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v1.5.1 (2020-02-01)

  • fix: Image#[]= was broken since 1.4.0 (#35)

v1.5.0 (2020-01-31)

  • feat: Better error msg (#29)
  • feat: Support Window.fps= (#30)
  • feat: dxopal server prints access log (#31)
  • feat: Default index.html avoids main.rb cache (#32)
  • feat: Add Image.hsl2rgb (#34)

v1.4.4 (2020-01-21)

  • feat: Multi-touch (#26)

v1.4.3 (2020-01-18)

  • feat: Maximize Window by setting nil to .width, .height (#27)
  • fix: Disable pull-to-refresh on mobile devices (#28)

v1.4.2 (2020-01-18)

  • fix: Downgrade opal to 0.11 (#25)

v1.4.1 (2020-01-18/yanked: see #25)

  • change: starter-kit is discontinued
  • feat: Touch events (experimental) (#21)
  • feat: Added some more keycodes
  • fix: LoadError: cannot load such file -- dxopal (#19)
  • fix: Resource loading does not work on v1.4.0 (#20)

v1.4.0 (2019-06-02/yanked: see #20)

  • new: dxopal new APP_PATH (#14)
  • new: Image.load (#17)
  • new: Font.get_width (#18)
  • fix: Window.draw_box(C_WHITE) draws a gray rectangle (#16)
  • chores: Update Opal to 1.0.0
  • internal: Moved ./opal to ./lib (#15)

v1.3.0 (2018-09-29)

v1.2.0 (2018-05-16)

  • new: Support shift/ctrl key
  • new: Added some opal stdlibs
    • singleton
    • delegate, forwardable
    • promise
    • set
    • time
    • (Let me know if you need some more)
  • new: Sound#stop
  • fix: z for draw_xx did not work correctly

v1.1.0 (2018-02-05)

Breaking change: matter.js is split from dxopal.js

To use DXOpal::Sprite::Physics, you need to load matter.js explicitly.

Old:

<script src="dxopal.min.js"></script>

New:

<script src="matter.js"></script>
<script src="dxopal.min.js"></script>

Other improvements:

  • new: Image#set_color_key
  • new: Window.draw_scale
  • new: Show the message of an exception if there is a <div id='dxopal-errors'>
  • new: Add --port to dxopal command
  • fix: shot/hit method names for Sprite.check are now customizable
  • fix: Multiple loops runs when Window.loop is called more than once
  • internal: Upgrade to Opal 0.11.0

v1.0.0 (2017-10-26)

Breaking change: canvas id

Old:

<canvas id="canvas">

New:

<canvas id="dxopal-canvas">

Other improvements:

  • new: Sprite.check (collision detection)
  • new: Window.bgcolor
  • new: Input.mouse_down?, mouse_push?, mouse_release?
  • new: Input.keyevent_target
  • new: Matter.js support (experimental)
  • new: Window.loop can be called twice
  • fix: Image transparency was ignored
  • fix: Sprite.clean was broken
  • fix: Window.width=, height= did not work

v0.3.0 (2017-08-03)

  • new: Window.real_fps
  • new: Some more drawing methods
  • new: SoundEffect class
  • improve: Better fps stabillity (use requestAnimationFrame)

v0.2.0 (2017-06-02)

  • new: Add example (apple_catcher)

Breaking Change: resource loading

Image.load and Sound.new are removed. They look like a synchronous API but actually were not. It was fun to emulate DXRuby APIs with JS Promise, but I found it very confusing while implementing the AppleCatcher example.

Since v0.2, resource loading look like this.

Image.register(:player, 'images/player.png')
Sound.register(:game_over, 'sounds/game_over.wav')

Window.load_resources do
  Window.loop do
    # ... Window.draw(0, 0, Image[:player]) ...
    
    # ... Sound[:game_over].play ...
  end
end

v0.1.2 (2017-05-01)

  • new: Window.pause, .resume
  • new: Window.draw_box_fill
  • new: Sprite.update, Sprite.clean

v0.1.1 (2017-04-30)

  • fix: Image#draw now respects alpha channel
  • fix: Vanished sprites have no collision
  • new: Image#slice

v0.1.0 (2017-04-24)

  • new: Sprite.new, collision detection
  • new: Input.mouse_pos_x, mouse_pos_y

v0.0.3 (2017-04-23)

  • fix: Input.key_down? return true after key is released
  • new: color constants
  • new: Image.new, Image#circle, etc.
  • new: console
  • refactor: Split source file

v0.0.2 (2017-04-22)

  • Moved demos to yhara/dxopal-game
  • Now ruby is not mandatory to make games with DXOpal

v0.0.1 (2017-04-19)

  • Gemified (not pushed to rubygems.org yet)
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