fix(deps): update dependency excalibur to v0.32.0 (main)#108
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This PR contains the following updates:
0.26.0→0.32.0Release Notes
excaliburjs/Excalibur (excalibur)
v0.32.0Compare Source
Breaking Changes
canSleepByDefaultsleepBiasdefault is lowered to 0.5 from .9sleepTimeThreshold, default 1000msDeprecated
EasingFunctions.*are deprecated in favor of the simpler formsex.BoundingBox.draw(..)is deprecated, useex.BoundBox.debug(...)Added
Added new contact
ex.Islandphysics optimization, excalibur physics bodies will now wake or sleep the entire connected graph of bodies,this only works in the Realistic solver, but it's a huge perf win.
Added new
ex.angleDifference(angle1, angle2)for calculating differences between angles in [0, 2Pi)Added new debug stats to the frame to measure ECS system durations in milliseconds
Added new parameter to
ex.Soundsto schedule start time, this allows you to synchronize playback of multiple audio tracksAdded new Timer events!
Added a way to configure general debug settings on text
Added foreground and background color to
ex.DebugTextAdded a convenience parameter to set the initial graphics or material in an Actor
Simpler easing functions of the form
(currentTime: number) => numberinstead of the 4 parameter legacy onesSupport for disabling integration for all offscreen entities, or on a per entity basis
DX: Support for Visual Studio Code Dev Containers for an out-of-the-box contribution dev environment
DX: Support for Vitest UI for browser testing
Fixed
canonicalizeAngleif a large angle was provided it could take a long timeexport type ...Events {toexport interface ...Events {which allows declaration merging by user game code to specify custom eventsUpdates
unitandvisualtestsChanged
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
v0.29.3Compare Source
Breaking Changes
ex.Actionnow requires a uniqueidpropertyglobalZproperty on the Actor or TransformComponent.Deprecated
Added
idpropertyglobalZproperty to Actor and TransformComponentFixed
ImageRendererex.Loader.suppressPlayButton = truedid not work. Only using theex.Engine({suppressPlayButton: true})workedUpdates
Changed
ex.Vector.toAngle()now returns angles from[0 - 2 PI)v0.29.2Compare Source
Breaking Changes
Deprecated
Added
ex.ImageSourcewith the newex.ImageWrapping.Clamp(default),ex.ImageWrapping.Repeat, andex.ImageWrapping.Mirror.ex.TileMap's and individualex.Tile'sex.IsometricMap's and individualex.IsometricTile'suseAnchorparameter toex.GraphicsGroupto allow users to opt out of anchor based positioning, if set to false all graphics memberswill be positioned with the top left of the graphic at the actor's position.
ex.coroutineoverloads, you need not pass engine as long as you are in an Excalibur lifecycleex.coroutineoverloads, you need not pass engine as long as you are in an Excalibur lifecycleex.coroutinetiming parameter to schedule when they are updatedGraphicsComponent.boundswhich will report the world bounds of the graphic if applicable!ex.Vector.EQUALS_EPSILONto configure theex.Vector.equals(v)thresholdFixed
ex.TileMapculling did not work properly when using fixed updates lower than refresh rateex.FontSource().toFont(options)ex.Loaderstart button position when using CSS transformsex.LoaderDisplayMode.FillContainerDisplayMode.FitContainerDisplayMode.FitContainerAndFillDisplayMode.FitContainerAndZoomex.ParticleEmitterz-index did not propagate to particlestransform.scale = vandtransform.scale.setTo(x, y)ex.coroutineTypeScript type to include yieldingundefinedColor.toHex()produced invalid strings if the channel values are negative or fractional, or if the alpha channel was different than 1Updates
Changed
ex.Loaderviewport/resolution internal configurationv0.29.1: Excalibur v0.29.1 ReleaseCompare Source
Small release to fix transition bug!
