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Releases: kaplayjs/kaplay

4000.0.0-alpha.26

13 Jan 01:47

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[4000.0.0-alpha.26] - 2026-01-12

Added

  • Added AreaCompOpt.isSensor. Areas without body or is sensor will no longer
    be eligible for collisions - @mflerackers
  • Added floodFill() for puzzle games - @mflerackers
  • Added AreaComp.isVisuallyColliding to test collisions in screen space. This
    can be used for fixed objects which do not necessarily collide in world space.
    Note that this involves additional processing as it tests outside the
    collision system, which works in world space - @mflerackers
  • Added buildConnectivityMap() - @mflerackers
  • Added buildConvexHull() - @mflerackers

Changed

  • Both worldPos and screenPos are properties now - @mflerackers

Fixed

  • Fixed tween() not cloning the passed vectors/colors - @lajbel
  • Fixed timer() related events (tween/loop/wait) not taking debug.timeScale
    into account - @Stanko
  • Fixed the vibration effect on bodies introduced in alpha.25 thanks to
    @lajbel's debugging skills - @mflerackers
  • Fixed SpriteComp.hasAnim() returning false erroneously when the animation
    named was just constant frame 0 - @dragoncoder047
  • Fixed levelComp.serialize() use for...of in the place of the for...in
    when looping through the tile object keys - @benhuangbmj
  • Fixed input events attached to a game object having the event's paused value
    reset when the object is paused or unpaused - @dragoncoder047
  • Hidden objects are processed again in transform - @mflerackers
  • When the parent is changed, the transform is invalidated - @mflerackers
  • Fixed click and hover for fixed() objects - @mflerackers
  • Object toWorld/fromWorld/toScreen/fromScreen work more logical now -
    @mflerackers
  • Sticky platforms work again - @mflerackers

What's Changed

New Contributors

Full Changelog: 4000.0.0-alpha.25...4000.0.0-alpha.26

4000.0.0-alpha.25

24 Dec 01:32

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[4000.0.0-alpha.25] - 2025-12-23

Added

  • Added the fakeMouseMove event in FakeMouseComp, it will triggers when you move the object - @lajbel
  • Global retrieve() method to get the objects with area within a certain rectangle - @mflerackers

Changed

  • Transforms are now only recalculated when needed. Thus static objects no longer increase computation in the transform phase - @mflerackers
  • Areas are now only recalculated when the area settings or (optional) renderArea has changed - @mflerackers
  • World (transformed) areas are now only recalculated when the area or transform has changed - @mflerackers
  • World bounding boxes are now only recalculated when the world area has changed - @mflerackers
  • Broad stage collision detection spatial structures are now only updated when an object's world bounding box has changed - @mflerackers
  • You can no longer change the position of an object by doing obj.pos.x += 1. You need to assign a new Vec2 or use moveBy instead - @mflerackers
  • The grid broadphase has been rewritten for performance - @mflerackers

Full Changelog: 4000.0.0-alpha.24...4000.0.0-alpha.25

4000.0.0-alpha.24

12 Dec 12:34

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[4000.0.0-alpha.24] - 2025-12-12

Added

  • Added the maxTimeStep and fixedUpdateMode options, as well as
    setFixedSpeed() for more granular control over fixed update and timing -
    @dragoncoder047
  • Added parameterized formatting tags like "[color=red]Red text![/color]" in
    CharTransformFunc for more powerful text formatting options -
    @dragoncoder047
  • Added createRegularPolygon() and createStarPolygon() to create 2D regular
    polytopes - @mflerackers
  • Added createCogPolygon() to create 2D regular cogs - @mflerackers
  • Added getSpriteOutline() that takes a sprite asset and returns a polygon
    showing the outline - @milosilo-dev
  • Added Quadtree for collision detection (only for fixed size screen for now,
    needs expansion) - @mflerackers
  • Added vertical sweep and prune - @mflerackers
  • Added configuration to choose broad phase algorithm - @mflerackers

Fixed

  • Fixed the fakeMouse() component not giving the right position when the
    camera transform was not the identity matrix - @dragoncoder047
  • Fixed tall fonts being cropped - @anthonygood
  • Fixed the sprite animation onEnd() callback being called before the
    animation actually stopped, so if the onEnd callback started a new animation,
    the new animation was instantly stopped - @dragoncoder047
  • Now playMusic() actually uses the requested volume and playback rate given
    in the options - @dragoncoder047

4000.0.0-alpha.23

05 Nov 23:19

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[4000.0.0-alpha.23] - 2025-11-05

