Releases: AlmasB/FXGL
Releases · AlmasB/FXGL
11.3
This is the first stable release for FXGL 11. All Java 11 users should update to this version.
Changelog:
- Animation channels can be constructed from sprite sheets with different frame sizes
- Extra built-in components: LiftComponent, DraggableComponent, IntervalPauseComponent
- Restored
onPreInit()
for single pre-init tasks - Improved Java module names (thanks to @sormuras )
- Documentation cleanup in various modules
- New modules: minigames and trade (these are WIP and are not yet used by the main module)
11.2-beta
- New developer pane
- New service API
- Tentative architecture for Notification and Achievement services
- Fixed problems with scaling of polygonal shapes and hit boxes
- Input now correctly reports onActionEnd() if a scene is switched
- Collision handlers now correctly report onCollisionEnd() if an entity becomes ineligible for collision while colliding
- Fixed check for web platform
- Minor bug fixes
11.1-beta
- Tiled 1.2.3 integration (
.tmx
spec 1.2) - Larger code coverage
- Fixes in the animation, input modules
- Copying components is no longer supported by design. Now you should respawn entities instead, which is a much safer and cleaner alternative.
- JavaFX 11.0.2
- Improved Kotlin dsl support
- Restored extra components: EffectComponent, KeepOnScreenComponent, ExpireCleanComponent, OffscreenCleanComponent. They are now located in
com.almasb.fxgl.dsl.components
, where all new components will be added. The entity module only has core components now.
11.0-alpha
- Java / JavaFX 11 support
- Modular architecture
- TransformComponent. This now correctly affects the bounding boxes and view.
- All convenience calls have been moved to
FXGL.
, e.g.FXGL.getGameWorld()
. - Entity / animations builders now available via
FXGL.entityBuilder()
/FXGL.animationBuilder()
and provide a common API - Many features removed to focus on the core. As development continues, the features from
0.5.4
will be reintroduced with a thoroughly designed API.
0.5.4
0.5.3
- Particle system can function standalone
- Particles can now rotate based on their velocity
- Upgraded Main Menu visuals
- Ability to ignore certain collision pairs
- Ability to access VirtualController parts separately
- Simplified settings configuration
- New font types: game and text
- Improved support for Tiled objects (rotation field + polygon shape)
- Automated image generation from 9 slices
- Bug fixes related to game and physics worlds
0.5.2
- Virtual controller (mobile-friendly) that integrates with existing input mechanism
- DraggableComponent - allows dragging any entity with mouse or touch (mobile)
- Developer menu option to show entity positions and anchor points
- Localized most text and updated translations to German (thanks to @ZacharyDSturtz)
- Ability to add custom box2d sensors
- Improved integration with box2d
- Entity toString() is more developer-friendly
- Automated uber-jar builds are commited to builds
0.5.1
- iOS support (alpha)
- File system is mobile-friendly
- Improved error reporter: the messages are more relevant and easy to read
- Updated MDI window icons
- Properly parse Tiled "gid" and "name" properties
- WIP large Tiled map support
- FXGL now launches on the JavaFX thread
- Splash screen is part of the main window
- Better coverage of
com.almasb.fxgl.entity.*
- RenderLayer is now a class
- Polygon bounding shape
0.5.0
This is a major release that contains significant improvements and API changes:
- Android support with zero code change
- Web support (alpha, only core features) with zero code change
- PropertyMap data structure for observable values, now backs FXGL / Entity / Game properties
- Reduced a lot of duplicate code by merging Component and Control into a single concept (everything is a Component)
- Can use multiple entity factories
- Improved particle system performance
- Improved sprite sheet animations, especially with multiple states
- API restructure and rename for clarity
- Minor bug fixes
0.4.3
- Significantly improved integration with Tiled (both .json and .tmx)
- Hungarian language support (thanks Krisztián Nagy)
- A lot of clean up inside box2d and gdxAI to better integrate with FXGL
- Random and Perlin interpolators
- Android support started in "mobile" branch and demo
- Minor bug fixes