK_PREMULTIPLY_ALPHA_WEBGL, true)
  • Excalibur FPS is now sampled over 100ms blocks, this gives a more usable fps in the stats. The sampler is available off of the engine clock engine.clock.fpsSampler.fps
  • Pointer Events:
    • Event types (up, down, move, etc) now all exist in 2 types ex.Input.PointerEvent and ex.Input.WheelEvent
    • The stopPropagation() method used to cancel further dispatches has been renamed to cancel() to match other events API.
    • Events no longer have a reference to the pointer but now have all of the same information that was availabe on the pointer worldPos, screenPos, pagePos

0.25.1 - 2021-11-05

Added

  • Experimental: Native ES module bundle distribution in package esm/excalibur.js entrypoint (#2064)
  • withEngine utils support an aditional options parameter to override the Engine default options.
  • Story to show a play / pause implementation.
  • ex.Animation now support totalDuration that will calculate automatically each frame duration based on how many frames have.
  • ex.Animation now supports .reverse() to reverse the direction of play in an animation, use the ex.Animation.direction to inspect if the animation is playing in the ex.AnimationDirection.Forward direction or the ex.AnimationDirection.Backward direction.

Changed

  • Pointer system refactored into 2 parts:
    • First is an ECS style system ex.PointerSystem that dispatches events to Entities/Actors
    • Second is an event receiver ex.PointerEventReceiver which is responsible for collecting the native browser events
    • The API is mostly backwards compatible breaking changes are listed in the breaking change section, event types have been simplified, and stopPropagation() and been renamed to cancel()
  • Internal Actions implementation converted to ECS system and component, this is a backwards compatible change with v0.25.0
    • ex.ActionsSystem and ex.ActionsComponent now wrap the existing ex.ActionContext
    • Actions can be shared with all entities now!
  • Dispatch the hidePlayButton on the Button Event to prevent that keep on the screen on some situations [#1431].
  • Revert VSCode Workbench Colors

Deprecated

  • Actions asPromise() renamed to toPromise()

Fixed

  • Fixed loader button position on window resize
  • Fixed issue with setting ex.TileMap.z to a value
  • Fixed crash in debug system if there is no collider geometry
  • Fixed ImageSource loading error message [#2049]

0.25.0 - 2021-10-03

Breaking Changes

  • Actor Drawing: ex.Actor.addDrawing, ex.Actor.setDrawing, onPostDraw(), and onPreDraw() are no longer on by default and will be removed in v0.26.0, they are available behind a flag ex.Flags.useLegacyDrawing()

    • For custom drawing use the ex.Canvas
  • ex.Actor.rx has been renamed to ex.Actor.angularVelocity

  • Rename ex.Edge to ex.EdgeCollider and ex.ConvexPolygon to ex.PolygonCollider to avoid confusion and maintian consistency

  • ex.Label constructor now only takes the option bag constructor and the font properties have been replaced with ex.Font

    const label = new ex.Label({
      text: 'My Text',
      x: 100,
      y: 100,
      font: new ex.Font({
        family: 'Consolas',
        size: 32
      })
    });
  • ex.Physics.debug properties for Debug drawing are now moved to engine.debug.physics, engine.debug.collider, and engine.debug.body.

    • Old debugDraw(ctx: CanvasRenderingContext2D) methods are removed.
  • Collision Pair's are now between Collider's and not bodies

  • PerlinNoise has been removed from the core repo will now be offered as a plugin

  • Legacy drawing implementations are moved behind ex.LegacyDrawing new Graphics implemenations of Sprite, SpriteSheet, Animation are now the default import.

    • To use any of the ex.LegacyDrawing.* implementations you must opt-in with the ex.Flags.useLegacyDrawing() note: new graphics do not work in this egacy mode
  • Renames CollisionResolutionStrategy.Box collision resolution strategy to Arcade

  • Renames CollisionResolutionStrategy.RigidBody collision resolution strategy to Realistic

  • Collider is now a first class type and encapsulates what Shape used to be. Collider is no longer a member of the Body

  • CollisionType and CollisionGroup are now a member of the Body component, the reasoning is they define how the simulated physics body will behave in simulation.

  • Timer's no longer automatically start when added to a Scene, this Timer.start() must be called. (#1865)

  • Timer.complete is now read-only to prevent odd bugs, use reset(), stop(), and start() to manipulate timers.

  • Actor.actions.repeat() and Actor.actions.repeatForever() now require a handler that specifies the actions to repeat. This is more clear and helps prevent bugs like #1891

    const actor = new ex.Actor();
    
    actor.actions
      // Move up in a zig-zag by repeating 5 times
      .repeat((ctx) => {
        ctx.moveBy(10, 0, 10);
        ctx.moveBy(0, 10, 10);
      }, 5)
      .callMethod(() => {
        console.log('Done repeating!');
      });
  • Removes Entity.components as a way to access, add, and remove components

  • ex.Camera.z has been renamed to property ex.Camera.zoom which is the zoom factor

  • ex.Camera.zoom(...) has been renamed to function ex.Camera.zoomOverTime()

  • TileMap no longer needs registered SpriteSheets, Sprite's can be added directly to Cell's with addGraphic

  • Directly changing debug drawing by engine.isDebug = value has been replaced by engine.showDebug(value) and engine.toggleDebug() (#1655)

  • UIActor Class instances need to be replaced to ScreenElement (This Class it's marked as Obsolete) (#1656)

  • Switch to browser based promise, the Excalibur implementation ex.Promise is marked deprecated (#994)

  • DisplayMode's have changed (#1733) & (#1928):

    • DisplayMode.FitContainer fits the screen to the available width/height in the canvas parent element, while maintaining aspect ratio and resolution
    • DisplayMode.FillContainer update the resolution and viewport dyanmically to fill the available space in the canvas parent element, DOES NOT preserve aspectRatio
    • DisplayMode.FitScreen fits the screen to the available browser window space, while maintaining aspect ratio and resolution
    • DisplayMode.FillScreen now does what DisplayMode.FullScreen used to do, the resolution and viewport dynamically adjust to fill the available space in the window, DOES NOT preserve aspectRatio (#1733)
    • DisplayMode.FullScreen is now removed, use Screen.goFullScreen().
  • SpriteSheet now is immutable after creation to reduce chance of bugs if you modified a public field. The following properties are read-only: columns, rows, spWidth, spHeight, image, sprites and spacing.

