We are very proud to present Excalibur v0.2.0! This is a significant milestone as we move towards our 1.0 goal by the end of the year.
This release is a large one, and will contain some breaking changes from v0.1.1.
Here are the most notable changes:
Features & Enhancements
- #139 VS2013 Template Support!
- #33 Collision Map Implementation for building large static collidable levels
- #125 Support for redundant fallback sound sources for cross browser support
- #52 Particle Emitter Implementation
- #91 Trigger Implementation
- #76 Timer Implemenation
- #55 Camera Effects: zoom, shake
- #93 Polygon IDrawable
- #229 Alias 'on' and 'off' for 'addEventListener' and 'removeEventListener'
- #239 Optimized draw so only on screen elements are drawn
- #118 Support Scale in the x and y directions for actors
- #100 Added notion of collision grouping
- #215, #224, New Events like 'enterviewport', 'exitviewport', and 'initialize'
- #155 Textures allow direct pixel manipulation
- #81 Static Logger improvements with '.debug()', '.info()', '.warn()' and '.error()'
- #244 Added callMethod() action to actor
- #104 Added fade() action to actor
- #77 Added follow() and meet() action to actor
Refactoring:
- #168 'engine.goToScene()' replaces push and pop
- #149 More intuitive starting workflow
- #241 Collisions are now more concrete on actors with CollisionType
- #87 Namespace all types with 'ex' to prevent Excalibur from polluting the global
- #135 Refactor SceneNode to Scene
- #115 Refactor keys
- #92 Build system with Grunt!
Bugs addressed in this release:
- #228 Collision event firing after other actor has been killed
- #226 Additional actor is killed when actor.kill() is called
- #195 Fixed loading bar
- #122 ex.Color.Yellow constant is wrong
- #175 removeEventListener does not exist off of engine
- #176 Excalibur promises should not swallow exceptions in promise callbacks
- #103 Actor.extend does not work on actor subclasses