This repository has been archived by the owner on Jan 27, 2024. It is now read-only.
-
Notifications
You must be signed in to change notification settings - Fork 0
/
changelog.txt
251 lines (206 loc) · 9.52 KB
/
changelog.txt
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
###Changelog###
DD/MM/YY
(8/9/17)
- Made scaling be centered
(7/9/17)
- Added HaxeDevelop template
- Added scaling in Graphic
(4/9/17)
- Print error if strings don't exist in input string map
- Added restart to Play animation
(30/8/17)
- Fixed get width/height in TileImage and TileAnimation
- Fixed Terry loading issue (Turns out xml needs to respect the image order)
- Extracted core functionality to TileDisplayObject
(27/8/17)
- Fixed Stars (Turns out OpenFL 6.0.1 has bug, when Tile is removed, it is still visible), please don't use 6.0.1
- Engine now removes components before removing objects
- Ported TilesheetText to TileText
- Fixed TileSheetLayer demo
(26/8/17)
- Fixed IMGUI demo
- Fixed Plane demo
- Fixed SimpleTutorial demo
- Ported old TileSprite to TileTiledMap
(25/8/17)
- Fixed GDebug cannot move object when shifting canvas (with spacebar)
- Fixed collider debug draw not following after moving around (with spacebar)
- Reimplementing Tile drawing with new OpenFL API, currently only image works
- Input.mouseX and mouseY does not take screen left/top into consideration anymore
- Ported old AnimatedSprite to TileAnimation
(28/8/15)
- Snapping of objects can be done in debug mode when shift key is pressed.
- Fixed a bug where collider is not reset after transform.moveBy is called.
- Added toggle switch for collider debug draw.
(26/8/15)
- Fixed enable/disable that will affect the updating of scene.
- Fixed a bug where removing object in html5 will crash.
- Edited logo.
- Some name changes to Tilesheet's Sprite and Text.
- Added Splash screen skip with mouse/key press
- Added anyKeyPress checks in input.
- Added custom key checks for keyUp.
- Added new IMGUI sample
- Added layer ordering for bitmap objects.
- Fixed mouse position updating.
(25/8/15)
- Fixed Stars spawning position.
- Added extra draw function alongside update, so that GDebug will not pause UI rendering.
- GDebug able to see collision debug draw.
- Changed level size of stars.
- Added Splash screen.
- Fixed a bug where changing scene would crashed the game.
(23/8/2015)
- Added a IMGUI library
- Added mouse move checks to Input
(22/8/2015)
- Added GDebug support into scene
- Made position text change appropriately when choosing gameObject.
- Updated README.md, added a few examples.
- Fixed a bug where blank component is rendered as transparent in HTML5 target.
(28/12/2014)
- Changed TileSprite to only accept all Ints.
- Created new Displaylist object TileMap.
- Created new function for loading TileMap in ogmoloader.
- Fixed graphics not removed when going to next level in Terry.
- Fixed W/M/m/w having extra lines on the font.
(23/12/2014)
- Added checks to GDebug for gameObject without collider
- Refactored codes
- Added 2 new utils, Delay and Vec2
- Delay is a simple wrapper for setting a delay and checks
- Vec2 is a simple vector 2d class
- Renamed openfl to lime in Run.bat
- Changed atlas's xml files
- Escape key now only works in debug mode
(3/8/2014)
- Added touch support.
- Fixed Color now displaying properly when compiling for js and c++.
- Corrected Text to be displayed aligned to left. This fixes problem when running in Android.
- Added console text to GDebug.
- Renamed parameters for Image.
(26/7/2014)
- Fixed some Graphics not updating properly if there's offset.
- Fixed Collider not updating properly if there's offset.
- Added nextLevel() function to scene.
- Fixed GDebug.
(19/7/2014)
- Removed "Checker.png" as hardcoded texture to load when using OgmoLoader.
- Added show debug options for Collider.
(18/7/2014)
- Fixed colors format not correct in HTML5.
- Added new sample project Plane.
(13/7/2014)
- Added options for graphics to be centered.
- Engine will not check if scene is enabled or not to run. It will instead check if it's enabled, it will not update it's gameObject.
- Added checks in detachChild() when attempting to detachChild with no valid parent.
(29/6/2014)
- Engine now extends Sprite.
- Object now uses public instead of private for added(), removed() and update().
- Renamed addChildNode and removeChildNode to attachChild and detachChild to avoid confusion.
- Some fixes with displayObject font.
(22/6/2014)
- Added back displayObject again.
- Some refactoring for Render codes.
- Tilesheet's sprite can allow flipping and rotating.
(7/6/2014)
- Terry project demo using 2 atlas, one for UI and one for game.
- Terry project and Stars project package reorganized.
(31/5/14)
- Added bitmap font.
- Introduced a TileSheetLayer system for screen to manage multiple tilesheets and TileSheetLayer handle their own rendering layer.
