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This version fixes many of Flixel's older bugs, while staying reverse compatible with projects that use Flixel v2.55 (the current version in [AdamAtomic/flixel](https://github.com/AdamAtomic/flixel)). For complete changes, see CHANGELOG.md
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### ACTIONSCRIPT ### | ||
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# Build and Release Folders | ||
bin/ | ||
bin-debug/ | ||
bin-release/ | ||
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# Project property files | ||
.actionScriptProperties | ||
.flexProperties | ||
.settings/ | ||
.project | ||
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### OS SPECIAL FILES ### | ||
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# Windows | ||
Thumbs.db | ||
ehthumbs.db | ||
Desktop.ini | ||
$RECYCLE.BIN/ | ||
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# OSX (MAC) | ||
.DS_Store | ||
.AppleDouble | ||
.LSOverride | ||
Icon | ||
._* | ||
.Spotlight-V100 | ||
.Trashes | ||
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# Linux | ||
.* | ||
!.gitignore | ||
*~ | ||
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# Flixel v2.56 | ||
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This version fixes many of Flixel's older bugs, while staying reverse compatible with projects that use Flixel v2.55 (the current version in [AdamAtomic/flixel](https://github.com/AdamAtomic/flixel)). | ||
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#### New Features | ||
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Add properties `numFrames` and `maxFrames` to `FlxSprite` ([#174](https://github.com/FlixelCommunity/flixel/issues/174)) | ||
Add new `FlxTween` class ([#114](https://github.com/FlixelCommunity/flixel/issues/114)) | ||
Add function to trigger full-screen support ([not complete](https://github.com/FlixelCommunity/flixel/issues/93)) ([#74](https://github.com/FlixelCommunity/flixel/issues/74)) | ||
Make `FlxG.log()` able to split out arrays using `FlxU.formatArray()` ([#74](https://github.com/FlixelCommunity/flixel/issues/74)) | ||
Add optional `ColorMap` parameter to `FlxTilemap.bitmapToCSV()` ([#74](https://github.com/FlixelCommunity/flixel/issues/74)) | ||
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#### Improvements | ||
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Prevent being able to set a `FlxSprite` to an invalid frame ([#174](https://github.com/FlixelCommunity/flixel/issues/174)) | ||
Prevent errors if `destroy()` is called twice ([#153](https://github.com/FlixelCommunity/flixel/issues/153)) | ||
Log error if invalid Bitmap passed to `FlxG.addBitmap()` ([#127](https://github.com/FlixelCommunity/flixel/issues/127)) | ||
`FlxG.sort()` won't crash if a property is not found ([#116](https://github.com/FlixelCommunity/flixel/issues/116)) | ||
Log error if invalid custom particle class is passed to `FlxEmitter` ([#95](https://github.com/FlixelCommunity/flixel/issues/95)) | ||
Prevent being able to pass `null` to `FlxObject.add()` ([#87](https://github.com/FlixelCommunity/flixel/issues/87)) | ||
`FlxObjects` will now stop when they reach the end of a path ([#85](https://github.com/FlixelCommunity/flixel/issues/85)) | ||
Remove several FlashBuilder/FDT warnings | ||
Remove migration warnings if published with Flash IDE ([#76](https://github.com/FlixelCommunity/flixel/issues/76)) | ||
Add `super.destroy()` to all overridden `destroy()` methods ([#73](https://github.com/FlixelCommunity/flixel/issues/73)) | ||
Add `http://` prefix if user did not in `FlxPreloader.goToMyURL()` ([#71](https://github.com/FlixelCommunity/flixel/issues/71)) | ||
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#### Performance Improvements | ||
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No need to fill a camera twice if not blending alpha ([#143](https://github.com/FlixelCommunity/flixel/issues/143)) | ||
