Friday, 16 April 2010

Engine4.08 released

Quick update to make some pre-loader stuff a little simpler.

Bugs fixed in this release
==========================

Changes in this release
=======================

PreLoader
---------

added - AddSong, allows you to simply add a song asset to the load list of the pre-loader

added - AddSoundEffect, allows you to simply add a song asset to the load lsit of the pre-loader

Tuesday, 13 April 2010

Game Engine4.07 released

Skipped 4.06 as decided to disable multi-tasking for engine logic (other than pre-loader). Google docs have now removed the file extension limit so the latest version is now pinned to the top right of this blog, don't forget to grab the xml file as well.

Bugs fixed in this release
==========================

EngineManger016: Collisions are broken again!!

EngineManager017: Sprites are intermittingly flickering

These were due to issues regarding multi-threading, but were fixed before multi-threading was disabled. I will revist multi-threading with the next major version of the engine.

Changes in this release
=======================

AudioManager
------------
Finalised (I think) the general operation of the audio manager, stuff will go on the help blog

added - GetActiveEffectNames(), this will return a list of all active sound effect instance names, separated by the string given (use ~ to make a line break)

added - GetEffectNames(), this will return a list of all sound effects names currently loaded into the audio manager, separated by the string given (use ~ to make a line break)

added - GetSongNames(), this will return a list of all currently loaded song names, separated by the string given (use ~ to make a line break)


ColourHelper
------------
added - SetAlpha, lets you easily set the alpha value of a colour, this can be quite protracted to do yourself with a sprite


EventManager
------------
fixed a couple of inconsistencies with timing in line with changes made to sprite timing system

EngineManager
-------------

Disabled multithreading support. The more I look into this the more refactoring of the engine is required. There are massive implications when calling funerals and update handlers etc... when a separate thread was involved. Lot's of horrible list reset possibilities inside updates. I need to refactor the update system to enable sensible use of multi-threading. I probably also need a state manager to marshal state changes through.

PreLoader
---------
Now working in a background thread - There is an example of using the pre-loader on the help blog

added - LoadComplete, if true this means that the pre-loader has finished background loading all assets. This is used in the GameLoop to determine when we can move from the pre-loader state to start our game proper.

added - NumberLoaded, a value indicating how many assets have been loaded so far

added - AssetCount, a value indicating how many assets have been identified for loading.