  • Engine.pointerScope now defaults to a more expected ex.Input.PointerScope.Canvas instead of ex.Input.PointerScope.Document which can cause frustrating bugs if building an HTML app with Excalibur

Added

  • New property center to Screen to encapsulate screen center coordinates calculation considering zoom and device pixel ratio
  • New ex.Shape.Capsule(width, height) helper for defining capsule colliders, these are useful for ramps or jagged floor colliders.
  • New collision group constructor argument added to Actornew Actor({collisionGroup: collisionGroup})
  • SpriteSheet.getSprite(x, y) can retrieve a sprite from the SpriteSheet by x and y coordinate. For example, getSprite(0, 0) returns the top left sprite in the sheet.
    • SpriteSheet's now have dimensionality with rows and columns optionally specified, if not there is always 1 row, and sprites.length columns
  • new Actor({radius: 10}) can now take a radius parameter to help create circular actors
  • The ExcaliburGraphicsContext now supports drawing debug text
  • Entity may also now optionally have a name, this is useful for finding entities by name or when displaying in debug mode.
  • New DebugSystem ECS system will show debug drawing output for things toggled on/off in the engine.debug section, this allows for a less cluttered debug experience.
    • Each debug section now has a configurable color.
  • Turn on WebGL support with ex.Flags.useWebGL()
  • Added new helpers to CollisionGroup to define groups that collide with specified groups CollisionGroup.collidesWith([groupA, groupB])
    • Combine groups with const groupAandB = CollisionGroup.combine([groupA, groupB])
    • Invert a group instance const everthingButGroupA = groupA.invert()
  • Improved Collision Simulation
    • New ECS based CollisionSystem and MotionSystem
    • Rigid body's can now sleep for improved performance
    • Multiple contacts now supported which improves stability
    • Iterative solver for improved stability
  • Added ColliderComponent to hold individual Collider implementations like Circle, Box, or CompositeCollider
    • Actor.collider.get() will get the current collider
    • Actor.collider.set(someCollider) allows you to set a specific collider
  • New CompositeCollider type to combine multiple colliders together into one for an entity
    • Composite colliders flatten into their individual colliders in the collision system
    • Composite collider keeps it's internal colliders in a DynamicTree for fast .collide checks
  • New TransformComponent to encapsulate Entity transform, that is to say position, rotation, and scale
  • New MotionComponent to encapsulate Entity transform values changing over time like velocity and acceleration
  • Added multi-line support to Text graphics (#1866)
  • Added TileMap arbitrary graphics support with .addGraphic() (#1862)
  • Added TileMap row and column accessors getRows() and getColumns() (#1859)
  • Added the ability to store arbitrary data in TileMap cells with Cell.data.set('key', 'value') and Cell.data.get('key') (#1861)
  • Actions moveTo(), moveBy(), easeTo(), scaleTo(), and scaleBy() now have vector overloads
  • Animation.fromSpriteSheet will now log a warning if an index into the SpriteSheet is invalid (#1856)
  • new ImageSource() will now log a warning if an image type isn't fully supported. (#1855)
  • Timer.start() to explicitly start timers, and Timer.stop() to stop timers and "rewind" them.
  • Timer.timeToNextAction will return the milliseconds until the next action callback
  • Timer.timeElapsedTowardNextAction will return the milliseconds counted towards the next action callback
  • BoundingBox now has a method for detecting zero dimensions in width or height hasZeroDimensions()
  • BoundingBox's can now by transform'd by a Matrix
  • Added new Entity(components: Component[]) constructor overload to create entities with components quickly.
  • Added Entity.get(type: ComponentType) to get strongly typed components if they exist on the entity.
  • Added Entity.has(type: ComponentType) overload to check if an entity has a component of that type.
  • Added Entity.hasTag(tag: string), Entity.addTag(tag: string), and Entity.removeTag(tag: string, force: boolean).
    • Tag offscreen is now added to entities that are offscreen
  • Added Entity.componentAdded$ and Entity.componentRemoved$ for observing component changes on an entity.
  • For child/parent entities:
    • Added Entity.addChild(entity: Entity), Entity.removeChild(entity: Entity), Entity.removeAllChildren() for managing child entities
    • Added Entity.addTemplate(templateEntity: Entity) for adding template entities or "prefab".
    • Added Entity.parent readonly accessor to the parent (if exists), and Entity.unparent() to unparent an entity.
    • Added Entity.getAncestors() is a sorted list of parents starting with the topmost parent.
    • Added Entity.children readonly accessor to the list of children.
  • Add the ability to press enter to start the game after loaded
  • Add Excalibur Feature Flag implementation for releasing experimental or preview features (#1673)
  • Color now can parse RGB/A string using Color.fromRGBString('rgb(255, 255, 255)') or Color.fromRGBString('rgb(255, 255, 255, 1)')
  • DisplayMode.FitScreen will now scale the game to fit the available space, preserving the aspectRatio. (#1733)
  • SpriteSheet.spacing now accepts a structure { top: number, left: number, margin: number } for custom spacing dimensions (#1788)
  • SpriteSheet.ctor now has an overload that accepts spacing for consistency although the object constructor is recommended (#1788)
  • Add SpriteSheet.getSpacingDimensions() method to retrieve calculated spacing dimensions (#1788)
  • Add KeyEvent.value?: string which is the key value (or "typed" value) that the browser detected. For example, holding Shift and pressing 9 will have a value of ( which is the typed character.
  • Add KeyEvent.originalEvent?: KeyboardEvent which exposes the raw keyboard event handled from the browser.
  • Added a new getter to GraphicsComponent.ts called currentKeys that will return the names of the graphics shown in all layers
  • Added a new getter to GraphicsLayer called currentKeys that will the names of the graphics shown in this layer

Changed

  • Gif now supports new graphics component
  • Algebra.ts refactored into separate files in Math/
  • Engine/Scene refactored to make use of the new ECS world which simplifies their logic
  • TileMap now uses the built in Collider component instead of custom collision code.
  • Updates the Excalibur ECS implementation for ease of use and Excalibur draw system integration
    • Adds "ex." namespace to built in component types like "ex.transform"
    • Adds ex.World to encapsulate all things ECS
    • Adds ex.CanvasDrawSystem to handle all HTML Canvas 2D drawing via ECS
    • Updates ex.Actor to use new ex.TransformComponent and ex.CanvasDrawComponent

Deprecated

  • Timer.unpause() has be deprecated in favor of Timer.resume() (#1864)
  • Removed UIActor Stub in favor of ScreenElement (#1656)
  • ex.SortedList as deprecated
  • ex.Promise is marked deprecated (#994)
  • ex.DisplayMode.Position CSS can accomplish this task better than Excalibur (#1733)

