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chore(deps): update dependency excalibur to v0.27.0 (main) #35
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This library is obsolete as of excalibur v0.26.0. |
Renovate Ignore NotificationBecause you closed this PR without merging, Renovate will ignore this update (^0.24.0 || ^0.25.0 || ^0.27.0). You will get a PR once a newer version is released. To ignore this dependency forever, add it to the If you accidentally closed this PR, or if you changed your mind: rename this PR to get a fresh replacement PR. |
This PR contains the following updates:
^0.24.0 || ^0.25.0
->^0.24.0 || ^0.25.0 || ^0.27.0
0.25.3
->0.27.0
Release Notes
excaliburjs/Excalibur
v0.27.0
Compare Source
Breaking Changes
ex.Engine.snapToPixel
now defaults tofalse
, it was unexpected to have pixel snapping on by default it has now been switched.ex.Physics.useRealisticPhysics()
physics solver has been updated to fix a bug in bounciness to be more physically accurate, this does change how physics behaves. Settingex.Body.bounciness = 0
will simulate the old behavior.ex.TransformComponent.posChanged$
has been removed, it incurs a steep performance costex.EventDispatcher
meta events 'subscribe' and 'unsubscribe' were unused and undocumented and have been removedex.TileMap
tlies are now drawn from the lower left by default to match withex.IsometricMap
and Tiled, but can be configured withrenderFromTopOfGraphic
to restore the previous behavior.onActivate
andonDeactivate
methods have been changed to receive a single parameter, an object containing thepreviousScene
,nextScene
, and optionaldata
passed in fromgoToScene()
Deprecated
Added
Added new configurable
ex.TileMap
option for rendering from the bottom or the top of the graphic, this matches withex.IsometricMap
and how Tiled rendersrenderFromTopOfGraphic
, by defaultfalse
and renders from the bottom.Added new
ex.Future
type which is a convenient way of wrapping a native browser promise and resolving/rejecting laterAdded new
ex.Semaphore
type to limit the number of concurrent cans in a section of code, this is used internally to work around a chrome browser limitation, but can be useful for throttling network calls or even async game events.Added new
ex.WatchVector
type that can observe changes to x/y more efficiently thanex.watch()
Added performance improvements
ex.Vector.distance
improvementex.BoundingBox.transform
improvementAdded ability to clone
ex.Vector.clone(destVector)
into a destination vectorAdded new
ex.Transform
type that is a light weight container for transformation data. This logic has been extracted from theex.TransformComponent
, this makes it easy to passex.Transform
s around. Additionally the extractedex.Transform
logic has been refactored for performance.Added new
ex.AffineMatrix
that is meant for 2D affine transformations, it uses less memory and performs less calculations than theex.Matrix
which uses a 4x4 Float32 matrix.Added new fixed update step to Excalibur! This allows developers to configure a fixed FPS for the update loop. One advantage of setting a fix update is that you will have a more consistent and predictable physics simulation. Excalibur graphics will be interpolated automatically to avoid any jitter in the fixed update.
