UNPKG

splat-ecs

Version:
288 lines (219 loc) 7.49 kB
# Change Log All notable changes to this project will be documented in this file. This project adheres to [Semantic Versioning](http://semver.org/). ## [Unreleased] ## [7.6.0] - 2017-01-31 ### Fixed - Crash in Safari due to missing gamepad suppport ### Added - z-axis support for velocity ## [7.5.1] - 2017-01-21 ### Fixed - Error handling stack traces in `getMultiple` and `setMultiple`. - Gamepads in Chrome ## [7.5.0] - 2016-10-28 ### Fixed - Bug where sound said it was loaded, but wasn't - Crash on undefined sound - Object leak in touch code - Function leak in draw image system ### Added - Set virtual axes with `game.inputs.setAxis()`. Useful for on-screen joysticks (coming soon). ## [7.4.1] - 2016-10-14 ### Fixed - Correct the y position of non-tile-size tiles ## [7.4.0] - 2016-09-29 ### Fixed - Filter images before sorting them to improve performance. ### Added - Scene configuration data is now available as `game.sceneConfig`. This can be useful for configuring systems on a scene-by-scene basis. - The `box-group-collider` system now supports a list of groups to skip collision checks against in `game.sceneConfig`. ## [7.3.0] - 2016-09-02 ### Added - New `box-group-collider` system that supports `onEnter`/`onExit`/`script` event scripts, and allows you to group entities to improve performance. ### Deprecated - `box-collider` system. Upgrade to `box-group-collider`. ## [7.2.2] - 2016-08-28 ### Fixed - Small performance improvement when drawing lots of images. Don't draw anything outside of camera. ## [7.2.1] - 2016-08-27 ### Fixed - Property names of size component ## [7.2.0] - 2016-08-27 ### Added - Support Tiled layer visibility by not importing invisible layers ### Changed - Move some new systems to the correct folder ### Fixed - Use new ECS functions in background-color system - Use new ECS functions in follow-mouse system ## [7.1.0] - 2016-08-23 ### Added - Support Tiled layer offsets - Support Tiled zlib & base64 layers ## [7.0.0] - 2016-08-23 ### Added - Multiple scenes can run at the same time. This can be used to draw a UI scene on top of a game scene. - Scenes now have a `speed` that effects how fast time passes ### Changed - Systems have been separated into `simulation` and `renderer` folders - Upgraded to [`entity-component-system`](https://github.com/ericlathrop/entity-component-system/blob/master/README.md) v4.x, which is a breaking change that passes through to your game via `game.entities`. - Convert the `match-center-x` and `match-center-y` systems to just `match-center`. ## [6.1.0] - 2016-07-02 ### Added - `importTilemap` can now import "collection of images" tilesets ## [6.0.1] - 2016-06-27 ### Fixed - Handle nonexistant tileset properties on Tiled importer ## [6.0.0] - 2016-06-04 ### Changed - Update renderer systems to only have 2 arguments ### Removed - Old touch button support. Not needed since entities can now be buttons ## [5.5.1] - 2016-06-04 ### Changed - Updated `entity-component-system` module. ## [5.5.0] - 2016-05-20 ### Added - Entities can act as virtual buttons now with the `setVirtualButtons` system. ## [5.4.0] - 2016-04-23 ### Added - `applyEasing` system ## [5.3.0] - 2016-04-16 ### Fixed - `matchParent` system now also matches the z property on the `position` component ### Added - `decayLifeSpan` system - `particles` module ## [5.2.0] - 2016-04-05 ### Added - `importTilemap` function for importing [Tiled](http://www.mapeditor.org/) tilemaps. - `timer` component now has a `loop` flag to make it repeat - `applyAcceleration` system - `random.inRange()` & `random.from()` - `apply-shake` and `revert-shake` systems - Use `"all"` in `systems.json` for a system to apply to all