Fixed

  • Fixed allow ex.ColliderComponent to not have a collider
  • Fixed issue where collision events were not being forwarded from individual colliders in a ex.CompositeCollider
  • Fixed issue where ex.CompositeCollider's individual colliders were erroneously generating pairs
  • Fixed issue where GraphicsOptions width/height could not be used to define a ex.Sprite with equivalent sourceView and destSize (#1863)
  • Fixed issue where ex.Scene.onActivate/onDeactivate were called with the wrong arguments (#1850)
  • Fixed issue where no width/height argmunents to engine throws an error
  • Fixed issue where zero dimension image draws on the ExcaliburGraphicsContext throw an error
  • Fixed issue where the first scene onInitialize fires at Engine contructor time and before the "play button" clicked (#1900)
  • Fixed issue where the "play button" click was being interpreted as an input event excalibur needed to handle (#1854)
  • Fixed issue where pointer events were not firing at the ex.Engine.input.pointers level (#1439)
  • Fixed issue where pointer events propagate in an unexpected order, now they go from high z-index to low z-index (#1922)
  • Fixed issue with Raster padding which caused images to grow over time (#1897)
  • Fixed N+1 repeat/repeatForever bug (#1891)
  • Fixed repeat/repeatForever issue with rotateTo (#635)
  • Entity update lifecycle is now called correctly
  • Fixed GraphicsSystem enterviewport and exitviewport event
  • Fixed DOM element leak when restarting games, play button elements piled up in the DOM.
  • Fixed issues with ex.Sprite not rotating/scaling correctly around the anchor (Related to TileMap plugin updates excaliburjs/excalibur-tiled#4, excaliburjs/excalibur-tiled#23, excaliburjs/excalibur-tiled#108)
    • Optionally specify whether to draw around the anchor or not drawAroundAnchor
  • Fixed in the browser "FullScreen" api, coordinates are now correctly mapped from page space to world space (#1734)
  • Fix audio decoding bug introduced in excaliburjs#1707
  • Fixed issue with promise resolve on double resource load (#1434)
  • Fixed Firefox bug where scaled graphics with anti-aliasing turned off are not pixelated (#1676)
  • Fixed z-index regression where actors did not respect z-index (#1678)
  • Fixed Animation flicker bug when switching to an animation (#1636)
  • Fixed ex.Actor.easeTo actions, they now use velocity to move Actors (#1638)
  • Fixed Scene constructor signature to make the Engine argument optional (#1363)
  • Fixed anchor properly of single shape Actor #1535
  • Fixed Safari bug where Sound resources would fail to load (#1848)

0.24.5 - 2020-09-07

Breaking Changes

  • [#1361] Makes use of proxies, Excalibur longer supports IE11 💥 ([#1361]excaliburjs#1361)

Added

  • Adds new ECS Foundations API, which allows excalibur core behavior to be manipulated with ECS style code ([#1361]excaliburjs#1361)
    • Adds new ex.Entity & ex.EntityManager which represent anything that can do something in a Scene and are containers for Components
    • Adds new ex.Component type which allows encapsulation of state on entities
    • Adds new ex.Query & ex.QueryManager which allows queries over entities that match a component list
    • Adds new ex.System type which operates on matching Entities to do some behavior in Excalibur.
    • Adds new ex.Observable a small observable implementation for observing Entity component changes over time

Fixed

  • Fixed Animation flicker bug on the first frame when using animations with scale, anchors, or rotation. (#1636)

0.24.4 - 2020-09-02

Added

  • Add new ex.Screen abstraction to manage viewport size and resolution independently and all other screen related logic. (#1617)
    • New support for the browser fullscreen API
  • Add color blind mode simulation and correction in debug object. (#390)
  • Add LimitCameraBoundsStrategy, which always keeps the camera locked to within the given bounds. (#1498)
  • Add mechanisms to manipulate the Loader screen. (#1417)
    • Logo position Loader.logoPosition
    • Play button position Loader.playButtonPosition
    • Loading bar position Loader.loadingBarPosition
    • Loading bar color Loader.loadingBarColor by default is white, but can be any excalibur ex.Color

Changed

  • Remove usage of mock.engine from the tests. Use real engine instead.
  • Upgrade Excalibur to TypeScript 3.9.2
  • Upgrade Excalibur to Node 12 LTS

Fixed

  • Fixed Loader play button markup and styles are now cleaned up after clicked (#1431)
  • Fixed Excalibur crashing when embedded within a cross-origin IFrame (#1151)
  • Fixed performance issue where uneccessary effect processing was occurring for opacity changes (#1549)
  • Fixed issue when loading images from a base64 strings that would crash the loader (#1543)
  • Fixed issue where actors that were not in scene still received pointer events (#1555)
  • Fixed Scene initialization order when using the lifecycle overrides (#1553)

0.24.0 - 2020-04-23

Breaking Changes

  • Remove obsolete .extend() semantics in Class.ts as as well as related test cases.

Added

  • Added new option for constructing bounding boxes. You can now construct with an options object rather than only individual coordinate parameters. (#1151)
  • Added new interface for specifying the type of the options object passed to the bounding box constructor.
  • Added the ex.vec(x, y) shorthand for creating vectors. (#1340)
  • Added new event processed to Sound that passes processed string | AudioBuffer data. (#1474)
  • Added new property duration to Sound and AudioInstance that exposes the track's duration in seconds when Web Audio API is used. (#1474)

Changed

  • Animation no longer mutate underlying sprites, instead they draw the sprite using the animations parameters. This allows more robust flipping at runtime. (#1258)
  • Changed obsolete decorator to only log the same message 5 times. (#1281)
  • Switched to core-js based polyfills instead of custom written ones (#1214)
  • Updated to [email protected] and node 10 LTS build
  • Sound.stop() now always rewinds the track, even when the sound is paused. (#1474)

Deprecated

  • ex.Vector.magnitude() will be removed in v0.25.0, use ex.Vector.size(). (#1277)

Fixed

  • Fixed Excalibur crashing when displaying both a tilemap and a zero-size actor (#1418)
  • Fixed animation flipping behavior (#1172)
  • Fixed actors being drawn when their opacity is 0 (#875)
  • Fixed iframe event handling, excalibur will respond to keyboard events from the top window (#1294)
  • Fixed camera to be vector backed so ex.Camera.x = ? and ex.Camera.pos.setTo(...) both work as expected(#1299)
  • Fixed missing on/once/off signatures on ex.Pointer (#1345)
  • Fixed sounds not being stopped when Engine.stop() is called. (#1476)

0.23.0 - 2019-06-08

Breaking Changes

  • ex.Actor.scale, ex.Actor.sx/sy, ex.Actor.actions.scaleTo/scaleBy will not work as expected with new collider implementation, set width and height directly. These features will be completely removed in v0.24.0.

