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Excalibur v0.29.2 Release

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@eonarheim eonarheim released this 07 Apr 21:17
· 346 commits to main since this release

excalibur logo

This is a medium-ish release, with a ton of community contributions especially in the bugfix realm!

Features

  • Added ability to configure image wrapping on ex.ImageSource with the new ex.ImageWrapping.Clamp (default), ex.ImageWrapping.Repeat, and ex.ImageWrapping.Mirror.
    const image = new ex.ImageSource('path/to/image.png', {
      filtering: ex.ImageFiltering.Pixel,
      wrapping: {
        x: ex.ImageWrapping.Repeat,
        y: ex.ImageWrapping.Repeat,
      }
    });
  • Added pointer event support to ex.TileMap's and individual ex.Tile's
  • Added pointer event support to ex.IsometricMap's and individual ex.IsometricTile's
  • Added useAnchor parameter to ex.GraphicsGroup to allow users to opt out of anchor based positioning, if set to false all graphics members
    will be positioned with the top left of the graphic at the actor's position.
    const graphicGroup = new ex.GraphicsGroup({
      useAnchor: false,
      members: [
        {
          graphic: heartImage.toSprite(),
          offset: ex.vec(0, 0),
        },
        {
          graphic: heartImage.toSprite(),
          offset: ex.vec(0, 16),
        },
        {
          graphic: heartImage.toSprite(),
          offset: ex.vec(16, 16),
        },
        {
          graphic: heartImage.toSprite(),
          offset: ex.vec(16, 0),
        },
      ],
    });
  • Added simplified ex.coroutine overloads, you need not pass engine as long as you are in an Excalibur lifecycle
    const result = ex.coroutine(function* () {...});
  • Added way to bind 'this' to ex.coroutine overloads, you need not pass engine as long as you are in an Excalibur lifecycle
    const result = ex.coroutine({myThis: 'cool'}, function* () {...});
  • Added optional ex.coroutine timing parameter to schedule when they are updated
    const result = ex.coroutine(engine, function * () {...}, { timing: 'postupdate' })
  • Added GraphicsComponent.bounds which will report the world bounds of the graphic if applicable!
  • Added ex.Vector.EQUALS_EPSILON to configure the ex.Vector.equals(v) threshold
  • Added way to add custom WebGL context lost/recovered handlers for your game
    const game = new ex.Engine({
      handleContextLost: (e) => {...},
      handleContextRestored: (e) => {...}
    })

Fixed

  • Fixed issue where ex.TileMap culling did not work properly when using fixed updates lower than refresh rate
  • Fixed incomplete types for font options in ex.FontSource().toFont(options)
  • Fixed issue with ex.Loader start button position when using CSS transforms
  • Fixed issue where adding scenes with the same name did not work when it was previously removed
  • Fixed issue when WebGL context lost occurs where there was no friendly output to the user
  • Fixed issue where HiDPI scaling could accidentally scale past the 4k mobile limit, if the context would scale too large it will now attempt to recover by backing off.
  • Fixed issue where logo was sometimes not loaded during ex.Loader
  • Fixed issue where unbounded containers would grow infinitely when using the following display modes:
    • DisplayMode.FillContainer
    • DisplayMode.FitContainer
    • DisplayMode.FitContainerAndFill
    • DisplayMode.FitContainerAndZoom
  • Fixed issue where ex.ParticleEmitter z-index did not propagate to particles
  • Fixed incongruent behavior as small scales when setting transform.scale = v and transform.scale.setTo(x, y)
  • Fixed ex.coroutine TypeScript type to include yielding undefined
  • Fixed issue where Firefox on Linux would throw an error when using custom Materials due to unused attributes caused by glsl compiler optimization.
  • Fixed issue where start transition did not work properly if deferred
  • Fixed issue where transitions did not cover the whole screen if camera was zoomed
  • Fixed issue where Color.toHex() produced invalid strings if the channel values are negative or fractional, or if the alpha channel was different than 1

Changed

  • Significant 2x performance improvement to image drawing in Excalibur
  • Simplified ex.Loader viewport/resolution internal configuration
Raw Changes

What's Changed

New Contributors

Full Changelog: v0.29.1...v0.29.2