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Merge pull request #45 from MassiveHeights/v0.6.x-dev
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v0.5.5-stable
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62316e committed Jul 28, 2018
2 parents f8c6513 + 445f332 commit 9262a20
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67 changes: 47 additions & 20 deletions CHANGELOG.md
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@@ -1,15 +1,50 @@
Black Engine: Changelog
=======================
v0.5.1
------

# v0.5.5
### New features
- Added support for Black Vector Graphics (beta)
- Added orientation lock support
- Added Graphics to optionally accept either string or GraphicsData instance
- Added skew via `skewX` and `skewY` properties in the `DisplayObject`
- Added support for 9 grid slice
- Added sprite tiling support
- Added sprite wrapping support
- Added [svg2bvg](https://github.com/MassiveHeights/svg2bvg) tool which converts SVG files into BVG
- Added [bsa-gen](https://github.com/MassiveHeights/bsa-gen) tool to generate sound atlases from multiple audio files
- Added Timer component
- Added `GameObject#relativeTo` method to calculates GameObject's position relative to another GameObject
- Added `Graphics#quadraticCurveTo` method
- Added `Graphics#setLineDash` method
- Added optional param `isNonZero` for `Graphics#fill` method to control winding order
- Added `GraphicsData` class. Now you can have many graphics objects inside one Graphics GameObject.

### Changes
- Graphics internally changed and now supports nested graphics via GraphicsData object
- Changed Black Texture Atlas format to support version number (internal)

### Bug Fixes
- Fixed incorrect font bounds on different platforms by changing the way how its calculated. Now it checks font height using `pixel by pixel` method. Line height is a bit smaller from now. But overall font metrics looks good and exactly the same on different browsers.

### Examples & Docs
- Added tutorial about how to use "bsa-gen" tool to generate sound atlas
- Added tutorial about how to use "svg2bvg" tool and vector graphics in your app
- Added tutorial about how to use texture atlases
- Added 3 timer examples
- Added "Vector As a Sprite"
- Added "Orientation Lock" example
- Added "Texture Repeat" example
- Added "Slice 9 Grid" example
- Added "Skew" example

# v0.5.1
- Fixed broken `visible` property
- Fixed broken overhearing
- Fixed missing `Stage#onUpdate` calls
- Added `TextField#highQuality` property to control how TextField will be rendered
- Added many tests

v0.5.0
------
# v0.5.0
- Added Arcade physics system
- Added `Black.ups` property to control number of updates per second (render goes as fast as it can)
- Added `Time.alpha` - indicates how much time has been passed since last update in range from 0 to 1
Expand All @@ -23,8 +58,7 @@ v0.5.0
- Fixed missing onRemoved call when removing children within onRemoved method
- Improved `getBounds` performance for clipped objects

v0.4.0
------
# v0.4.0
- Graphics reworked (now it has bounds and API similar to HTML canvas)
- `AssetManager` dramatically improved
- TextField now posts `change` message when text is changed
Expand All @@ -41,8 +75,7 @@ v0.3.5
- Added `Input.once` method
- Added `Glob` class

v0.3.42
-------
# v0.3.42
- Added `Black#hasSystem` method
- Added `GameObject.scale` property
- Added `GameObject.getStageBounds` helper method
Expand All @@ -67,12 +100,10 @@ v0.3.42
- Removed `VideoNullDriver.renderResolution`
- Minor refactoring

v0.3.41
-------
# 0.3.41
- Fixed incorrect alignPivot and alignPivotOffset

v0.3.4
------
# 0.3.4
- Added BitmapTextField
- Added Audio support (spatial, audio atlas, sound effects)
- Added Stage, stage scale modes and orientations
Expand All @@ -97,16 +128,14 @@ v0.3.4
- Removed pivotX/pivotY, use pivotOffsetX/pivotOffsetY instead
- Typed 95% for GCC

v0.0.12a
--------
# v0.0.12a
- Fixed TextField align issues caused by new pivot logic
- Fixed DOMDriver align issues caused by new pivot logic
- Fixed `Matrix::translate` broken logic
- Changed `VideoDriver::DrawImage` now accepts bounds
- Minor jsdoc fixess

v0.0.11a
--------
# v0.0.11a
- Reworked `Input`
- Now `Input` is single target system
- Added `pointerIn` and `pointerOut` messages
Expand All @@ -125,8 +154,7 @@ v0.0.11a
- Updated `Viewport`, now it will automatically add missing CSS styles on start.


