v2.1.0


v2.1.0 Changelog - 2021-11-23

This update increases performance and decreases memory usage and GC calls by creating a new CanvasRenderer and RendererPipeline.

This update starts the overhaul of the UI (previously Interactive) system with new features and fixes.

This update adds new features to textures by using cache and more new texture classes.

Most changes and additions are included in this changelog, however, some may be missing. (Found something missing? Contribute!)


Added

  • SoundPlayer
    • Added loop to config
    • Added loop and stop method
  • Core
    • Renderer
      • Added new CanvasRenderer and RendererPipeline
    • Made Game loop more efficient by looping only through visible scenes and already pooled visible renderables use RendererPipeline
      • This makes GC calls less often
    • DisplayManager
      • Added new class DisplayManages, Manages the scale of the canvas
  • Game
    • Added condition where deltaTimeArray must have more than 99 items before rendering to prevent delta time speed up on game start
    • Events
      • Added SYNC_CACHE event
  • Scene
    • Added onSceneActive and onSceneInactive methods that are called when visible is set to true and false
    • Added createTimer method that returns a new Timer instance
    • Added setVisible method to set the visibility of the scene and it immediately updates it by pooling the RendererPipeline
  • GameObject
    • Added setVisible method to set the visibility of the scene and it immediately updates it by pooling the RendererPipeline
  • Events
    • Added Renderer Events
    • Added Display Events
  • ParticleEmitter
    • Added autoCreate option to constructor
  • Textures
    • Added new TextureBase class
    • Added new TextureSheet class to store info about spritesheets
    • Added new TextureAtlas class which creates and loads Texture classes into Scene.loader.textureStack (previously called imageStack) that are clipped from the main texture
  • Loader
    • Added CacheManager support for faster loading
    • Added loadTextureSheet method to create and load a spritesheet
    • Added loadTextureAtlas method which loads and creates a TextureAtlas class
  • CacheManager
    • Added support for fallback to memory-cache for all methods that use localStorage, does not interfer with syncValues
  • UI
    • Added new UI class
  • Camera
    • Added optional options (Duck.Types.Camera.CullingOptions) to cull and autoCull methods
  • Group
    • Added physics filter can now also filter hitboxes and PhysicsBodies
    • Added method at to return an item or undefined at a specified index
  • Keyboard Input & Key
    • Added state argument to keyState callback
  • Types
    • Added new Renderable type (replaces old renderable type)
      • Added new prop culled
  • Misc
    • Added wiki-pages folder
    • Added new layer “fades” to Duck.Layers.Rendering.zIndex
    • Added new wiki page, Getting Started
    • Added checkout script for developers

Changed

  • ParticleEmitter
    • Made create and createOne methods public
  • Core
    • Changed how rendering is handled (new CanvasRenderer and RendererPipeline)
    • All renderables now implement the new Renderable interface
    • Renderables only render if both the visible and culled properties are true
  • Game
    • Loading always has a delay for pooling of RendererPipeline: (config.splashScreen.extraDuration || 0) + (config.poolingInterval || 1000)
    • oldWidth and oldHeight properties are now public instead of protected
    • New DisplayManager now handles scaling
    • Changed config.scale to be Duck.Types.Math.Vector2Like instead of Duck.Types.Misc.Scale
  • StaticLight
    • Blend mode is now lighten instead of lighter
  • Gameobjects/interactive is now Gameobjects/ui in the file structure and type classes and classes
  • UI
    • All previous uis (previously called Interactive) now extend the new UI class
  • File Structure
    • Move src/core/models/texture.ts to src/core/texture
  • Camera
    • Changed how renderable’s visible and enabled properties are effected by cull and autoCull methods
      • Ex: If a renderable’s visible property is false, it will stay false even though it’s culled property is true
      • Renderables only render if both the visible and culled properties are true
    • Made fieldOfView and distance (zoom) properties public
  • Loader
    • Changed imageStack property to textureStack, an array of StackItem with TextureBase classes
  • Group
    • Change group filter interactive to ui
    • Changed type generic to any making groups allow a group of anything
  • Helpers
    • Colors
      • getValuesRGB now returns numbers instead of strings

Removed

  • Game
    • Removed ctx property which is now replaced by Game.renderer.ctx
    • Removed fullscreen and unfullscreen methods, replaced by Game.displayManager.fullscreen and unfullscreen
    • Removed scaleToWindow and resetScale methods, replaced by Game.displayManager.scaleToWindow and resetScale
    • Events
      • Removed fullscreen and unfullscreen events, replaces by DisplayEvents
  • Types
    • Removed type Duck.Types.Renderable which has been replaced with Duck.Types.Renderable interface that is now implemented into classes

Deprecated

  • Render
    • Deprecated onChange method

Fixed

  • SoundPlayer
    • Fixed all types in config to true types
  • Game.scaleToWindow always debugs without config setting
  • Fixed effects showing the particles before emitting
  • Fixed ParticleEmitter particles showing before emitting
  • Fixed EventEmitter not applying args correctly to callbacks
  • Fixed PhysicsServer also applying gravity which was incorrect
  • Fixed ParticleEmitter.setRange not updated existing particle positions based on new ranges
  • Fixed Effect following not setting the ranges correctly
  • Fixed JSDoc Comments “@returns”
  • Fixed group filter method not correctly filtering
  • Fixed camera cull and autoCull not preserving the renderable’s falsy visibility if set (new feature)
  • Fixed delta time speed up on game start for the first second by adding a condition to check if the array is populated before rendering

FaQ

Q: Any major changes in version 2.1.0?

To find all major core changes and additions, look into Added and Changed -> Core sub-lists

Q: What is a Texture Atlas?

A TextureAtlas is a new class added in 2.1.0. This class parses a passed JSON file and creates and clips images from the passed texture into Texture classes which are then pushed onto the Scene.loader.textureStack array for later use. This helps load multiple textures from one image. Wiki Article

Files

2.1.0.tar.gz 112 kB
Feb 17, 2022
2.1.0.zip 158 kB
Feb 17, 2022

Get DuckEngine

Download NowName your own price

Leave a comment

Log in with itch.io to leave a comment.