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chore: Update dependency excalibur to v0.31.0 #552
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This PR contains the following updates:
0.30.0-alpha.1295->0.31.0Release Notes
excaliburjs/Excalibur (excalibur)
v0.31.0Compare Source
Breaking Changes
Deprecated
Added
ex.Camera.setStrategies()andex.Camera.strategiesfor additional control of strategy orderex.Sound({...})option back constructor to set all the same props available on soundex.SoundManagertype for managing groups of audio/sound effects/music volume in an easier wayex.Animation.datato store arbitrary meta data for an animation. Data can be directly added in the constructor as an option, by using the optionaldataargument infromSpriteSheet(...)and as an option infromSpriteSheetCoordinates({...})ex.Engine({global: ...})where you can provide a keyboard global to override if iframe detection fails for anyway.onDeactivate(), returning data will be passed to the nextSceneActivationContextin thepreviousSceneDataproperty!transitionstartandtransitionendevents toex.Scenesnavigation*events toex.Engineex.Vectorto specify offset and margin inSpriteSheet.fromImageSource({..})maxVelattribute toMotionComponent, which clamps velocity on separated X and Y axesClock.clearSchedule(id)and haveClock.schedulereturn an ID so you can clear a scheduled callback before it firesFixed
ParticleEmitterParticledid not receive z index value from emitter when in World spaceanim.reset()inside of an animation event handler likeanim.once('end', () => anim.reset())would not work correctlyGpuParticleEmitterdid not rotate with their parentsParticleEmitterdid not respectParticleTransform.Localex.ColliderComponent/ex.BodyComponentthat prevented collider tracking on entities that haveex.TransformComponent/ex.ColliderComponent, this influenced users doing Entity level ECS with pointer events.ex.Sound.play(0)would not set the volume to 0, instead the previous volume would play.onTransitionon the initial scene transitionex.TriggerOptionstype to all optional parametersex.GamepadButtonEventindexto disabiguate betweenex.Buttons.UnknownMap<Entity>Updates
Changed
ex.Camera.addStrategy()to accept multiple strategiesfromSpriteSheet(...),fromSpriteSheetCoordinates({...})andclone()ofex.Animationto return the subclass if called from therev0.30.3: Excalibur v0.30.3 ReleaseCompare Source
Added
Fixed
ex.GamepadButtonEventindexto disabiguate betweenex.Buttons.UnknownWhat's Changed
New Contributors
Full Changelog: excaliburjs/Excalibur@v0.30.2...v0.30.3
v0.30.2: Excalibur v0.30.2 ReleaseCompare Source
Added
Fixed
Full Changelog: excaliburjs/Excalibur@v0.30.1...v0.30.2
v0.30.1: Excalibur v0.30.1 ReleaseCompare Source
Read https://github.com/excaliburjs/Excalibur/releases/tag/v0.30.0 for more!