scenes. This replaces the array. ### Changed - Improved the look of the FPS counter ### Fixed - `game.sounds.setVolume` now works ## [5.1.2] - 2016-03-23 ### Fixed - Updated `html5-gamepad` to fix crash in Safari ## [5.1.1] - 2016-03-17 ### Fixed - Mouse button should default to not pressed ## [5.1.0] - 2016-03-13 ### Fixed - Mouse bug where input sometimes doesn't register - Make draw ordering stable when entities are on the same Y position ### Added - Add `game.registerPrefab` and `game.registerPrefabs` to create new prefabs at runtime. - Suppport `alpha` transparency in `image` component. ## [5.0.0] - 2016-03-05 ### Removed - `match-center` system, you should use `match-center-x` and `match-center-y` to achieve the same thing. ### Added - Gamepad support! ## [4.1.1] - 2016-02-29 ### Fixed - Fix `constrainPosition` system - Fix more places in game.js where `input` needed to be `inputs`. ## [4.1.0] - 2016-02-29 ### Fixed - Fix bug in game.js where `input` needed to be `inputs`. ### Added - Add `matchCenterX` and `matchCenterY` systems ## [4.0.0] - 2016-02-28 ### Changed - Change `contstrain-to-playable-area` to `constrain-position`, and make the system use an entity for the area. - Renamed `game.input` to `game.inputs`. - Moved `zindex` component into the `position` component's `z` property. ## [3.2.0] - 2015-01-30 ### Added - Inputs support mouse buttons ## [3.1.1] - 2015-01-30 ### Fixed - allow `game.switchScene()` during scene enter script ## [3.1.0] - 2015-01-30 ### Added - match-center system ## [3.0.2] - 2015-12-30 ### Fixed - Fix soundloader bug. - Default rotation.x and rotation.y to the center of the entity. ## [3.0.1] - 2015-12-30 ### Fixed - Remove deleted entities from collision lists. ## [3.0.0] - 2015-12-30 ### Added - Add `instantiatePrefab` function to instantiate new entities from prefabs ### Changed - `Game` constructor now loads all the json files by itself. Now it only needs 2 arguments. ### Fixed - animation frame splitting now copies all animation properties, and doesn't lose any ## [2.0.0] - 2015-12-28 ### Removed - remove magical "splatjs:" way of loading systems. ## [1.0.0] - 2015-12-28 ### Changed - automatically size the canvas based on a selectable algorithm. ### Added - matchCanvasSize system to make an entity the same size as the canvas - matchAspectRatio system to make an entity match the aspect ratio of another entity ## [0.7.0] - 2015-12-21 ### Added - add `Input.buttonPressed()` and `Input.buttonReleased()` ## [0.6.2] - 2015-12-21 ### Added - add warnings about bad image component values and provide defaults for unset values ### Fixed - fix bug where animations wouldn't work ## [0.6.1] - 2015-12-20 ### Fixed - mouse coordinates scale correctly when no css is applied to canvas ## [0.6.0] - 2015-12-20 ### Changed - use box-intersect module for faster collision detection ## [0.5.0] - 2015-12-19 ### Added - window.timeSystems() to log timings of ECS systems ### Changed - Speed up advanceAnimations system ## [0.4.2] - 2015-12-19 ### Fixed - applyMovement2d never found entities ## [0.4.1] - 2015-12-17 ### Fixed - Readme typo - Format changelog ## [0.4.0] - 2015-12-17 ### Changed - Upgrade to entity-component-system 2.0.0 ## [0.3.2] - Add method to reset box collider cache ## [0.3.1] - Un-scale the viewport when it is reset ## [0.3.0] - Support scaling of viewport through camera - Draw custom buffer for an entity if it is specified ## [0.2.0] - Support rotation when drawing images. ## [0.1.1] - Log more info on no such image error ## [0.1.0] - Add matchParent system. - Allow sound loop start and end settings ## [0.0.1] - Add a way to remove a deleted entity from the collision detection cache. ## [0.0.0] - Fork from original splatjs project.