Monday, 4 January 2010

Engine3.15 released

This is the last release before I updated the collision engine, I will try to make it work with the same setup of CollisionChecks, but this may not be possible. I am currently developing a two player asteroids game and this has given me a chance to bug fix a tweak many aspects of the engine, including adding useful functions.


Bugs fixed in this release
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Changes in this release
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Sprite
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added - Position2D, this returns the position of the sprite as a 2D result (ignoring the Z value), this is useful for distance calculations.

SpriteHelper
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added - RotateFacingPosition(), this lets you make a sprite face a given position (for perfect tracking systems)

added - VelocityToGetHereInThisTime(), this let's you easily specify a position to move towards in a certain specified time


Timing (TimerActions)
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added - OnTimingDone(), lets you specify a sprite update routine to call when timing finishes for actions that don't involve Kill (you could use a funeral for these).

TimingDone can be called at the end of

ShowAfter(), ShowAfterFlash(), StopAfter(), ImpulseStopAfter(), FlashAfter(), ShowAfterKillAfter(), once sprite is shown, StartAfterStopAfter() (called when it starts and again when it stops use GetPhase to determine which state its in), FlashAfterKillAfter() (once flashing starts)

For instance, you may want the player to be invicible to start with and indicate with flashing, Using StopAfter() to flash the sprite for a while (set sprite CollisionDisable() when you create the sprite). Set the OnTimingDone which will be called when the flashing stops, to turn on CollisionEnable() the sprite.

added - RemoveOnTimingDone(), removes any specified TimingDone handler

added - GetPhase, this gives you the phase of multipart actions such as StartAfterStopAfter()

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