Added

  • Added getGamepadAnalogButton() to read the analog value of buttons like the
    triggers - @dragoncoder047

    isGamepadButtonDown("rtrigger"); // -> true/false, 0/1
    getGamepadAnalogButton("rtrigger"); // -> analog value between 0 (not pressed) and 1 (fully pressed)
  • Added chorded button bindings using the Buttons API, so you can bind different
    actions to tab and shift+tab, and handle them like normal. Also works with
    gamepads and mouse! - @dragoncoder047

    kaplay({
        buttons: {
            forward: {
                keyboard: "tab",
                gamepad: "south",
            },
            backward: {
                keyboard: "shift+tab",
                gamepad: "rshoulder+south",
            },
        },
    });
  • Added skew to text formatting, so now italics is possible - @dragoncoder047

  • Added lifetime scopes, a way to define the lifetime of an event handler
    using a specific scope, scene, app or a game object - @lajbel,
    @dragoncoder047

    app.onUpdate(() => {
        // runs until it is cancelled
    });
    
    scene("game", () => {
        const obj = add([]);
    
        obj.onUpdate(() => {
            // runs until obj is destroyed
        });
    
        scene.onUpdate(() => { // or just onUpdate(() => {
            // runs until scene is changed
        });
    });

    All the available handlers in the scopes are GameEventHandlers ones:

    • onKeyDown()
    • onKeyPress()
    • onKeyPressRepeat()
    • onKeyRelease()
    • onCharInput()
    • onMouseDown()
    • onMousePress()
    • onMouseRelease()
    • onMouseMove()
    • onScroll()
    • onTouchStart()
    • onTouchMove()
    • onTouchEnd()
    • onGamepadConnect()
    • onGamepadDisconnect()
    • onGamepadButtonDown()
    • onGamepadButtonPress()
    • onGamepadButtonRelease()
    • onGamepadStick()
    • onButtonDown()
    • onButtonPress()
    • onButtonRelease()
    • onTabHide()
    • onTabShow()

    And this game object handlers may differ when using it with obj and
    scene/app:

    • onFixedUpdate()
    • onUpdate()
    • onDraw()
  • Added app scope for app event handlers - @lajbel

    app.onUpdate(() => {
        // runs until it is cancelled
    });
  • Added KAPLAYOpt.defaultLifetimeScope for setting the default lifetime scope
    used for event handlers - @lajbel

    kaplay({
        defaultLifetimeScope: "app", // default is "scene"
    });
    
    onKeyPress("space", () => {
        // runs until is cancelled
    });
  • Added skew to text formatting, so now italics is possible - @dragoncoder047

Changed

  • (!) Renamed onShow() to onTabShow() and onHide() to onTabHide() -
    @lajbel

  • In addition to being the scene() function, now scene is also a scope for
    scene event handlers - @lajbel

    scene("game", () => {
        scene.onUpdate(() => { // or just onUpdate(() => {
            // runs until scene is changed
        });
    });

Fixed

  • Now pushScene() and popScene() give the arguments to the scene in the same
    way that go() does rather than passing them all to the first argument as an
    array - @dragoncoder047
  • Fixed a flicker due to the fadeIn not setting opacity until the next frame -
    @mflerackers
  • Fixed FPS cap not working correctly - @mflerackers, @dragoncoder047

Full Changelog: 4000.0.0-alpha.22...4000.0.0-alpha.23

4000.0.0-alpha.22

09 Oct 17:35

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4000.0.0-alpha.22 Pre-release
Pre-release

[4000.0.0-alpha.22] - 2025-10-9

Added

  • Added KAPLAYOpt.types, kaplayTypes() and Opt to config specific
    TypeScript Advanced Features (TAF) - @lajbel

    kaplay({
        types: kaplayTypes<
            // Opt<> is optional but recommended to get autocomplete
            Opt<{
                scenes: {}; // define scenes and arguments
                strictScenes: true; // you can only use defined scenes
            }>
        >(),
    });
  • Added TypesOpt.scenes to type scenes and parameters - @lajbel

    const k = kaplay({
        types: kaplayTypes<
            Opt<{
                scenes: {
                    game: [gamemode: "normal" | "hard"];
                    gameOver: [score: number, highScore: number];
                };
            }>
        >(),
    });
    
    // If you trigger autocomplete it shows "game" or "gameOver"
    k.scene("game", (gamemode) => {
        // gamemode is now type "normal" | "hard"
    
        // @ts-expect-error Argument of type 'string' is not assignable
        // to parameter of type 'number'.
        k.go("gameOver", "10", 10); //
    });

    The methods that support this are:

    • scene
    • go
    • onSceneLeave
    • getSceneName
  • Added TypesOpt.strictScenes to make usable scenes just the ones defined -
    @lajbel

    const k = kaplay({
        types: kaplayTypes<
            Opt<{
                scenes: {
                    game: [gamemode: "normal" | "hard"];
                    gameOver: [score: number, highScore: number];
                };
                strictScenes: true;
            }>
        >(),
    });
    
