Please e-mail for this version if you want it
Bugs fixed in this release
==========================
Sprite003: friction is now working
Engine007: GetFirstSpriteOfThisType() now works
Engine008: RemoveFirstSpriteOfThisType() now works
Engine009: KillFirstSpriteOfThisType() now works
Some proper testing would help !
EventManager003: non auto reset timers are now elapsed correctly, this was fixed with changes mentioned below to timer logic
EventManager004: events are properly reset when added to the EventManager after previously being added and removed.
Changes in this release
=======================
SpriteDebug
-----------
added - storedInt, this will display the contents of the StorageInt property of the sprite
Event
-----
added - AutoReset, this property is true by default and forces the event manager to reset a timer if it was checked using Elapsed and has elapsed. If you set it to false the timer will remain elapsed until you manually reset it.
EventManager
------------
added - TimerStringLinesReturn, this returns all active timer names on a separate line
removed - AutoReset, this didn't make sense as a global setting so has now been refactored individually for each event
EngineManager
-------------
added - SpriteDebug.storeInt support to sprite debugging
FontBank
--------
added - new font vector, which contains a vector style font as used in games such as asteroids, starwars etc... You will need to use the new FontSheet.png file in order to take advantage of this font. (Remember its white text on a transparent tile so when you download it it will look invisible in the browser, so right click and save as a PNG)
Limit
-----
added - Activate(), forces the limit box to be active, this should only be needed in exceptional circumstances.
Sprite
------
added - StorageInt, to allow the storage of an integer value
fixed - After all the major changes I hadn't realised that certain updates of the sprite were happening even when it shouldn't
fixed & adjusted - Friction is now a scalar quantity (a single value rather than a Vector3), 0 means no friction.
removed - ApproximateSpeed, use SpriteHelper.ApproximateSpeed() instead as this actually works!
Tuesday, 29 December 2009
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment