Version 1.1.0 changelog
DanoGameLab » Devlog
The new version 1.1.0 adds some features in the a few topics:
Resource Loading
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- Animations can be initialized using a folder path that contains all image files.
- Animations can be initialized using a spritesheet.
- Spritesheets can include multiple rows of different animations or multiple rows of the same animation.
- ImageReader and ImageRenderable offer crop functionality.
- Sounds loaded by the same SoundReader are cached and will not be loaded again from disk unless the cache is cleared.
- Changed default behavior for failure in loading sounds and images. When a sound cannot be loaded for the first time, a message box appears and the game continues. When an image or animation cannot load, it is replaced by a magenta square, and a message is logged to stderr. These behaviors can be customized by changing the default behavior for the message-levels ERROR and WARNING correspondingly.
- Likewise, images are cached, together with their crop settings.
Input
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- Added the movement_schemes package. The package contains various MovementSchemes that can control either a user-avatar or an AI-agent using common movement schemes: PlatformerMovementScheme, SteeringMovementScheme, RailMovementScheme, DirectionalMovementScheme, DragMovementScheme, and TargetMovementScheme (see Javadoc of each).
These support either customizable keybindings/mouse, or user-specified functions that would tell the MovementScheme when and how to move. - Interface of UserInputListener expanded: can query if a key or mouse-button was pressed/released in this frame. Can also query which are currently pressed.
General
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- New layers in GameObjectsCollection can be referred to without first adding objects to them.
- Added a complete logging system, see WindowController.messages().
- Added the convenience classes SwitchComponent and SwitchRenderable. These are respectively a Component and Renderable decorators, that choose the appropriate Component/Renderable to delegate to based on a supplied condition list.
For example, the SwitchComponent can be used to assign a MovementScheme to the GameObject that switches between multiple actual schemes depending on the scenario.
The SwitchRenderable can be used to render the idle Renderable if the object doesn't move and a running/jumping one if some condition holds.
- Code examples were updated, and the AirEarthWater code example was added.
Files
DanoGameLab 1.1.0.zip 1 MB
Oct 17, 2023
Get DanoGameLab
DanoGameLab
| Status | In development |
| Category | Tool |
| Author | danthe1st |
| Tags | Game engine |
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