    // @ts-expect-error Argument of type '"hi"' is not assignable to
    // parameter of type '"game" | "gameOver"'.
    k.scene("hi", () => {});
  • Added named animations - @mflerackers

    By giving a name to an animation, you can define more than one animation

    const anim = obj.animation.get("idle");
    anim.animate("pos", [0, 5, 0], { relative: true });
  • Added screenshotToBlob() to get a screenshot as a Blob - @dragoncoder047

  • Added getButtons() to get the input binding buttons definition - @lajbel

  • Added RuleSystem, DecisionTree and StateMachine for enemy AI -
    @mflerackers

  • Added constraint components for distance, translation, rotation, scale and
    transform constraints - @mflerackers

  • Added inverse kinematics constraint components using FABRIK and CCD, the
    latter one can use bone constraints to constrain the angle - @mflerackers

  • Added skew to Mat23, transformation stack, RenderProps, GameObjRaw as well as
    a component - @mflerackers

  • Added texture uniforms, in order to access more than one texture at a time in
    shaders - @mflerackers

Fixed

  • Now error screen should be instantly shown - @lajbel

Changed

  • Now, you can use color(c) with a hexadecimal literal number (ex: 0x00ff00) -
    @lajbel
    // blue frog
    add([
        sprite("bean"),
        color(0x0000ff),
    ]);
  • (!) KAPLAYCtx doesn't use generics anymore. Now, KAPLAYCtxT uses
    them - @lajbel
  • Now, kaplay will return KAPLAYCtx or KAPLAYCtxT depending if it's using
    Advanced TypeScript Features or not - @lajbel
  • loadShader() now also checks for link errors as well as compile errors and
    reports them rather than just silently trying to use a borked shader -
    @dragoncoder047
  • The debug record() function now records with sound enabled like it should -
    @dragoncoder047
  • Now KAPLAYOpt.spriteAtlasPadding is set to 2 by default - @lajbel
  • Transformation and drawing is split now, so the transform can be modified
    before drawing - @mflerackers

Full Changelog: 4000.0.0-alpha.21...4000.0.0-alpha.22

4000.0.0-alpha.21

07 Aug 17:20

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4000.0.0-alpha.21 Pre-release
Pre-release

[4000.0.0-alpha.21] - 2025-08-07

Added

  • Added Prefabs - @mflerackers, @lajbel, @amyspark-ng and other contributors.
  • Added new scene methods pushScene() and popScene(), for stack behaviour in
    scenes - @itzKiwiSky
  • Added throwError() for throwing custom errors to the blue screen, even
    errors KAPLAY can't handle. - @lajbel
  • Added insertionSort() - @dragoncoder047
  • Added a mapping for PS5 (DualSense) gamepads, so now you can bind actions to
    the touchpad press (only works in Chrome for some reason) - @dragoncoder047

Changed

  • Renamed KAPLAYOpt.tagsAsComponents to KAPLAYOpt.tagComponentIds - @lajbel
  • Now moving mouse changes the value of getLastInputDevice() - @amyspark-ng
  • Now GameObjRaw.exists() work for nested objects

Fixed

New Contributors

Full Changelog: 4000.0.0-alpha.20...4000.0.0-alpha.21

4000.0.0-alpha.20

15 Jun 16:49

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4000.0.0-alpha.20 Pre-release
Pre-release

[4000.0.0-alpha.20] - 2025-06-15

Added

  • Now you can use the frames of a sprite in an atlas also as a font -
    @dragoncoder047
  • Improved various doc entries. - All Contributors.

Fixed

  • Fixed AreaComp#onClick() attaching events to app, instead of object, so
    event wasn't being paused with obj.paused - @lajbel
  • Fixed all touch events having a bad transform - @lajbel
  • Fixed sprite scaling not working properly when letterbox - @mflerackers
  • Fixed "add" event running twice in addLevel() tiles - @lajbel
  • Fixed blend component having a wrong ID - @lajbel

Removed

Full Changelog: 4000.0.0-alpha.19...4000.0.0-alpha.20

3001.0.19

15 Jun 16:50

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[3001.0.19] - 2025-06-15

  • Fixed AreaComp#onClick() attaching events to app, instead of object, so
    event wasn't being paused with obj.paused - @lajbel
  • Fixed all touch events having a bad transform - @lajbel

Full Changelog: 3001.0.18...3001.0.19

4000.0.0-alpha.19

16 May 17:51

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4000.0.0-alpha.19 Pre-release
Pre-release

What's Changed

New Contributors

Full Changelog: 4000.0.0-alpha.18...4000.0.0-alpha.19

3001.0.18

16 May 20:01

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[3001.0.18] - 2025-05-16

Fixed

  • Removed beant - @lajbel
  • Fixed TexPacker loading big images - @lajbel, @mflerackers
  • Various fixes and improvements - All Contributors

Full Changelog: 3001.0.17...3001.0.18