Added

  • New collision group implementation (#1091, #862)
  • New ex.Collider type which is the container for all collision related behavior and state. Actor is now extracted from collision.
  • New interface Clonable<T> to indicate if an object contains a clone method
  • New interface Eventable<T> to indicated if an object can emit and receive events
  • ex.Vector.scale now also works with vector input
  • ex.BoundingBox.fromDimension(width: number, height: number) can generate a bounding box from a width and height
  • ex.BoundingBox.translate(pos: Vector) will create a new bounding box shifted by pos
  • ex.BoundingBox.scale(scale: Vector) will create a new bounding box scaled by scale
  • Added isActor() and isCollider() type guards
  • Added ex.CollisionShape.draw collision shapes can now be drawn, actor's will use these shapes if no other drawing is specified
  • Added a getClosestLineBetween method to CollisionShape's for returning the closest line between 2 shapes (#1071)

Changed

  • Change ex.Actor.within to use surface of object geometry instead of the center to make judgements (#1071)
  • Changed moveBy, rotateBy, and scaleBy to operate relative to the current actor position at a speed, instead of moving to an absolute by a certain time.
  • Changed event handlers in excalibur to expect non-null event objects, before hander: (event?: GameEvent) => void implied that event could be null. This change addresses (#1147) making strict null/function checks compatible with new TypeScript.
  • Changed collision system to remove actor coupling, in addition ex.Collider is a new type that encapsulates all collision behavior. Use ex.Actor.body.collider to interact with collisions in Excalibur (#1119)
    • Add new ex.Collider type that is the housing for all collision related code
      • The source of truth for ex.CollisionType is now on collider, with a convenience getter on actor
      • The collision system now operates on ex.Collider's not ex.Actor's
    • ex.CollisionType has been moved to a separate file outside of Actor
      • CollisionType is switched to a string enum, style guide also updated
    • ex.CollisionPair now operates on a pair of ex.Colliders's instead of ex.Actors's
    • ex.CollisionContact now operates on a pair of ex.Collider's instead of ex.Actors's
    • ex.Body has been modified to house all the physical position/transform information
      • Integration has been moved from actor to Body as a physical concern
      • useBoxCollision has been renamed to useBoxCollider
      • useCircleCollision has been renamed to useCircleCollider
      • usePolygonCollision has been renamed to usePolygonCollider
      • useEdgeCollision has been renamed to useEdgeCollider
    • Renamed ex.CollisionArea to ex.CollisionShape
      • ex.CircleArea has been renamed to ex.Circle
      • ex.PolygonArea has been renamed to ex.ConvexPolygon
      • ex.EdgeArea has been renamed to ex.Edge
    • Renamed getWidth() & setWidth() to property width
      • Actor and BoundingBox are affected
    • Renamed getHeight() & setHeight() to property height
      • Actor and BoundingBox are affected
    • Renamed getCenter() to the property center
      • Actor, BoundingBox, and Cell are affected
    • Renamed getBounds() to the property bounds
      • Actor, Collider, and Shapes are affected
    • Renamed getRelativeBounds() to the property localBounds
      • Actor, Collider, and Shapes are affected
    • Renamed moi() to the property inertia (moment of inertia)
    • Renamed restitution to the property bounciness
    • Moved collisionType to Actor.body.collider.type
    • Moved Actor.integrate to Actor.body.integrate

Deprecated

  • Legacy groups ex.Group will be removed in v0.24.0, use collision groups as a replacement #1091
  • Legacy collision groups off Actor will be removed in v0.24.0, use Actor.body.collider.collisionGroup #1091
  • Removed NaiveCollisionBroadphase as it was no longer used
  • Renamed methods and properties will be available until v0.24.0
  • Deprecated collision attributes on actor, use Actor.body.collider
    • Actor.x & Actor.y will be removed in v0.24.0 use Actor.pos.x & Actor.pos.y
    • Actor.collisionArea will be removed in v0.24.0 use Actor.body.collider.shape
    • Actor.getLeft(), Actor.getRight(), Actor.getTop(), and Actor.getBottom are deprecated
      • Use Actor.body.collider.bounds.(left|right|top|bottom)
    • Actor.getGeometry() and Actor.getRelativeGeometry() are removed, use Collider
    • Collision related properties on Actor moved to Collider, use Actor.body.collider
      • Actor.torque
      • Actor.mass
      • Actor.moi
      • Actor.friction
      • Actor.restitution
    • Collision related methods on Actor moved to Collider, use Actor.body.collider or Actor.body.collider.bounds
      • Actor.getSideFromIntersect(intersect) -> BoundingBox.sideFromIntersection
      • Actor.collidesWithSide(actor) -> Actor.body.collider.bounds.intersectWithSide
      • Actor.collides(actor) -> Actor.body.collider.bounds.intersect

Fixed

  • Fixed issue where leaking window/document handlers was possible when calling ex.Engine.stop() and ex.Engine.start() (#1063)
  • Fixed wrong Camera and Loader scaling on HiDPI screens when option suppressHiDPIScaling is set. (#1120)
  • Fixed polyfill application by exporting a polyfill() function that can be called. (#1132)
  • Fixed Color.lighten() (#1084)

0.22.0 - 2019-04-06

Breaking Changes

  • ex.BaseCamera replaced with Camera (#1087)

Added

  • Added enableCanvasTransparency property that can enable/disable canvas transparency (#1096)

Changed

  • Upgraded Excalibur to TypeScript 3.3.3333 (#1052)
  • Added exceptions on SpriteSheetImpl constructor to check if the source texture dimensions are valid (#1108)

0.21.0 - 2019-02-02

Added

  • Added ability to automatically convert .gif files to SpriteSheet, Animations, and Sprites (#153)
  • New viewport property on camera to return a world space bounding box of the current visible area (#1078)

Changed

  • Updated ex.Color and ex.Vector constants to be static getters that return new instances each time, eliminating a common source of bugs (#1085)
  • Remove optionality of engine in constructor of Scene and _engine private with an underscore prefix (#1067)

Deprecated

  • Rename ex.BaseCamera to Camera, ex.BaseCamera will be removed in v0.22.0 (#1087)

Fixed

  • Fixed issue of early offscreen culling related to zooming in and out (#1078)
  • Fixed issue where setting suppressPlayButton: true blocks load in certain browsers (#1079)
  • Fixed issue where the absence of a pointer button caused an error in the console(#1153)

0.20.0 - 2018-12-10

Breaking Changes

  • ex.PauseAfterLoader removed, use ex.Loader instead (#1031)

Added

  • Added strongly-typed EventTypes enum to Events.ts to avoid magic strings (#1066)

Changed

  • Added parameter on SpriteSheet constructor so you can define how many pixels of space are between sprites (#1058)

0.19.1 - 2018-10-22

Fixed

  • Fixed issue where there were missing files in the dist (Loader.css, Loader.logo.png) (#1057)

0.19.0 - 2018-10-13

Changed

  • Excalibur user documentation has now moved to excaliburjs.com/docs
  • Excalibur will now prompt for user input before starting the game to be inline with the new webaudio requirements from chrome/mobile browsers (#1031)

Deprecated

  • PauseAfterLoader for iOS in favor of new click-to-play functionality built into the default Loader (#1031)

Fixed

  • Fixed issue where Edge web audio playback was breaking (#1047)
  • Fixed issue where pointer events do not work in mobile (#1044)
  • Fixed issue where iOS was not loading by including the right polyfills (#1043)
  • Fixed issue where sprites do not work in Firefox (#980)
  • Fixed issue where collision pairs could sometimes be incorrect (#975)
  • Fixed box collision velocity resolution so that objects resting on a surface do not accumulate velocity (#986)

0.18.0 - 2018-08-04

Breaking Changes

  • Sound.setVolume() replaced with Sound.volume
  • Sound.setLoop() replaced with Sound.loop

Added

  • Add Scene.isActorInDrawTree method to determine if an actor is in the scene's draw tree.

