Recent Changes:
- Gamepad:
- Fixed no key bindings if no INI file was found or no Input directory was created.
Now the engine will try to set a predefine set of keys for Sony and Logitech products.
If it fails to find a set, it will use the default key bindings instead. - The @all_bindings hash has become a custom Input::AllBindings class.
- Fixed no key bindings if no INI file was found or no Input directory was created.
- Game Module:
- Added change_focus? method: It automatically checks if the window's focus has changed.
- Added has_focus? method: It returns a boolean value (true or false) based on the current window's focus.
- Audio Module:
- Fixed BGM and BGS set volume directly feature.
Before it would only set it in Ruby, now the C++ values are modified as well. - Added bgm_toggle= & bgs_toggle=.
These methods need to receive a boolean value. - Added the multiple channels calls bgms_toggle & bgss_toggle.
These methods require passing a channel number and a boolean value. - Added bgm_toggle! & bgs_toggle! + bgms_toggle! & bgss_toggle!.
The latter require passing a channel number as their only mandatory argument. - Added check_focus method linked to the game window's focus status.
If you are lazy, this is the fastest way to pause or resume all BGMs & BGSs in your game.
Just add Audio.check_focus to your scene's update method, and it will take care of the rest.
- Fixed BGM and BGS set volume directly feature.