Allowed setting playback
ex.Sound.duration
which will limit the amount of time that a clip plays from the current playback position.Added a new lightweight
ex.StateMachine
type for building finite state machinesAdded
ex.Sound.seek(positionInSeconds)
which will allow you to see to a place in the sound, this will implicitly pause the soundAdded
ex.Sound.getTotalPlaybackDuration()
which will return the total time in the sound in seconds.Allow tinting of
ex.Sprite
's by setting a newtint
property, renderers must support the tint property in order to function.Added
ex.Sound.getPlaybackPosition()
which returns the current playback position in seconds of the currently playing sound.Added
ex.Sound.playbackRate
which allows developers to get/set the current rate of playback. 1.0 is the default playback rate, 2.0 is twice the speed, and 0.5 is half speed.Added missing
ex.EaseBy
action type, usesex.EasingFunctions
to move relative from the current entity position.Added 2 new
Action
types to enable running parallel actions.ex.ActionSequence
which allows developers to specify a sequence of actions to run in order, andex.ParallelActions
to run multiple actions at the same time.Add target element id to
ex.Screen.goFullScreen('some-element-id')
to influence the fullscreen element in the fullscreen browser API.Added optional
data
parameter togoToScene
, which gets passed to the target scene'sonActivate
method.Fixed
Fixed issue with
ex.Canvas
andex.Raster
graphics that forced their dimensions to the next highest power of two.Fixed issue with
ex.Engine.snapToPixel
where positions very close to pixel boundary created jarring 1 pixel oscillations.Fixed bug where a deferred
goToScene
would preserve the incorrect scene soengine.add(someActor)
would place actors in the wrong scene after transitioning to another.Fixed usability issue and log warning if the
ex.ImageSource
is not loaded and a draw was attempted.Fixed bug in
ex.Physics.useRealisticPhysics()
solver whereex.Body.bounciness
was not being respected in the simulationFixed bug in
ex.Physics.useRealisticPhysics()
solver whereex.Body.limitDegreeOfFreedom
was not working all the time.Fixed bug in
Clock.schedule
where callbacks would not fire at the correct time, this was because it was scheduling using browser time and not the clock's internal time.Fixed issue in Chromium browsers where Excalibur crashes if more than 256
Image.decode()
calls are happening in the same frame.Fixed issue where
ex.EdgeCollider
were not working properly inex.CompositeCollider
forex.TileMap
'sFixed issue where
ex.BoundingBox
overlap return false due to floating point rounding error causing multiple collisions to be evaluated sometimesFixed issue with
ex.EventDispatcher
where removing a handler that didn't already exist would remove another handler by mistakeFixed issue with
ex.EventDispatcher
where concurrent modifications of the handler list where handlers would or would not fire correctly and throwTweak to the
ex.ArcadeSolver
to produce more stable results by adjusting by an infinitesimal epsilonFixed issue with
ex.ArcadeSolver
based collisions where colliders were catching on seams when sliding along a floor of multiple colliders. This was by sorting contacts by distance between bodies.Fixed issue with
ex.ArcadeSolver
where corner contacts would zero out velocity even if the bodies were already moving away from the contact "divergent contacts".Fixed issue where
ex.Sound
wasn't being paused when the browser window lost focusUpdates
Changed
ex.Engine.configurePerformanceCanvas2DFallback
no longer requiresthreshold
orshowPlayerMessage
ex.Engine.snapToPixel
now defaults tofalse
ex.Matrix
was used have been switched toex.AffineMatrix
ex.TransformComponent
was used have been switched toex.Transform
v0.26.0
Compare Source
Breaking Changes
ex.Line
has be replaced with a new Graphics type, the old geometric behavior is now under the typeex.LineSegment
ex.SortedList
old sorted list is removedex.Collection
old collection type is removedex.Util
import site, exported code promotedex.*
ex.DisplayMode.Position
is removed, use CSS to position the canvasex.Trait
interface, traits are not longer supportedex.Promises
old promise implementation is removed in favor of browser promisesex.Actor
.getZIndex()
and.setZIndex()
removed use.z
ex.Scene
.screenElements
removed in favor of.entities
.addScreenElement(...)
removed use.add(...)
.addTileMap(...)
removed use.add(...)
.removeTileMap(...)
removed use.remove(...)
ex.Timer
.unpause()
removed use.resume()
ex.Camera
.rx
removed use.angularVelocity
ex.BodyComponent
.sx
removed use.scaleFactor
.rx
removed use.angularVelocity
ex.ActionsComponent
.asPromise()
removed use.toPromise()
ex.ActionContext
.asPromise()
removed use.toPromise()
ex.Color
ex.Flags.useLegacyDrawing()
orex.Flags.useCanvasGraphicsContext()
.Drawable
are removed, use the newGraphics
APIex.Actor.setDrawing(...)
,ex.Actor.addDrawing(...)
are removed, use theex.Actor.graphics.add(...)
