Framework)
HBF)
- TLayer new method HasAttribute()
- TGraphicDriver new method Clear()
- TGraphicDriver.Available() improved (still need to be improved)
- New TSprite effect seInverse
- In a layer the items now can have a priority
- TLayer.Render() now calls UpdateCollider() (this is mandatory!)
- New method TLayer.FindAttribute()
- TSprite.SetIndex() does not longer calls UpdateCollider(), this should be a manual call (like in layer.render)
- Layers in sprites are associate with a weak reference
- TSimpleSprite.Assign() assign more variables...
- In TSpriteEngine when the cache is clear, the related surfaces are destroyed
- New method TLayer.SetView()
- View in Layer is created by default not calculated all the time
- TBackground now uses horizontal and vertical speed
- TBackground now has a new control to avoid infinite loops when width = 0
- Button pressed in joystick fixed
- Animations now can read ColorKey
- Layer implement slopes
- ISurface new GetCRC and RetrieveHeights
- New AnimationType atRandom
- Cache moved from TGraphicDriver to TSpriteEngine
- New TSpriteEngine.GetSurface() method
- New TLayer.GetCellsAt() method
- New TSimpleSprite.SetFullBB() method
- TSprite.SetIndex() now uses the engine cache
- New ILayer.GetCellsAt()
- TSpriteEngine now has a default Z to apply to related sprites
- TSpriteEngine now has a priority, so Z can be added or subtracted
- TLayer set Z to TSpriteEngine when rendering an attached sprite engine
- The graphics engine now sorts the buffers per supplied Z (this helps a lots when rendering with ColorKeys)
- TRenderBuffer and TBufferAttributes merged into one single class
- In TLayer, Zoom property is spread across all items
- When a sprite is paused, the timeout is also paused
- Remove GetSolid/SetSolid from sprites
- -Added the concept of vars (key/value) to sprites, so one can freely create variables with values and then get the values
- Sprites now have the DeleteVar() / FindVar()
- ISprite now declares GetAttachedSprite and SetAngleSpeed
- New GetSpeedFromAngle() in BB.Math
- TSound
- New class functions in order to retrieve min/max Volume/Panning
- Sounds now have DSBCAPS_CTRLVOLUME and DSBCAPS_CTRLPAN set by default
- All calls to DirectSound now set the LastCode error
- New snow attribute, used in level 12
- New animation when picking coins
- SpawnAttributes() refactored
- Some associations are done via TInterfaceHelper.WeakIntf() in order to avoid weird runtime errors
- CalculateGravity() returns more info
- Blob dies when lands on lava or water
- Game.Clear() now calls more methods
- Added more debug info
- Fixed some weird collisions with hero and tiles at the top of the screen when there is also a tile underneath
- Created a new attribute CHECKPOINT, so is easier to distinguish while coding the map start and the map checkpoints
- New animation when collecting a coin
- Game is able to detect the scroll direction via attributes
- Fixed a 1 frame Layer.Y error
- All maps now have the direction attributes set
- Spikes now set the sound according to position and distance
- New class TSoundDispatcher, all samples are played via that class
- Joystick support
- Background now has a 0.25 horizontal speed
- Background can be paused
- Sound can be switch off via .ini
- Fixed some weird top collisions
- Items (moving tiles) are treated as static tiles in order to avoid dead collisions
- OnOff items can be paused
- Minor map changes
- New TSpike with volume and panning
- Hero now has 3 lives
- When all coins are collected, hero gains a new life
- Walkside tapes implemented (ugly sprite)
- Music can be toggle with F1
- Sound can be toggle with F2
- Hero now applies acceleration and friction properly
- Some maps now have slopes
- Hero interact properly with slopes
- Collision left/right now return the X impact point
- Collision lef/right now use the GetCellsAt method
- All Sprite.Z now are set as constants
- Ice is tested with both feet
- Game.Run() cleaned
- Climb ladders is working when the top exit is also a tile (LADDER_TOP)
- New unit Constants
- Added springs (level 12)
- Use of new vars specially for items (solid, platform, spring, tape, etc), they are used as tags
- Some methods renamed for better understanding
- Block items can push us also from left/right
- Creating items and breaking items now are returned immediately as Collision
- Handling moving platforms now takes into account hero's vertical velocity
- ITape removed
- Extra jump has another sample
- New unit star
- New checkpoint system (much easier)
- New direction ball (experiment)
- Now doors have to be opened with a key
- Fixed again some hero collision issues
- New unit and class checkpoint
- New class TPickup root for items than can be picked up
- New unit and class rays
Basicly adding new features to the "game" and improving the engine.
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