Version 0.9.1 Released!

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Expand view Topic review: Version 0.9.1 Released!

Version 0.9.1 Released!

Post by Arkeus » Sat Apr 14, 2012 7:41 pm

Version 0.9.1 has been released and you can download it now. The tutorials have been upgraded with the changes. Also, Axelite Basic got a graphical upgrade, and Axelite Red got a new player sprite! Full details are as follows:

  • AxCloud is a new class that acts like an AxGroup, but batches all sprites into a single draw call
  • The parameter ordering has changed for the main super() call, initial state now comes before width and height
  • You can now not pass width and height (or pass them as 0) in order to indicate the game size should be determined by the size of the stage
  • You should no longer instantiate your state when calling super in your main class, you should now pass the class instead
  • AxEntity.systemUpdate() has been removed and resides in AxEntity.update(), this means you now MUST call super.update() (reason: performance)
  • Tilemaps now use their x and y property to determine where to draw them and how to collide
  • Tilemaps now use the colorTransform vector, and respond to the color/alpha methods to change their color and alpha values
  • In AxTilemap, tile() has been renamed getTile() and tileset() has been renamed getTiles()
  • You can now call frame() on a particle effect to set it to use a random particle from a sprite sheet, rather than the full spritesheet
  • You can now set scroll.x and scroll.y on an AxParticleEffect
  • When a state is popped it is now disposed of automatically, and is no longer returned
  • Tilemaps widths are now based on the max number of tiles in any row, rather than the last row
  • Tile callbacks are now called when overlapping or colliding with tilemaps, regardless of the solidness of the tile
  • You no longer collide on the right with something you are standing next to when colliding against a tilemap
  • Sprites without animations being disposed will no longer crash the application
  • Colors now have a toHex() function to get their representation as a uint
  • AxColor.fromHex now only supports 0xAARRGGBB
  • You can now access the public color property of any model (sprite, tilemap, text, particle cloud)
  • The components of AxColor have been expanded to their full name (r -> red for example)
  • AxEntity.terminal is now AxEntity.maxVelocity
  • Fixed and added missing documentation

If you find any bugs, please report them! Thanks!