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p3dss 0.5.0

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@moonburnt moonburnt released this 08 Aug 16:36

This release contains major code changes that WILL break backwards compatibility. Proceed with caution

  • Renamed SpritesheetObject -> SpritesheetNode
  • Reworked whole SpritesheetNode's animation mechanism, which should
    hopefully fix rare issue with animation glitching out
  • Changed default parent of SpritesheetNode: render -> NodePath()
  • Removed everything related to item initialization from
    SpritesheetNode's init - things now should be added via add_item()
  • SpritesheetNode's "name" is now optional init arg - if not set, will
    set it either to texture's get_name() or to "SpritesheetNode"
  • Added SpritesheetItem - dataclass that holds info about named items
    from certain spritesheet
  • Moved DEFAULT_ANIMATIONS_SPEED -> SpritesheetItem.playback_speed
  • Renamed SpritesheetNode.show() -> SpritesheetNode.play()
  • Removed SpritesheetNode.switch() - for same functionality, use
    SpritesheetNode.play(item, ignore_if_current = True)
  • Added PlaybackState enum that specifies if SpritesheetNode's sequence
    is playing, paused or stopped right now
  • Removed Animation and Sprite classes, since they are obsolete now
  • Removed "locked" and "length" properties, since they are obsolete
  • SpritesheetNode now accepts is_transparent, is_two_sided and position
    on init, like make_sprite_node()
  • SpritesheetNode's "sprite_sizes" init arg is now applied "as is",
    instead of cutting its parts in half. This changes old behavior, so if
    its critical to go back to it with existing values - either set new
    "scale" argument to 0.5 on SpritesheetNode's init or use node_sizes
    with halved values (mentioned belowbelow)
  • SpritesheetNode now has optional "node_sizes" init argument, to
    separately specify size of node's card. Under the hood it uses
    make_sprite_node() thus it accepts 1, 2 or 4-items tuple. If its not
    set - "sprite_sizes" will be used instead
  • Renamed spritesheet_object -> nodes