Fixed

  • Fixed missing exitviewport/enterviewport events on Actors.on/once/off signatures (#978)
  • Fix issue where Actors would not be properly added to a scene if they were removed from that scene during the same frame (#979)

0.17.0 - 2018-06-04

Breaking Changes

  • Property scope Pointer.actorsUnderPointer changed to private
  • Sprite.sx replaced with Sprite.x
  • Sprite.sy replaced with Sprite.y
  • Sprite.swidth replaced with Sprite.width
  • Sprite.sheight replaced with Sprite.height

Added

  • Allow timers to limit repeats to a finite number of times (#957)
  • Convenience method on Scene to determine whether it is the current scene. Scene.isCurrentScene() (#982)
  • New PointerEvent.stopPropagation() method added. Works the same way as (https://developer.mozilla.org/en-US/docs/Web/API/Event/stopPropagation) (#912)
  • New Actor.getAncestors() method, which retrieves full array of current Actor ancestors
  • Static Actor.defaults prop, which implements IActorDefaults.
  • Native sound events now exposed
    • volumechange - on playing sound volume change;
    • pause - on playback pause;
    • stop - on playback stop;
    • emptied - on data cleanup(f.e. when setting new data);
    • resume - on playback resume;
    • playbackstart - on playback start;
    • playbackend - on playback end;
  • Added Sound.instances getter, which returns active tracks. Playing or paused
  • Added Sound.getTrackId(track: [[AudioInstance]]) method. Which returns id of track provided, if it is in list of active tracks.

Changed

  • Refactored Easing functions to be reversable (#944)
  • Now at creation every Actor.anchor prop is set to default Actor.defaults.anchor.
  • Scene.remove(Actor) now starts the Actor.Kill event cycle (#981)

Deprecated

  • CapturePointer.update() method now doesn't propagate event to actor, just verifies pointer events for actor.
  • Added Sound.volume & Sound.loop properties as a replacement for Sound.setVolume() and Sound.setLoop(). The methods setVolume and setLoop have been marked obsolete.

Fixed

  • Added missing variable assignments to TileMapImpl constructor (#957)
  • Correct setting audio volume level from value to setValueAtTime to comply with deprecation warning in Chrome 59 (#953)
  • Force HiDPI scaling to always be at least 1 to prevent visual artifacts in some browsers
  • Recalculate physics geometry when width/height change on Actor (#948)
  • Fix camera move chaining (#944)
  • Fix pickSet(allowDuplicates: true) now returns the proper length array with correct elements (#977)
  • Index export order to prevent almond.js from creation of corrupted modules loading order.
  • Sound.pause() now saves correct timings.
  • Fix ex.Vector.isValid edgecase at Infinity (#1006)

0.16.0 - 2018-03-31

Added

  • New typesafe and override safe event lifecycle overriding, all onEventName handlers will no longer be dangerous to override (#582)
    • New lifecycle event onPreKill and onPostKill
  • SpriteSheets can now produce animations from custom sprite coordinates SpriteSheet.getAnimationByCoords(engine, coords[], speed) (#918)
  • Added drag and drop support for Actors (#134)
    • New Event enter
    • New Event leave
    • New Event pointerenter
    • New Event pointerleave
    • New Event pointerdragstart
    • New Event pointerdragend
    • New Event pointerdragmove
    • New Event pointerdragenter
    • New Event pointerdragleave
    • New Class PointerDragEvent which extends PointerEvent
    • New Class GlobalCoordinates that contains Vectors for the world, the page, and the screen.
    • Added property ICapturePointerConfig.captureDragEvents which controls whether to emit drag events to the actor
    • Added property PointerEvent.pointer which equals the original pointer object

Deprecated

  • Sprite.sx, Sprite.sy, Sprite.swidth, Sprite.sheight have been deprecated in favor of Sprite.x, Sprite.y, Sprite.width, Sprite.height (#918)

Fixed

  • Added missing lifecycle event handlers on Actors, Triggers, Scenes, Engine, and Camera (#582)
  • Tile Maps now correctly render negative x-axis coordinates (#904)
  • Offscreen culling in HiDPI mode (#949)
    • Correct bounds check to check drawWidth/drawHeight for HiDPI
    • suppressHiDPIScaling now also suppresses pixel ratio based scaling
  • Extract and separate Sprite width/height from drawWidth/drawHeight to prevent context corruption (#951)

0.15.0 - 2018-02-16

Breaking Changes

  • LockedCamera replaced with BaseCamera.strategy.lockToActor
  • SideCamera replaced with BaseCamera.strategy.lockToActorAxis
  • Body.wasTouching replaced with event type CollisionEnd

Added

  • Option bag constructors have been added for commonly-used classes (see Constructors.md) (#410)

0.14.0 - 2017-12-02

Breaking Changes

  • Triggers now have a new option bag constructor using the ITriggerOptions interface. (#863).
  • update event replaced with postupdate event
  • CollisionEvent replaced by PreCollisionEvent
  • getDrawWidth() and getDrawHeight() replaced with the getters drawWidth and drawHeight
  • PointerEvent.x and PointerEvent.y replaced with PointerEvent.pos

Added

  • Automatic HiDPI screen detection and scaling in excalibur internals to correct blurry bitmap rendering on HiDPI screens. This feature can optionally be suppressed with IEngineOptions.suppressHiDPIScaling.
  • Added new line utility Line.normal() and Line.distanceToPoint (#703)
  • Added new PolygonArea utility PolygonArea.getClosestFace(point) (#703)
  • Triggers now fire an EnterTriggerEvent when an actor enters the trigger, and an ExitTriggerEvent when an actor exits the trigger. (#863)
  • Actors have a new events CollisionStart which when 2 actors first start colliding and CollisionEnd when 2 actors are no longer colliding. (#863)
  • New camera strategies implementation for following targets in a scene. Allows for custom strategies to be implemented on top of some prebuilt
    • LockCameraToActorStrategy which behaves like LockedCamera and can be switched on with Camera.strategy.lockToActor(actor).
    • LockCameraToActorAxisStrategy which behaves like SideCamera and can be switched on with Camera.strategy.lockToActorAxis(actor, ex.Axis.X)
    • ElasticToActorStrategy which is a new strategy that elastically moves the camera to an actor and can be switched on with Camera.strategy.elasticToActor(actor, cameraElasticity, cameraFriction)
    • CircleAroundActorStrategy which is a new strategy that will follow an actor when a certain radius from the camera focus and can be switched on with Camera.strategy.circleAroundActor(actor)