Full Changelog: excaliburjs/Excalibur@v0.30.0...v0.30.1
v0.30.0Compare Source
Breaking Changes
ex.Engine.goto(...)removed, useex.Engine.goToScene(...)ex.GraphicsComponent.show(...)removed, useex.GraphicsComponent.use(...)ex.EventDispatcherremoved, useex.EventEmitterinstead.ex.Engine.getAntialiasing()andex.Engine.setAntialiasing(bool)have been removed, use the engine constructor parameter to configurenew ex.Engine({antialiasing: true})or set on the screenengine.screen.antialiasing = trueex.Physics.*configuration statics removed, use the engine constructor parameter to configurenew ex.Engine({physics: ...})ex.Input.*namespace removed and types promoted toex.*ex.Configurablefunction type used for doing dark magic to allow types to be configured by instances of that same type 💥ex.Collidertypes, this previously would sometimes emit anex.Entityif you attached to theex.ColliderComponentex.PreCollisionEventex.PostCollisionEventex.ContactStartEventex.ContactEndEventex.CollisionPreSolveEventex.CollisionPostSolveEventex.CollisionStartEventex.CollisionEndEventSystem.priorityis refactored to be static.ex.Timernow only takes the option bag constructorPreDrawEvent,PostDrawEvent,PreTransformDrawEvent,PostTransformDrawEvent,PreUpdateEvent,PostUpdateEventnow useelapsedMsinstead ofdeltafor the elapsed milliseconds between the last frame.460696TriggerAPI has been slightly changed:actionnow returns the triggering entity:(entity: Entity) => voidtargetnow works in conjunction withfilterinstead of overwriting it.EnterTriggerEventandExitTriggerEventnow contain aentity: Entityproperty instead ofactor: Actorex.Vector.normalize()return zero-vector ((0,0)) instead of(0,1)when normalizing a vector with a magnitude of 0ex.Giftransparent color constructor arg is removed in favor of the built in Gif file mechanismex.Particleandex.ParticleEmitternow have an API that looks like modern Excalibur APIsparticleSpriteis renamed tographicparticleRotationalVelocityis renamed toangularVelocityfadeFlagis renamed tofadeaccelerationis renamed toaccparticleLifeis renamed tolifeminVelis renamed tominSpeedmaxVelis renamed tomaxSpeedParticleEmitternow takes a separateparticle: ParticleConfigparameter to disambiguate between particles parameters and emitter onesDeprecated
easeTo(...)andeaseBy(...)actions marked deprecated, usemoveTo({easing: ...})insteadVector.sizeis deprecated, useVector.magnitudeinsteadScreenShaderv_texcoord is deprecated, use v_uv. This is changed to match the materials shader APIactor.getGlobalPos()- useactor.globalPosinsteadactor.getGlobalRotation()- useactor.globalRotationinsteadactor.getGlobalScale()- useactor.globalScaleinsteadAdded
ex.SpriteSheet.getTiledSprite(...)to help pulling tiling sprites out of a sprite sheetengine.screen.drawWidth/drawHeightwithengine.screen.width/height;ex.TiledSpriteandex.TiledAnimationfor Tiling Sprites and Animationsex.ImageSource.fromHtmlCanvasElement(image: HTMLCanvasElement, options?: ImageSourceOptions)maxParticlesis new for GPU particles.ex.assert()that can be used to throw in development buildseasingoption tomoveTo(...)ex.lerpAngle(startAngleRadians: number, endAngleRadians: number, rotationType: RotationType, time: number): numberin order to lerp angles between each otherpointerenterandpointerleaveevents toex.TileMaptiles!pointerenterandpointerleaveevents toex.IsometricMaptiles!ex.BezierCurvetype for drawing cubic bezier curvesactor.actions.curveTo(...)andactor.actions.curveBy(...)ex.lerp(...),ex.inverseLerp(...), andex.remap(...)for numbersex.lerpVector(...),ex.inverseLerpVector(...), andex.remapVector(...)forex.Vectoractor.actions.flash(...)Actionto flash a color for a period of timeex.NineSliceGraphicfor creating arbitrarily resizable rectangular regions, useful for creating UI, backgrounds, and other resizable elements.ex.GraphicsComponent.forceOnScreenex.Slidescene transition, which can slide a screen shot of the current screen:up,down,left, orright. Optionally you can add anex.EasingFunction, by defaultex.EasingFunctions.Linearex.ImageSource.fromSvgString('<svg>...</svg>'), note images produced this way still must be loaded..toSprite(options:? SpriteOptions)ex.Engineconstructor had a newenableCanvasContextMenuarg that can be used to enable the right click context menu, by default the context menu is disabled which is what most games seem to want.ex.Actorinherits opacity of parentsex.Engine.timeScalevalues of 0 are now supportedex.Triggernow supports all valid actor constructor parameters fromex.ActorArgsin addition toex.TriggerOptionsex.Gifcan now handle default embedded GIF frame timingsex.Screen.worldToPagePixelRatioAPI that will return the ratio between excalibur pixels and the HTML pixels.--ex-pixel-ratioex.coroutine(...)ex.CoroutineInstanceis returned (still awaitable)ex.coroutine(function*(){...}, {autostart: false}).start()and.cancel()coroutinesactor.oldGlobalPosreturns the globalPosition from the previous frameRentalPooltype for sparse object poolingex.SparseHashGridCollisionProcessorwhich is a simpler (and faster) implementation for broadphase pair generation. This works by bucketing colliders into uniform sized square buckets and using that to generate pairs.contact.bias(collider). This adjusts the contact so that the given collider is colliderA, and is helpful if youare doing mtv adjustments during precollision.