- New sample project demoing the TileSheetLayer system and text system
(20/5/14)
- Happy Birthday!!! ZE2D is developed for 2 years. Mainly just for fun and learning.
(4/5/14)
- Decided to remove all the displayObject stuffs and reimplemented the rendering stuffs using only Tilesheet.
- Removed useless samples, Bird and Test which uses displayObject rendering.
- Image now becomes Sprite, and Animation becomes AnimatedSprite and an additional TileSprite for Tiled based sprite.
- Some things are still incomplete like text rendering and in Stars, the star would not spawn correctly, it might spawn in tile area.
(1/5/14)
- Decided to remove Tilesheet implementation completely. It is very awkward to use.
(18/4/14)
- Added a RunAll batch file to run all the samples.
- Edited Star's map.
- Used Blank instead of image in Bird's sample.
- Included a check in SpriteLoader for null XML.
- Can't set the layer for TSAnimation and TSImage through constructor, just like Image and Animation.
- GDebug now showing properly for Tilesheet rendered gameObject.
- Tilesheet and displayObject now sharing common inheritance Draw.hx
- Removed unused property in Render.hx
- Fixed samples still using Render instead of Draw.
(18/4/14)
- Fixed TSGraphic's layering system.
- Edited DrawTiles to include layers.
(13/4/14)
- Added tilesheet drawing capability, mainly TSImage and TSAnimation.
- Added spritesheet loader, currently support TexturePacker and ShoeBox.
- Added new sample, DrawTile to show how to use the new TSImage and TSAnimation
- Added a check in Text to check for missing font in project.
(31/3/14)
- Cleaned up OgmoLoader.
- Template now provide correct Main.hx to point to Engine.
- Fixed some irrelevant stuff in command line tools.
(28/3/14)
- OgmoLoader reverted back to utils again, not a component anymore.
(22/3/14)
- Added back right mouse click for Inputs.
(9/3/14)
- Removed ID, used for debugging a bug for yesterday.
- Moved some codes from Screen.hx to Engine.hx.
- Engine.hx is now in object folder.
- Removed FPS.hx, moves all FPS codes to GDebug.hx.
- Added RunScript for easier creating of projects
(8/3/14)
- Added a new GDebug class for debugging game.
- Includes pausing all gameObject and moving gameObject around (GDebug).
- Includes a callback function for calling custom functions to inspect selected GameObject (GDebug).
- Reorganized the inheritance order, made Object the base object instead of Node.
- Added a memory indicator to FPS.
- Added a new rotating square animation for Test sample poject.
- Minor Terry level fix, removed spikes at some places.
- Some minor tweaks (hopefully) to improve the performance of the engine (Setting vars to null in destroyed and removed).
- Fixed a bug where the last node is not correctly set to the last node resulting in irresponsive items in Test project.
(23/2/14)
- Added activated/deactivated event handling to engine.
- Added new Blank class for creating simple image that do not need names and not cached.
- Added new sample game (Simple flappy bird clone).
(30/1/14)
- Reorganized collision handling code, all the collision handling in base Collider class and property store in sub class.
- Random.float() moved to Ops.randomFloat().
- Edited Terry's level, pressing N continuosly will jump back to level 1.
(2/1/14)
- Reverted GameObject's scene property (scene will be null for GameObject when removed).
- Fixed Scene's getGameObjectByName and by Component not returning null if no name/component is found.
- Corrected some game rendering related issue, switch appearing in front of gate.
- Added Travis CI to project (Fixed missing assets/gfx and font folder for samples project).
(1/1/14)
- Happy New Year Release
- Fixed an inconsistency with Component's scene and GameObject's Scene get property.
- Added back previously (accidentally) removed Dialog.png.
(31/12/13)
- Added new Object class to hold reference for Engine.
- Scene property is now accessed via Engine.getEngine();.
(28/12/13)
- Fixed some rendering stuff where setting layer after adding it will cause crash.
- Correctly update objects if enabled.
- Removed iterator and uses while loop for looping instead.
- Fixed OgmoLoader only loading one layer.
- Added new project to demo how to use OgmoLoader.
(25/12/13)
- Merry Christmas. Some bugfixes and maintenance.
- Oops. Fixed timestamp in changelog.
- Rewrote the ogmo loading procedure. OgmoLoader is now a component and no prefab is needed.
- Some bug fix for Tests.
- Renamed scene to scenes and object to objects to avoid confusion when coding in FlashDevelop.
(21/12/13)
- Fixed getGameObject and getComponent
(20/12/13)
- Continue fixing bug where object isn't removed properly. Added new destroyed function to set values to null.
- Merged addChild and addNode into one function.
(15/12/13)
- Rewrote core object system, now uses linked list node system.
- All core objects inherit from node instead of object.
- Seperated add() objects funtions to 4 core functions, mainly engine.addScene(), scene.addGameObject, gameObject.addComponent and component.addComponent.
(20/5/12)
- Project was born.