Changed

  • Trigger has been rebuilt to provide a better experience
    • The trigger action only fires when an actor enters the designated area instead of every frame of collision. (#863)
    • Triggers can now draw like other Actors, but are still not visible by default (#863)

Deprecated

  • Body.wasTouching has been deprecated in favor of a new event type CollisionEnd (#863)
  • SideCamera and LockedCamera are deprecated in favor of camera strategies

Fixed

  • Fixed odd jumping behavior when polygons collided with the end of an edge (#703)

0.13.0 - 2017-10-07

Breaking Changes

  • Scene.children replaced with Scene.actors

Added

  • Convenience getters implemented halfDrawWidth, halfDrawHeight, halfCanvasWidth, halfCanvasHeight, canvasWidth, and canvasHeight.
  • New pause/unpause feature for timers to help with more robust pausing (#885)
  • New event listening feature to listen to events only .once(...) then unsubscribe automatically (#745)
  • New collision event postcollision to indicate if collision resolution occured (#880)

Deprecated

  • PointerEvent.x and PointerEvent.y, in favor of PointerEvent.pos (#612)
  • CollisionEvent has been deprecated in favor of the more clear PreCollisionEvent (#880)
  • getDrawWidth() and getDrawHeight() have been marked obsolete and changed into the getters drawWidth and drawHeight respectively in order to progressively make getters/setters consistent (#861)

Fixed

  • Fixed same instance of color potentially being shared, and thus mutated, between instance actors (#840)
  • Fixed bug where active and passive type collisions would resolve when they shouldn't in rigid body physics mode (#880)

0.12.0 2017-08-12

Breaking Changes

  • CollisionType.Elastic has been removed
  • Promises.wrap has been replaced with Promise.resolve

Added

  • Added new hsl and hex format options in Color.toString(format). rgb is the default to maintain backwards compatibility (#852)

Changed

  • Animation.loop property now to set to true by default (#583)
  • Added backgroundColor to engine options as part of Engine constructor (#846)

Deprecated

  • ex.Scene.children is now ex.Scene.actors (#796)

0.11.0 2017-06-10

Breaking Changes

  • Renamed Utils.removeItemToArray() to Utils.removeItemFromArray() (#798)

Added

  • Added optional volume argument to Sound.play(volume?: number), which will play the Audio file at anywhere from mute (volume is 0.0) to full volume (volume is 1.0). (#801)
  • Added another DisplayMode option: DisplayMode.Position. When this is selected as the displayMode type, the user must specify a new position option (#781)
  • Added a static method distance to the Vector class (#517)
  • Added WheelEvent event type for the wheel browser event, Excalibur now supports scroll wheel (#808)

Changed

  • Camera zoom over time now returns a promise that resolves on completion (#800)
  • Edge builds have more descriptive versions now containing build number and Git commit hash (e.g. 0.10.0-alpha.105#commit) (#777)

Fixed

  • Fixed camera zoom over time, before it did not work at all (#800)
  • Fixed semi-colon key not being detected on Firefox and Opera. (#789)

0.10.0 2017-04-07

Breaking Changes

  • Rename Engine.width and Engine.height to be Engine.canvasWidth and Engine.canvasHeight (#591)
  • Rename Engine.getWidth and Engine.getHeight to be Engine.getDrawWidth and Engine.getDrawHeight (#591)
  • Changed GameEvent to be a generic type for TypeScript, allowing strongly typing the target property. (#724)
  • Removed Body.useEdgeCollision() parameter center (#724)

Added

  • Added Engine.isPaused to retrieve the running status of Engine (#750)
  • Added Engine.getWorldBounds to provide a quick way to get the top left corner and bottom right corner of the screen (#729)
  • Added predraw and postdraw events to Engine class. These events happen when prior to and after a draw (#744)
  • Added Perlin noise generation helper ex.PerlinGenerator for 1d, 2d, and 3d noise, along with drawing utilities (#491)
  • Added font styles support for normal, italic, and oblique in addition to bold text support (#563)

Changed

  • Update project to use TypeScript 2.2.2 (#762)
  • Changed Util.extend to include Object.assign functionality (#763)

Fixed

  • Update the order of the affine transformations to fix bug when scaling and rotating Actors (#770)

0.9.0 2017-02-09

Added

  • Added preupdate, postupdate, predraw, postdraw events to TileMap
  • Added ex.Random with seed support via Mersenne Twister algorithm (#538)
  • Added extended feature detection and reporting to ex.Detector (#707)
    • ex.Detector.getBrowserFeatures() to retrieve the support matrix of the current browser
    • ex.Detector.logBrowserFeatures() to log the support matrix to the console (runs at startup when in Debug mode)
  • Added @obsolete decorator to help give greater visibility to deprecated methods (#684)
  • Added better support for module loaders and TypeScript importing. See Installation docs for more info. (#606)
  • Added new Excalibur example project templates (#706, #733):
  • Added Pointer.lastPagePos, Pointer.lastScreenPos and Pointer.lastWorldPos that store the last pointer move coordinates (#509)

Changed

  • Changed Util.clamp to use math libraries (#536)
  • Upgraded to TypeScript 2.1.4 (#726)

Fixed

  • Fixed Scene/Actor activation and initialization order, actors were not being initialized before scene activation causing bugs (#661)
  • Fixed bug where the engine would not load if a loader was provided without any resources (#565)
  • Fixed bug where an Actor/UIActor/TileMap added during a Timer callback would not initialize before running draw loop. (#584)
  • Fixed bug where on slower systems a Sprite may not be drawn on the first draw frame (#748)

0.8.0 2016-12-04

Added

  • ex.Vector.magnitude alias that calls ex.Vector.distance() to get magnitude of Vector (#663)
  • Added new ex.Line utilities (#662):
    • ex.Line.slope for the raw slope (m) value
    • ex.Line.intercept for the Y intercept (b) value
    • ex.Line.findPoint(x?, y?) to find a point given an X or a Y value
    • ex.Line.hasPoint(x, y, threshold) to determine if given point lies on the line
  • Added Vector.One and Vector.Half constants (#649)
  • Added Vector.isValid to check for null, undefined, Infinity, or NaN vectors method as part of (#665)
  • Added ex.Promise.resolve and ex.Promise.reject static methods (#501)
  • PhantomJS based testing infrastructure to accurately test browser features such as image diffs on canvas drawing (#521)
  • Added some basic debug stat collection to Excalibur (#97):
    • Added ex.Engine.stats to hold frame statistic information
    • Added ex.Engine.debug to hold debug flags and current frame stats
    • Added preframe and postframe events to Engine as hooks
    • Added ex.Physics statistics to the Excalibur statistics collection
  • Added new fast body collision detection to Excalibur to prevent fast moving objects from tunneling through other objects (#665)
    • Added DynamicTree raycast to query the scene for bounds that intersect a ray
    • Added fast BoundingBox raycast test