v0.0.10a
--------
# v0.0.10a
- Added dist folder to github
- Added `touchable` to the `Sprite`
- Fixed package.json version mess
Expand All @@ -135,6 +163,5 @@ v0.0.10a
- Moved examples to external repo
- Renamed `Assert` to `Debug`

v0.0.8a
------------------------
# v0.0.8a
- Initial commit
5 changes: 4 additions & 1 deletion TexturePacker/black/black.json
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@@ -1,2 +1,5 @@
{"frames":{{% for sprite in allSprites %}
{
"format": "bta",
"v": "1.0",
"frames":{{% for sprite in allSprites %}
"{{sprite.trimmedName}}":[{{sprite.frameRect.x}},{{sprite.frameRect.y}},{{sprite.frameRect.width}},{{sprite.frameRect.height}},{{sprite.sourceRect.x}},{{sprite.sourceRect.y}},{{sprite.untrimmedSize.width}},{{sprite.untrimmedSize.height}}]{% if not forloop.last %},{% endif %}{% endfor %}}}
10 changes: 10 additions & 0 deletions build.json
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Expand Up @@ -61,6 +61,7 @@
"src/assets/BitmapFontAsset.js",
"src/assets/SoundAsset.js",
"src/assets/SoundAtlasAsset.js",
"src/assets/BVGAsset.js",
"src/assets/AssetManagerState.js",
"src/assets/AssetManager.js",

Expand All @@ -85,11 +86,14 @@
"src/drivers/canvas/CanvasDriver.js",

"src/display/DisplayObject.js",
"src/display/GraphicsData.js",
"src/display/Graphics.js",
"src/display/GraphicsCommand.js",
"src/display/GraphicsCommandType.js",
"src/display/CapsStyle.js",
"src/display/JointStyle.js",
"src/display/FillRule.js",
"src/display/TilingInfo.js",
"src/display/Sprite.js",
"src/display/text/TextStyle.js",
"src/display/text/TextField.js",
Expand Down Expand Up @@ -172,8 +176,14 @@

"src/physics/arcade/Arcade.js",

"src/parsers/ParserBase.js",
"src/parsers/BVGParser.js",
"src/parsers/BVGStyle.js",

"src/core/SplashScreen.js",

"src/timers/Timer.js",

"src/Black.js"
]
}
2 changes: 1 addition & 1 deletion package.json
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@@ -1,6 +1,6 @@
{
"name": "black",
"version": "0.5.1",
"version": "0.5.5",
"description": "",
"main": "dist/black-es6-module.js",
"directories": {},
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8 changes: 4 additions & 4 deletions src/Black.js
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Expand Up @@ -273,7 +273,7 @@ class Black extends MessageDispatcher {
return;
}

this.constructor.instance = this;
Black.instance = this;

if (this.mIsStarted === true)
return;
Expand Down Expand Up @@ -649,7 +649,7 @@ class Black extends MessageDispatcher {
}

/**
* Gets/Sets if engine should be automatically paused when container element is blured.
* Gets/Sets if engine should be automatically paused when container element is blurred.
*
* @return {boolean}
*/
Expand Down Expand Up @@ -687,7 +687,7 @@ class Black extends MessageDispatcher {
}

/**
* Retuns HTML comtainer element id.
* Returns HTML container element id.
* @returns {string}
*/
get containerElementId() {
Expand Down Expand Up @@ -769,4 +769,4 @@ Black.numUpdates = 0;
* Limit for number of updates to be done per one RAF.
* @public
*/
Black.maxUpdatesPerFrame = 60;
Black.maxUpdatesPerFrame = 60;
1 change: 0 additions & 1 deletion src/animation/Tween.js
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Expand Up @@ -90,7 +90,6 @@ class Tween extends Component {
/** @private @type {function(number):number} */
this.mEase = Tween.DEFAULT_EASE;

// TODO: fix ESDOC issue
if (this.mProperties !== null) {
for (let f in this.mProperties) {
this[f] = /** @dict */ (this.mProperties[f]);
Expand Down
6 changes: 3 additions & 3 deletions src/assets/Asset.js
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Expand Up @@ -70,7 +70,7 @@ class Asset extends MessageDispatcher {
this.abort();

/**
* Posted when error occured during loading this asset.
* Posted when error occurred during loading this asset.
* @event Asset#error
*/
this.post(Message.ERROR);
Expand All @@ -96,7 +96,7 @@ class Asset extends MessageDispatcher {
}

/**
* Protected method used to notify AssetManager about completition of loading this asset.
* Protected method used to notify AssetManager about completion of loading this asset.
*
* @protected
* @param {Object=} data
Expand All @@ -107,7 +107,7 @@ class Asset extends MessageDispatcher {
this.mIsReady = true;

/**
* Posten when asset finished loading.
* Posted when asset finished loading.
* @event Asset#complete
*/
this.post(Message.COMPLETE);
Expand Down

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