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CHANGELOG.md

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V 3.1.2, 01 17 2013

  • improved physics performance removing the update call to the debug view if it isn't visible.
  • outsourced camera stuff into a ACitrusCamera class and one camera by view : BlittingCamera, SpriteCamera, StarlingCamera and Away3DCamera2D.
  • renamed CitrusView into ACitrusView class.
  • addSound method has now two arguments : the id (String) and the sound (*, String or Class).
  • added CitrusGroup class to group different kind of objects.
  • added createAABB method in MathUtils package.
  • added CollisionGetObjectByType into Box2DUtils and NapeUtils.
  • added getObjectsByName method.
  • added a fla with Citrus objects components to create quickly objects using Flash Pro as a level editor.
  • you can change physics step thanks to their public var.
  • updated on Starling 1.3.
  • fixed a bug where the group property wasn't updated using Away3DView, SpriteView and StarlingView.
  • fixed on StarlingArt, the object's view changed but animation doesn't update on the new view.

V 3.1.1, 12 20 2012

  • created starling and away3d package in citrus.core for StarlingCitrusEngine, StarlingState, Away3DCitrusEngine and Away3DState classes.
  • removed stage argument in setUpStarling function, override the handleAddedToStage method to call setUpStarling function instead.
  • added Nape parser for polygon/polyline.
  • AVirtualJoystick : action value scaling.
  • TimeShifter now listens to and routes input to his defaultChannel which remains channel 16 when instanciated.
  • fixed a bug where Starling couldn't dispose.
  • fixed a bug on TimeShifter using params.
  • fixed camera offset for BlittingView.

V 3.1.0, 12 14 2012

  • Renamed package "com" and "citrusengine" into "citrus".
  • The LevelManager can load levels made with Flash Pro on iOS using a LoaderContext.
  • The setUpStarling function may take the flash stage as an argument (useful if not the root class).
  • AnimationSequence's dictionary is now accessible thanks to a getter.
  • Changed _input to protected to allow custom Input.
  • Added the new input package supporting keyboard, joystick, button, channel, key action...
  • Added a TimeShifter à la Braid! Allow also to replay an action.
  • Upgraded on Nape 2.0.
  • Nape's gravity is equal to Box2D's gravity.
  • Nape's object physics behavior are closed to Box2d one (friction, speed, hero & enemy interaction...)
  • refreshPoolObjectArt handles the startIndex.
  • Now we can easily read the velocity of a body thanks to a getter.
  • Thanks to ObjectMaker we can define vertices using Tiled Map Editor software.
  • Update on Starling RC 1.3 + added its new AssetManager class.
  • StarlingArt is now able to dispose automatically basic DisplayObject.
  • Starling's AnimationSequence has a clone method.
  • Starling's AnimationSequence dispatch onAnimationComplete Signal

V 3.0.4, 11 29 2012

  • DragonBones support for StarlingArt class.
  • Moved ObjectMaker2D & 3D classes and tmx package into a new objectmakers package.
  • Create a new ObjectMakerStarling class with a parser for Tiled Map Editor’s files optimized for Starling.

V 3.0.3, 11 28 2012

  • optimized MathVector class.
  • a PoolObject can be rendered through the State/StarlingState classes.
  • the LevelManager class can load tmx file.
  • ATF file format are supported by the StarlingTileSystem class.
  • tiled map objectmaker uses dynamic tileset name.
  • ObjectMaker FromTiledMap support now multipe tileSets.
  • added a RevolvingPlatform in box2d platformer’s package.
  • the Starling’s AnimationSequence class has a new parameter : the smoothing. Default is bilinear.

V 3.0.2, 11 20 2012

  • fixed a bug where the MovingPlatform speed parameters wasn’t applied.
  • fixed a critical bug using Android where the state could be instantiated before the context3D is created.
  • fixed a bug if a flash display object was added using StarlingState, there were a problem destroying the state due to the physics debug view.
  • the entity/component system works fine now with Box2D pure AS3 and enable interaction with “normal” object.
  • all Box2D objects implements the IBox2DPhysicsObject interface.
  • CollisionGetOther CollisionGetSelf Rotateb2Vec2 functions have moved into a new class : Box2DUtils
  • Box2DShapeMaker class moved into physics/box2d package

V 3.0.1, 11 16 2012

  • fixed a bug on Nape’s Hero colliding with a Sensor.
  • fixed a bug where the Box2D Hero was able to double jump thanks to a Sensor or a Cloud.
  • fixed a bug where a passenger falls on a Moving Platform if it changes direction to downward.
  • optimizing States loops.
  • an Enemy doesn’t move anymore during the period it is hurt (don’t forget it is killed after this period).
  • Hero switches facing direction while in mid-air.
  • DistanceBetweenTwoPoints method added in MathUtils.
  • CitrusEngine’s handleAddedToStage method is now protected.
  • Adding auto setting of a component’s entity when adding to an entity, also added 2 utilites that search for a component by class type.
  • Frame Rate Independent Motion support added!

V 3.0.0, 11 6 2012

  • Moved from Box2D Alchemy to Box2D pure AS3 for better performance
  • Starling support
  • Nape physics engine supported with some pre-built platformer objects
  • Level Manager and an abstract game data class
  • Object Pooling and Entity/Component System
  • Away3D support
  • AwayPhysics support
  • New Level Editor handlers for: Tiled Map and Cadet 3D.
  • Lots of examples with assets
  • A new forum on Starling’s website
  • Other cool features and performance improvement