Changed

  • Internal physics names refactored to be more readable and to use names more in line with game engine terminology (explicit broadphase and narrowphase called out)

Deprecated

  • ex.Promise.wrap (#501)

Fixed

  • Fix Actor.oldPos and Actor.oldVel values on update (#666)
  • Fix Label.getTextWidth returns incorrect result (#679)
  • Fix semi-transparent PNGs appear garbled (#687)
  • Fix incorrect code coverage metrics, previously our test process was reporting higher than actual code coverage (#521)
  • Fix Actor.getBounds() and Actor.getRelativeBounds() to return accurate bounding boxes based on the scale and rotation of actors. (#692)

0.7.1 - 2016-10-03

Breaking Changes

  • Refactored and modified Sound API (#644)
    • Sound.setData now returns a Promise which differs from previous API
    • Removed internal FallbackAudio and Sound classes and replaced with single Sound class
    • Added AudioTagInstance and WebAudioInstance internal classes

Added

  • ex.Promise.join(Promise[]) support (in addition to ...promises support) (#642)
  • Moved build artifacts to separate excalibur-dist repository (#648)
  • ex.Events namespace and typed event handler .on(...) overloads for default events on core excalibur objects (#639)
  • Engine.timescale property (default: 1.0) to add time-scaling to the engine for time-based movements (#543)
  • Two new parameters to ex.Util.DrawUtil.line that accept a line thickness and end-cap style (#658)

Fixed

  • Actor.actions.fade properly supporting fading between 0 and 1 and vice versa (#640)
  • Fix issues with audio offset tracking and muting while game is invisible (#644)
  • Actor.getHeight() and Actor.getWidth() now take into account parent scaling (#645)
  • Actor.debugDraw now works properly for child actors (#505, #645)
  • Sprite culling was double scaling calculations (#646)
  • Fix negative zoom sprite culling (#539)
  • Fix Actor updates happening more than once per frame, causing multiple pointer events to trigger (#643)
  • Fix Actor.on('pointerup') capturePointer events opt-in on event handler. The opt-in was triggering correctly for handlers on 'pointerdown' and 'pointermove', but not 'pointerup'.

0.7.0 - 2016-08-29

Breaking Changes

  • Code marked 'Obsolete' has been removed (#625, #603)
    • Actor
      • addEventListener
      • getWorldX, getWorldY
      • clearActions, easeTo, moveTo, moveBy, rotateTo, rotateBy, scaleTo, scaleBy, blink, fade, delay, die, callMethod, asPromise, repeat, repeatForever, follow, meet
    • Class
      • addEventListener, removeEventListener
    • Engine
      • parameterized constructor
      • addChild, removeChild
    • UpdateEvent removed
  • Scene.addChild and Scene.removeChild are now protected
  • Removed ex.Template and ex.Binding (#627)

Added

  • New physics system, physical properties for Actors (#557, #472)
  • Read The Docs support for documentation (#558)
  • Continuous integration builds unstable packages and publishes them (#567)
  • Sound and Texture resources can now process data (#574)
  • Actors now throw an event when they are killed (#585)
  • "Tap to Play" button for iOS to fulfill platform audio requirements (#262)
  • Generic lerp/easing functions (#320)
  • Whitespace checking for conditional statements (#634)
  • Initial support for Yeoman generator (#578)

Changed

  • Upgraded Jasmine testing framework to version 2.4 (#126)
  • Updated TypeScript to 1.8 (#596)
  • Improved contributing document (#560)
  • Improved local and global coordinate tracking for Actors (#60)
  • Updated loader image to match new logo and theme (#615)
  • Ignored additional files for Bower publishing (#614)

Fixed

  • Actions on the action context threw an error (#564)
  • Actor getLeft(), getTop(), getBottom() and getRight() did not respect anchors (#568)
  • Actor.actions.rotateTo and rotateBy were missing RotationType (#575)
  • Actors didn't behave correctly when killed and re-added to game (#586)
  • Default fontFamily for Label didn't work with custom FontSize or FontUnit (#471)
  • Fixed issues with testing sandbox (#609)
  • Issue with camera lerp (#555)
  • Issue setting initial opacity on Actors (#511)
  • Children were not being updated by their parent Actors (#616)
  • Center-anchored Actors were not drawn at the correct canvas coordinates when scaled (#618)

0.6.0 - 2016-01-19

Added

  • GamePads now have a connection event (#473)
  • Unit circle drawing for debug mode (#467)
  • Engine now fails gracefully in unsupported browsers (#386)
  • Global fatal error catching (#381)
  • MockEngine for testing (#360)
  • Code coverage reports via Coveralls (#169)
  • SpriteFonts now support different target colors (#148)
  • Cameras now have position, velocity, and acceleration properties (#490)

Changed

  • Actor.addChild() changed to Actor.add() (#519)
  • Actor.removeChild() changed to Actor.remove() (#519)
  • Documentation is only deployed on changes to the main git branch (#483)
  • A warning message is now displayed if no supported audio format is provided for a browser (#476)
  • Updated TSLint directory scanning (#442, #443, #447)
  • Deprecated older methods (#399)
  • Changed API for Key events (#502)

Fixed

  • Actors now properly collide with TileMaps (#541)
  • Gamepad detection is fixed (#460, #518)
  • Actor scale now correctly occurs after translation (#514)
  • Actors now respect the visible property of their children (#513)
  • Fixed centered sprite drawing on Actors (#507)
  • Animation freezeframe is now properly set to last Animation frame by default (#506)
  • It is no longer possible to add the same Actor to a scene multiple times (#504)
  • Text alignment on SpriteFonts with Labels is fixed (#484)
  • Engine pointer events properly fire when a camera is zoomed (#480)
  • Fixed a small bug in rotateTo (#469)
  • Setting Label colors now works (#468)
  • Labels now respect set font (#372)
  • UIActor now respects visibility (#368)
  • Solid color Actors now respect opacity (#364)
  • TileMap culling uses proper width and height values (#293)
  • Font API changed while fixing font size issue

0.5.1 - 2015-06-26

Added

  • Actors can now recursively check the containment of their children (#453)
  • RotateTo and RotateBy now support ShortestPath, LongestPath, Clockwise, and Counterclockwise rotation (#461)

Fixed

  • Actor.contains() did not work for child actors (#147)
  • Unexpected placement occasionally occurred for Actors with certain collision types (#319)
  • Velocity wasn’t updating properly when fixed and active Actors collided (#454)
  • Actors removed with actor.kill() were not being removed from the draw tree (#458)
  • RotateTo and RotateBy weren’t using the shortest angle by default (#282)
  • Sprite width and height didn’t take scaling into account (#437)
  • Fixed error message when calling Actor.setDrawing() on a non-existent key (#456)