angleBetweenmedhod added to Vector class, to find the angle for which a vector needs to be rotated to match some given angle:Fixed
ex.ParticleEmitter.clearParticles()did not worklastWorldPoswas not updated when the currentCameramovedcancel()'d events still bubbled to the top level input handlersex.Engine.screenshot()images may not yet be loaded in time for use inex.TransitionsblockInput: trueon scene transition only blocked input events, not accessors likewasHeld(...)etc.RendererPluginbecause the type was not exposedex.Fadesometimes would not complete depending on the elapsed timeex.PolygonColliderswould get trapped in infinite loop for degenerate polygons (< 3 vertices)ex.Labelwhere setting the opacity of caused a multiplicative opacity effect when actor opacity setex.Loaderwould have a low res logo on small configured resolution sizesex.Gifwas not parsing certain binary formats correctlyex.Loaderwas removing pixelRatio overrideex.RasterOptions, it now extendsex.GraphicsOptionswhich is the underlying truthfilterwould not be called in hit orderex.SparseHashGridCollisionProcessorstrategyex.Engine.start('scene', { loader })ex.Scene.onPreLoad(loader: ex.DefaultLoader)would lock up the engine if there was an empty loaderex.Scenescoped input events would preserve state and get stuck causing issues when switching back to the original scene.ex.Keysincluding the reportedex.Keys.Tabex.Graphic.tintex.SpriteFontdid not respect scale when measuring textex.GraphicsSystemwould crash if a parent entity did not have aex.TransformComponentcanonicalizeAngle, don't allow the result to be 2PI, now it will be in semi-open range [0..2PI)ActionsandMathpackages by movingRotationTypeintoMathpackage.Updates
Remove units by default from parameters
Perf improve PolygonCollider.contains(...) perf by keeping geometry tests in local space.
Perf improvement to image rendering! with ImageRendererV2! Roughly doubles the performance of image rendering
Perf improvement to retrieving components with
ex.Entity.get()which widely improves engine performanceNon-breaking parameters that reference
deltatoelapsedMsto better communicate intent and unitsPerf improvements to
ex.ParticleEmitterPerf improvements to collision narrowphase and solver steps
SparseHashGridCollisionProcessorwhich reduces pairs passed to narrowphasePerf Side.fromDirection(direction: Vector): Side - thanks @ikudrickiy!
Perf improvements to PointerSystem by using new spatial hash grid data structure
Perf improvements: Hot path allocations
Perf improvements to
CircleColliderbounds calculationsSwitch from iterators to c-style loops which bring more speed
Entitycomponent iterationEntityManageriterationEventEmittersGraphicsSystementity iterationPointerSystementity iterationPerf improvements to
GraphicsGroupby reducing per draw allocations in bounds calculationsChanged
v0.30.0-alpha.1306Compare Source
v0.30.0-alpha.1305Compare Source
v0.30.0-alpha.1304Compare Source
v0.30.0-alpha.1303Compare Source
v0.30.0-alpha.1302Compare Source
v0.30.0-alpha.1301Compare Source
v0.30.0-alpha.1300Compare Source
v0.30.0-alpha.1299Compare Source
v0.30.0-alpha.1298Compare Source
v0.30.0-alpha.1297Compare Source
Configuration
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🚦 Automerge: Enabled.
♻ Rebasing: Whenever PR is behind base branch, or you tick the rebase/retry checkbox.
🔕 Ignore: Close this PR and you won't be reminded about this update again.
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