,ex.Actor.graphics.show(...)
andex.Actor.graphics.use(...)
ex.Actor.onPreDraw(...)
andex.Actor.onPostDraw(...)
are removed, useex.Actor.graphics.onPreDraw(...)
andex.Actor.graphics.onPostDraw(...)
predraw
andpostdraw
are removedex.Scene.onPreDraw()
andex.Scene.onPostDraw()
are now called with theExcaliburGraphicsContext
instead of anCanvasRenderingContext2D
ex.TileMap
has several breaking changes around naming, but brings it consistent with Tiled terminology and the newex.IsometricMap
. Additionally the new names are easier to follow.ex.Cell
has been renamed toex.Tile
ex.Tile
now usesaddGraphic(...)
,removeGraphic(...)
,clearGraphics()
andgetGraphics()
instead of having an accessibleex.Tile.graphics
array.ex.TileMap.data
has been renamed toex.TileMap.tiles
ex.TileMap.getCell(..)
has been renamed toex.TileMap.getTile(...)
ex.TileMap.getCellByIndex(...)
has been renamed toex.TileMap.getTileByIndex(...)
ex.TileMap.getCellByPoint(...)
has been renamed toex.TileMap.getTileByPoint(...)
Deprecated
Added
Added new parameter to
ex.Raster({quality: 4})
to specify the internal scaling for the bitmap, this is useful for improving the rendering quality of small rasters due to sampling error.Added new
ex.Line
graphics object for drawing lines!Added new performance fallback configuration to
ex.Engine
for developers to help players experiencing poor performance in non-standard browser configurationsAdded new
ex.ParallaxComponent
for creating parallax effects on the graphics, entities with this component are drawn differently and a collider will not be where you expect. It is not recommended you use colliders with parallax entities.Added feature to build
SpriteSheet
s from a list of different sized source views usingex.SpriteSheet.fromImageSourceWithSourceViews(...)
Added draw call sorting
new ex.Engine({useDrawSorting: true})
to efficiently draw render plugins in batches to avoid expensive renderer switching as much as possible. By default this is turned on, but can be opted out of.Added the ability to clone into a target
Matrix
this is useful to save allocations and in turn garbage collection pauses.ex.Engine
now support setting the pixel ratio in the constructornew ex.Engine({pixelRatio: 2})
, this is useful for smoothex.Text
rendering whenantialiasing: false
and rendering pixel art type graphicsex.TileMap
now supports per Tile custom colliders!New
ex.IsometricMap
for drawing isometric grids! (They also support custom colliders via the same mechanism asex.TileMap
)ex.IsometricTile
now come with aex.IsometricEntityComponent
which can be applied to any entity that needs to be correctly sorted to preserve the isometric illusionex.IsometricEntitySystem
generates a new z-index based on theelevation
and y position of an entity withex.IsometricEntityComponent
Added arbitrary non-convex polygon support (only non-self intersecting) with
ex.PolygonCollider(...).triangulate()
which builds a newex.CompositeCollider
composed of triangles.Added faster
ex.BoundingBox.transform(...)
implementation.Added faster
ex.BoundingBox.overlap(...)
implementation.Added
ex.Vector.min(...)
andex.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.Added new display mode
ex.DisplayMode.FitContainerAndFill
.Added new display mode
ex.DisplayMode.FitScreenAndFill
.Added new display mode
ex.DisplayMode.FitContainerAndZoom
.Added new display mode
ex.DisplayMode.FitScreenAndZoom
.Fixed
wasPressed
was not working in theonPostUpdate
lifecycleex.Input.Keys
enum, includingEnter
Updates
ex.Loader
screen keeping frame rates higher by only updating the backingex.Canvas
when there are changesex.BoundingBox.overlaps
checkex.PolygonCollider
calculations for localBounds, bounds, and transformed point geometrymeasureText()
callsChanged
ex.Matrix.multv()
andex.Matrix.multm()
toex.Matrix.multiply()
which matches our naming conventionsConfiguration
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