v0.4.0 ()
- new: Sprite.check
- new: Window.bgcolor
- new: Input.mouse_down?, mouse_push?, mouse_release?
- new: Matter.js support (experimental)
- fix: Image transparency was ignored
- fix: Sprite.clean was broken
v0.3.0 (2017-08-03)
- new: Window.real_fps
- new: Some more drawing methods
- new: SoundEffect class
- improve: Better fps stabillity (use requestAnimationFrame)
v0.2.0 (2017-06-02)
- new: Add example (apple_catcher)
Breaking Change: resource loading
Image.load and Sound.new are removed. They look like a synchronous API but actually were not. It was fun to emulate DXRuby APIs with JS Promise, but I found it very confusing while implementing the AppleCatcher example.
Since v0.2, resource loading look like this.
Image.register(:player, 'images/player.png')
Sound.register(:game_over, 'sounds/game_over.wav')
Window.load_resources do
Window.loop do
# ... Window.draw(0, 0, Image[:player]) ...
# ... Sound[:game_over].play ...
end
end
v0.1.2 (2017-05-01)
- new: Window.pause, .resume
- new: Window.draw_box_fill
- new: Sprite.update, Sprite.clean
v0.1.1 (2017-04-30)
- fix: Image#draw now respects alpha channel
- fix: Vanished sprites have no collision
- new: Image#slice
v0.1.0 (2017-04-24)
- new: Sprite.new, collision detection
- new: Input.mouse_pos_x, mouse_pos_y
v0.0.3 (2017-04-23)
- fix: Input.key_down? return true after key is released
- new: color constants
- new: Image.new, Image#circle, etc.
- new: console
- refactor: Split source file
v0.0.2 (2017-04-22)
- Moved demos to yhara/dxopal-game
- Now ruby is not mandatory to make games with DXOpal
v0.0.1 (2017-04-19)
- Gemified (not pushed to rubygems.org yet)