0.5.0 - 2015-06-03

Added

  • resource cache busting (#280)
  • HTML5 Gamepad API support (#15)
  • Browserify support (#312)
  • ‘blur’ and ‘visible’ events to detect when the browser window a game is in has focus (#385)
  • Z-index support for Actors, allowing for specific ordered drawing (#356)
  • unlocked drawing for UI elements (#354)
  • Promise.join() to return a new promise when promises passed to it have been resolved (#341, #340)
  • ability to skip a frame in an animation (#313)
  • You can now remove effects from IDrawable objects (#303)
  • generic Resource type to allow for XHR loading (#297)
  • gray Color constants (#209)

Changed

  • Renamed engine.addChild() to engine.add() (#288)
  • Renamed setSpriteTransformationPoint() to setAnchor() (#269)
  • Renamed TopCamera to LockedCamera (#184)
  • Renamed Actor.pipeline to Actor.traits (#351)
  • Actor anchoring now uses center origin by default (#299)
  • Actor updates (movement, collision, etc.) now use a pipeline (#330)
  • Organized classes, files, and project structure (#182, #347)
  • Improvements to collision detection (#345, #332)
  • Loop optimizations for performance improvements (#296)
  • Updated to TypeScript 1.4 (#393)
  • Improved pointer event handling so touch and mouse events can be captured together (#334)
  • Improved Point and Vector methods and rotation (#323, #302)
  • Color is now treated as a vector to allow for changes (#298)
  • Cleaned up event type consistency (#273)
  • There is now a default instance of a Camera (#270)
  • TSLint now used to enforce code quality

Fixed

  • A Sprite’s dimensions weren’t validated against the size of its texture (#318)
  • Improved sprite drawing performance issues (#316)
  • Actors were sometimes throwing duplicate collision events (#284)
  • Actors were not setting their initial opacity correctly (#307)
  • Particle emitters couldn’t emit less than 60 particles per second (#301)
  • Fixed issue with TileMap collisions (#286)
  • Animations with duplicate frames weren’t being created correctly (#283)
  • Separated drawing and collision logic for CollisionMaps (now TileMap) (#285)
  • Errors in promises were being swallowed if no error callback was supplied (#337)
  • A null promise was being returned if no loader was given to Engine.start() (#335)
  • Changed default collisionType to ‘PreventCollision’ (#324)
  • Color didn’t handle alpha = 0 correctly (#257)
  • Blink action usage was confusing (#279)
  • Couldn’t use the width and height properties of a Texture after it loaded (#355)
  • Using on(‘pointerdown’) would not automatically enable pointer capturing (#398)
  • Unsubscribing from an event sometimes removed other event handlers (#366)
  • Actor.setCenterDrawing() was hard-coded to true (#375)
  • Console was undefined in IE9. (#378)
  • Pointers were not handling mobile Safari touch events (#382)
  • Fixed debug mode drawing (#274)
  • Flipping a sprite didn’t factor in scaling (#401)
  • Sound continued to play when the game was paused (#383)
  • UIActor.kill() didn’t remove the actor (#373)
  • Passing an empty array to ex.Promise.join resulted in unresolved promises (#365)
  • MouseUp / TouchEnd events weren’t capture correctly if outside of canvas (#374)
  • Clearing actions from an empty action queue caused problems (#409)
  • Scene.onActivate() was being called before Scene.onInitialize() (#418)
  • New z-indexing wasn’t cleaning up after itself (#433)
  • Fixed issue with world / screen coordinates in UIActors (#371)
  • Fade action didn’t work for text (#261)
  • Fade action didn’t work for plain-color actors (#256)
  • Collision events weren’t being published for both collision participants (#254)
  • The loading bar was misrepresenting the time taken to decode audio files (#106)
  • actor.getCenter() wasn’t returning the correct value (#438)
  • Cameras were on the engine instead of the scene, resulting in scene transition problems (#277)
  • Actors with sprites larger than the actor would disappear prematurely from the screen (#287)
  • Derived classes can now use offscreen culling (#294)
  • Fixed issue with TileMap culling (#444)

0.2.2 - 2014-04-15

Fixed

  • Removed extra declarations file from package that was causing visual studio build problems

0.2.0 - 2014-04-09

Added

  • Visual Studio 2013 template support (#139)
  • Collision Map for building large static collidable levels (#33)
  • Redundant fallback sound sources for cross browser support (#125)
  • Particle Emitter implementation (#52)
  • Trigger implementation (#91)
  • Timer implementation (#76)
  • Camera Effects: zoom, shake (#55)
  • Polygon IDrawable (#93)
  • Alias 'on' and 'off' for 'addEventListener' and 'removeEventListener' (#229)
  • Optimized draw so only on screen elements are drawn (#239)
  • Support Scale in the x and y directions for actors (#118)
  • Added notion of collision grouping (#100)
  • New Events like 'enterviewport', 'exitviewport', and 'initialize' (#215, #224)
  • Textures allow direct pixel manipulation (#155)
  • Static Logger improvements with '.debug()', '.info()', '.warn()' and '.error()' (#81)
  • Added callMethod() action to actor (#244)
  • Added fade() action to actor (#104)
  • Added follow() and meet() action to actor (#77)

Changed

  • 'engine.goToScene()' replaces push and pop (#168)
  • More intuitive starting workflow (#149)
  • Collisions are now more concrete on actors with CollisionType (#241)
  • Namespace all types with 'ex' to prevent Excalibur from polluting the global (#87)
  • Refactor SceneNode to Scene (#135)
  • Refactor keys (#115)
  • Build system with Grunt (#92)

Fixed

  • Collision event was firing after other actor has been killed (#228)
  • Additional actor was killed when actor.kill() is called (#226)
  • Fixed loading bar (#195)
  • ex.Color.Yellow constant was wrong (#122)
  • removeEventListener did not exist off of engine (#175)
  • Excalibur promises should not swallow exceptions in promise callbacks (#176)
  • Actor.extend did not work on actor subclasses (#103)

0.1.1 - 2013-12-19

Changed

  • Refactored Keys to be less confusing (#115)
  • Refactored ActorEvent to be less confusing (#113)

Fixed

  • 'update' event on the Engine now fires correctly (#105)
  • Actor.extend works on subclasses now (#103)

0.1.0 - 2013-12-11

Added

  • Actor based paradigm for managing game objects
  • Built-in scripting for actors, allowing objects to move, rotate, blink, scale, and repeat actions
  • Entity-entity collision detection
  • Event support to react to events happening in the game
  • Camera abstraction to easily think about the view port
  • Multiple display modes including fixed size, full screen, and dynamic container
  • Scene stack support to create multiple game levels
  • Sprite sheet and animation support
  • Simple sound library for game audio, supporting the Web Audio API and the HTML Audio API
  • Promise implementation for managing asynchronous behavior
  • Resource loading with optional custom progress bars