Releases: pixelpicosean/lesser-panda
Adventure
AABBSolver has been hugely improved and Collider.collide
API is changed to a better form. After tons of experimenting (both JavaScript and C++ side), I decide to keep current engine design. The current state of LP is great and battle tested, at least good enough for my own games.
Let's give every release a fancy name from now on 😈, who says Adventure cannot be a good start!
Stable v1.1
Now the v1.0 come to the very first stable version. Everything should work without any issue, and the most API gets stable too, at lease during the v1.x.
BackgroundMap and Behavior come to rescue
BackgroundMap
API is now stable and I decided to keep as is in the future. Let't say now is the best time for a built-in level editor, yeah!
The design of Behavior
is also tweaked, the rest tasks will be sololy focus on bringing more behaviors.
Quick fix to v0.4.1
Fixed a small Tiled map loading issue.
Complete re-write to a new level
Huge changes have been introduced to LesserPanda with this release.
Highlights
- Actor system is further improved to be much easier to use.
- Behavior system is re-designed and several built-in behaviors are provided.
- Tilemap support is re-designed and a new
level
concept is introduced, inspired by impact.js. - New object pooling support(especially for Actor).
- Game resize functionality is hugely improved.
- Physics Body no longer has
anchor
property, whose origin will always be the center. - Scenes can be re-create during switching, so you can easily choose re-use or not.
What's Next
Behavior
is still not good enough, and will the the next big thing. A more general behavior system will be added soon.
Closer to Anime
Add animation support of string
and boolean
without any API breaking. You just get these 2 types of animation support as bonus.
But the road of better animation support is still not end, I am planning of making the animating support of different types isolated which may lead to a more extendable API.
Also I am considering deprecating Animation
class in favor of Timeline
. Frame based texture switching can be easily handled by Timeline
and can be easily controlled instead of implementing its own similar updating functionality.
As Timeline
takes place of all the animation stuff, it'll simplify the design and making of a "Timeline Editor" which has gain really high priority on me. I always spend lots of time doing hand-writing animations, and hope an editor will help.
v0.3.1-rc2
Fixes physics module updating issue due to delta time in ms
instead of seconds
.
v0.3.1-rc1
Engine internal arch has been completely changed to system based which looks similar to CBS.
First module independent structure version
Modules are completely independent from each other, even PIXI is slightly modified for the purpose.
Warning! This release is still not completed, CHAOS are not fully removed yet. Hope to get things better soon.
First stable release
Most features are tested after the fork, the engine itself is quite stable so far. More unit tests are coming soon.