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engine-v0.1.14
This is the Official engine version 0.1.14 o fix a bug removing the wrong kind of event for preloaded sounds o include mechanism for displaying preload status
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Day31
This is the official project code as of the end of the thiry first day of Devember. This is also the last day of Devember 2015. The changes here are mild and involved ensuring that everything gets reset properly when a level resets, and fixing up the Preloading code so that it catches errors and reports them, but still keeps things working. This is the last commit that will happen in this copy of the repository (unless something particular pops up) as a part of Devember 2015.
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engine-v0.1.13
This is the Official engine version 0.1.13 o handle preload errors by using replacement data URL's
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Day30
This is the project code as of the end of the thirtieth day of Devember. The engine code is now split apart from the game code, which makes merges easier (although, you know, not THIS merge). There are now multiple tsconfig files to compile each part, and the WebStorm project references the appropriate engine.d.ts file while inside the game code, which proves that code completion works without the engine code as part of the tree.
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engine-v0.1.12
This is the Official engine version 0.1.12 o Split engine and game code into multiple output files o mute/unmute music when the game starts/stops in the page.
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Day29
This is the project code as of the end of the twenth ninth day of Devember Today we have some sound and music API changes in the engine code; the Stage class can now preload by invoking the proper Preloader functions for you. This combines with new API's in Stage that let you alter the mute/volume status of all sounds and/or music that is registered with the stage by having the stage register everything it preloads. You can manually register sounds that are created elsewhere as needed. Rx now has music and sound effects throughout the demo, making it more or less feature complete; all it's really missing is feature polish and refinement but the core of everything that makes a Dr. Mario game is there now, I think.
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engine-v0.1.11
This is the Official engine verison 0.1.11 o Allow the Stage class to be a proxy for sound/image preloading o Stage class can now mute/unmute/volume change all registgered sound objects in one shot; makes global muting easier. o sound preloading no longer shares tags for duplicate preloads o sample game application uses new Stage muting api
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Day28
This is the project code as of the end of the twenty eighth day of Devember This fixes the issue encountered yesterday regarding the scene switch happening before the preload finished, which was making an exception be thrown for trying to get the music to play before it was finished loading. This is accomplished by removing the ability to force swap scenes if the game loop is not running and instead having the Stage report what the current scene WOULD be if a change is pending but the game loop is not running yet. Also, now we can mute the audio in the demo because I was going a little nuts there for a minute.
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engine-v0.1.10
This is the official engine version 0.1.10 o Make sure Scene.activating() does not get triggered before preloading is complete o Include muting support in the demo application
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Day27
This is the project code as of the end of the twenty seventh day of Devember This includes the ability to preload music as well as regular audio, and also provides some simple classes for wrapping the sound and music aspects, in anticipation of some future modifications to the API.
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engine-v0.1.9
This is the Official engine version 0.1.9 o Allow for music preloading o Simple classes for sounds and music to aid playback
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Day26
This is the project cocde as of the end of the twenty sixth day of Devember. The bug in yesterday's image preloading was traced to a bug in rendering that would translate the canvas and then not restore it, which makes all rendering seem to happen at the same location and has been resolved. The Image preloading was enhanced so that when several requests for the same image are made, they all return the same img tag instance, which saves a tiny bit of memory for object references (I think) since the browser should hopefully be smart enough to use the same underlying data for both anyway. We now all support audio preloading, although currently sound is a little crude in that you need to use the normal HTMLAudioElement interface. The audio preloading also uses the same mechanism for returning the same tag as the previous attempt if it reuses a URL, although this may not be the best since any one audio tag can only play its sound once, so sharing it leads to sound drops. That will be fixed next.
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engine-v0.1.8
This is the Official engine version 0.1.8 o Allow for image preloading o Allow for audio preloading The audio preloading needs more work, but for now simple ability to play sounds is ready to go.
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Day25
This is the project code as of the end of the twenty fifth day of Devember Partial image preloading support is in, but there are some issues that I haven't tracked down, so this is not yet merged with anything; images load, but the dot sprites in the sample application don't move like they're supposed to. Since it's Christmas night and it's been a long day, I'm leaving this for not.
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Day24
This is the project code as of the end of the twenty fourth day of devember. We now have a proper title screen menu for selecting the level to start the game at, and a menu on the game over screen that allows you to replay or quit.
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Day23
This is the project code as of the end of the twenty third day of devember. This is the same code as yesterday, but refactored to have the menu code split into its own entity class for reuse. Additionally, thanks to engine changes all of the scenes are capable of creating screen shots, not just the game screen.
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engine-v0.1.7
This is the Official engine version 0.1.7 o Remove the old JavaScript version of the code.
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engine-v0.1.6
This is the Official engine version 0.1.6 o The Stage is now responsible for screen shot capturing o Scene handles F5 keypressed to take a screenshot unless overridden
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Day22
This is the project code as of the end of the twenty second day of devember. We now have a simplistic title screen which needs a bit more work. This code needs to be made more generic for use elsehwere and possibly in other projects.
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Day21
This is the project code as of the end of the twentyfirst day of Devember. We now display the upcoming capsule to allow for better planning, and include a simple game over screen when things go wrong.