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Audio : updated to the latest Howler v2.0.0 beta version
Audio : added a me.audio.resume function for added convenience (was already possible by calling back me.audio.play)
Container : added an autoDepth feature that auto-increments a child's z-coordinate when inserted
Color : add support for the #ARGB and #AARRGGBB formats
Core : renamed Object.extend to me.Object.extend (fixes conflicts with FaceBook SDK and underscore/lodash) (@jdrorrer)
Core : plugins are now registered to me.plugins to prevent collisions within the me.plugin namespace
Core : replaced String.contains by its ES6 equivalent: String.includes
Core : replaced Number.sign by its ES6 equivalentL Math.sign
Core : me.game.currentLevel has been removed in favor of accessing objects through me.game.world -- added me.LevelDirector.getCurrentLevel() as a stop-gap
Core : added me.sys.updatesPerSecond to configure updating less often than drawing (@Giwayume)
Entity : new positioning method, where the renderable is positioned according to its anchor and the Entity's body anchor (@Giwayume)
Examples : added an example showing how to build a basic menu (with a panel, checkboxes and buttons)
Font : fixed font height not being set when specifying a CSS Unit for the size
Font : added basic CSS Unit conversion from ‘pt’,’ex’,’em’ to ‘px’ (these are approximation and not guaranteed accurate)
General : the release build files are no longer versioned; this replaces the old style "melonJS-x.x.x.js" file naming convention with just "melonJS.js"
Geometry : added a new me.Vector3d and me.ObservableVector3d class
Geometry : removed reverse method from Vector classes; use negateSelf instead
Geometry : removed reflect and reflectN methods from Vector classes
Geometry : fixed floor and floorSelf methods on Vector classes with negative values
Geometry : fixed angle method on Vector classes
LevelDirector : level loading is now asynchronous; for sequential behavior, use the LEVEL_LOADED event or new onLoaded callback
LevelDirector : added an options argument to the loading method; for specifying a target container, callback, and whether to merge (flatten) object groups
TMX : optimized all renderers to be more GC friendly (using the pooling system for temporary objects)
TMX : refactored the me.TMXTileMap object, so that it can be used to easily add level into a container object
TMX : me.ImageLayer is now drawn relative to the viewport boundary, and can be anchored appropriately
TMX : internally normalizes XML into the same JSON format supported by Tiled; cleans up many compatibility functions and removes several fallback cases
TMX : removed me.TMXTileMap.moveToCenter and me.TMXTileMap.reset methods
TMX : added support for per-frame animation delay to Tiled Objects (for tileset animations)
TMX : added support for layer data encoding in JSON map format (Tiled 0.13)
TMX : added support for evaluations in TMX data; see spike entities in the platformer for a useful example
TMX : fixed an isometric rendering bug with odd tile heights
TMX : throw an error message when using map exported in XML (deprecated in Tiled 0.15)
TMX : allow to parse the backgroundcolor attribute as formatted in Tiled 0.15 (#AARRGGBB)
TMX : use the new columns property (if available) when parsing maps (Tiled 0.15)
TMX : fixed a regression in AD tile rotation (squares tiles only)
Video : optimized ImageLayer repeat modes (repeat modes require power-of-two sized images for WebGL)
Video : added fill-min and flex scaling modes
Video : animations are now able to skip frames for low FPS devices and high-speed animations
WebGLRenderer : added a repeat parameter to createTexture method