What's Changed
Full Changelog: excaliburjs/Excalibur@v0.29.0...v0.29.1
v0.29.0Compare Source
Breaking Changes
ex.Entity.tagsis now a javascriptSetinstead of anArraythis will affect methods that inspected tags as an array before.ex.Engine.goToScene's second argument now takesGoToOptionsinstead of just scene activation dataex.Physicsstatic is marked as deprecated, configuring these setting will move to theex.Engine({...})constructorChanged the
Fontdefault base align toTopthis is more in line with user expectations. This does change the default rendering to the top left corner of the font instead of the bottom left.Remove confusing Graphics Layering from
ex.GraphicsComponent, recommend we use theex.GraphicsGroupto manage this behaviorex.GraphicsGroupto be consistent and useoffsetinstead ofposfor graphics relative positioningECS implementation has been updated to remove the "stringly" typed nature of components & systems
class MySystem extends System<'ex.component'>becomesclass MySystem extends Systemclass MyComponent extends Component<'ex.component'>becomesclass MyComponent extends Componentex.System.update(elapsedMs: number)is only passed an elapsed timePrevent people from inadvertently overriding
update()inex.Sceneandex.Actor. This method can still be overridden with the//@​ts-ignorepragmaex.SpriteSheet.getSprite(...)will now throw on invalid sprite coordinates, this is likely always an error and a warning is inappropriate. This also has the side benefit that you will always get a definite type out of the method.Deprecated
Added
Added new
ex.Tilemap.getOnScreenTiles()method to help users access onscreen tiles for logic or other concerns.Added
ex.FontSourceresource typeFont options can be defined either at the source or at the
toFont()call. If defined in both,toFont(options)willoverride the options in the
FontSource.Added fullscreen after load feature! You can optionally provide a
fullscreenContainerwith a string id or an instance of theHTMLElementAdded new
ex.Debugstatic for more convenient debug drawing where you might not have a graphics context accessible to you. This works by batching up all the debug draw requests and flushing them during the debug draw step.ex.Debug.drawRay(ray: Ray, options?: { distance?: number, color?: Color })ex.Debug.drawBounds(boundingBox: BoundingBox, options?: { color?: Color })ex.Debug.drawCircle(center: Vector, radius: number, options?: ...)ex.Debug.drawPolygon(points: Vector[], options?: { color?: Color })ex.Debug.drawText(text: string, pos: Vector)ex.Debug.drawLine(start: Vector, end: Vector, options?: LineGraphicsOptions)ex.Debug.drawLines(points: Vector[], options?: LineGraphicsOptions)drawPoint(point: Vector, options?: PointGraphicsOptions)Experimental
ex.coroutinefor running code that changes over time, useful for modeling complex animation code. Coroutines return a promise when they are complete. You can think of eachyieldas a frame.Added additional options in rayCast options
ignoreCollisionGroupAll: booleanwill ignore testing against anything with theCollisionGroup.Allwhich is the default for allfilter: (hit: RayCastHit) => booleanwill allow people to do arbitrary filtering on raycast results, this runs very last after all other collision group/collision mask decisions have been madeAdded additional data
sideandlastContacttoonCollisionEndandcollisionendeventsAdded configuration option to
ex.PhysicsConfigto configure composite collider onCollisionStart/End behaviorAdded configuration option to
ex.TileMap({ meshingLookBehind: Infinity })which allows users to configure how far the TileMap looks behind for matching colliders (default is 10).Added Arcade Collision Solver bias to help mitigate seams in geometry that can cause problems for certain games.
ex.ContactSolveBias.NoneNo bias, current default behavior collisions are solved in the default distance orderex.ContactSolveBias.VerticalFirstVertical collisions are solved first (useful for platformers with up/down gravity)ex.ContactSolveBias.HorizontalFirstHorizontal collisions are solved first (useful for games with left/right predominant forces)Added Graphics
opacityon the Actor constructornew ex.Actor({opacity: .5})Added Graphics pixel
offseton the Actor constructornew ex.Actor({offset: ex.vec(-15, -15)})Added new
new ex.Engine({uvPadding: .25})option to allow users using texture atlases in their sprite sheets to configure this to avoid texture bleed. This can happen if you're sampling from images meant for pixel artAdded new antialias settings for pixel art! This allows for smooth subpixel rendering of pixel art without shimmer/fat-pixel artifacts.
new ex.Engine({pixelArt: true})to opt in to all the right defaults to make this work!Added new antialias configuration options to deeply configure how Excalibur does any antialiasing, or you can provide
antialiasing: true/antialiasing: falseto use the old defaults.Added new
lineHeightproperty onSpriteFontandFontto manually adjust the line height when rendering text.Added missing dual of
ex.GraphicsComponent.add(), you can nowex.GraphicsComponent.remove(name);Added additional options to
ex.Animation.fromSpriteSheetCoordinates()you can now pass any validex.GraphicOptionsto influence the sprite per frameAdded additional options to
ex.SpriteSheet.getSprite(..., options). You can pass any validex.GraphicOptionsto modify a copy of the sprite from the spritesheet.New simplified way to query entities
ex.World.query([MyComponentA, MyComponentB])New way to query for tags on entities
ex.World.queryTags(['A', 'B'])Systems can be added as a constructor to a world, if they are the world will construct and pass a world instance to them
Added
RayCastHitas part of every raycast not just the physics world query!Added the ability to log a message once to all log levels
debugOnceinfoOncewarnOnceerrorOncefatalOnceAdded ability to load additional images into
ex.Materials!Scene Transition & Loader API, this gives you the ability to have first class support for individual scene resource loading and scene transitions.
Add or remove scenes by constructor
Add loaders by constructor
New
ex.DefaultLoadertype that allows for easier custom loader creationNew
ex.Transitiontype for building custom transitionsNew scene lifecycle to allow scene specific resource loading
onTransition(direction: "in" | "out") {...}onPreLoad(loader: DefaultLoader) {...}New async
goToScene()API that allows overriding loaders/transitions between scenesScenes now can have
async onInitializeandasync onActivate!New scenes director API that allows upfront definition of scenes/transitions/loaders
Example:
Defining scenes upfront
Fixed
ex.TileMapfinding onscreen tiles is now BLAZINGLY FAST thanks to a suggestion from Kristen Maeyvn in the Discord.ex.TileMap.getTileByPoint()did not take into account the rotation/scale of the tilemap.pixelRatioon low res games to upscale'together', this means the whole composite collider is treated as 1 collider for onCollisionStart/onCollisionEnd. Now you can configure aseparatewhich will fire onCollisionStart/onCollisionEnd for every separate collider included in the composite (useful if you are building levels or things with gaps that you need to disambiguate). You can also configure this on a per composite level to mix and match `CompositeCollider.compositeStrateConfiguration
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