Remove small performance issue in `FlxG.addBitamp()` ([#96](https://github.com/FlixelCommunity/flixel/issues/96)) | ||
Refactored `FlxObject::preUpdate()` to remove uneccessary code ([#82](https://github.com/FlixelCommunity/flixel/issues/82)) | ||
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#### Bugfixes | ||
Fix `FlxGroup#maxSize` ([#184](https://github.com/FlixelCommunity/flixel/issues/184)) | ||
Fix documentation for `FlxText#moves` ([#180](https://github.com/FlixelCommunity/flixel/issues/180)) | ||
Fix `FlxSprite.drawLine()` incorrect behavior when full transparency set in color ([#173](https://github.com/FlixelCommunity/flixel/issues/173)) | ||
Fix `FlxTilemap.overlapsWithCallback` calls callback when no overlapping ([#166](https://github.com/FlixelCommunity/flixel/issues/166)) | ||
Fix `FlxCamera` "jitters" when following a target ([#134](https://github.com/FlixelCommunity/flixel/issues/134)) | ||
Fix `FlxText` and problem with camera zoom ([#119](https://github.com/FlixelCommunity/flixel/issues/119)) | ||
Fix `Mouse.as` doesn't like negative cursor offsets mixed with native Flash ([#117](https://github.com/FlixelCommunity/flixel/issues/117)) | ||
_Major_ cleanup and bug fixing of `FlxSound` ([#114](https://github.com/FlixelCommunity/flixel/issues/114)) , ([#103](https://github.com/FlixelCommunity/flixel/issues/103)) , ([#101](https://github.com/FlixelCommunity/flixel/issues/101)) , ([#92](https://github.com/FlixelCommunity/flixel/issues/92)) , ([#80](https://github.com/FlixelCommunity/flixel/issues/80)) | ||
Fix `FlxObject#(overlaps|overlapsAt)` checking only first element of `FlxGroup` ([#109](https://github.com/FlixelCommunity/flixel/issues/109)) | ||
Fix `FlxTilemap` not clearing variables before `loadMap` ([#102](https://github.com/FlixelCommunity/flixel/issues/102)) | ||
Fix `overlapProcessed` isn't properly cleared in `FlxQuadTree` ([#100](https://github.com/FlixelCommunity/flixel/issues/100)) | ||
Fix `FlxTilemap` ignoring last tiles if `startingIndex > 0` ([#99](https://github.com/FlixelCommunity/flixel/issues/99)) | ||
Add missing usage of `particleClass` in `FlxEmitter` ([#95](https://github.com/FlixelCommunity/flixel/issues/95)) | ||
Fix `FlxTilemap.ray()` result value always `null` ([#84](https://github.com/FlixelCommunity/flixel/issues/84)) | ||
Fix `FlxU.round()` giving incorrect results for negative numbers ([#79](https://github.com/FlixelCommunity/flixel/issues/79)) | ||
Fix `FlxU.formatArray()` includes first element twice ([#77](https://github.com/FlixelCommunity/flixel/issues/77)) | ||
Fix health only initialized in `FlxSprite`, should have been in `FlxObject` ([#74](https://github.com/FlixelCommunity/flixel/issues/74)) | ||
Fix incorrect value for `moves` in `FlxTileblock` and `FlxTilemap` ([#70](https://github.com/FlixelCommunity/flixel/issues/70)) | ||
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#### Repository changes | ||
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Move source to `src` folder | ||
Remove documentation (only include it in release builds) | ||
Add `generate-asdoc.sh` and `generate-swc.sh` utilities | ||
Add `.gitignore` | ||
Add `CHANGELOG.md` | ||
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## How you can help | ||
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Any help is welcome, even the smallest one! Start by choosing the way you want to contribute: | ||
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* **Fixing bugs**. Browse the [issues list](https://github.com/FlixelCommunity/flixel/issues?page=1&state=open) and pick one labeled as **OPEN**. If the issue is associated with another developers, then someone is already working on that bug. | ||
* **Testing bug fixes and new features**. Every time a bug gets fixed or a new feature is added, we need to test it. Browse the [list of open pull-requests](https://github.com/FlixelCommunity/flixel/pulls), choose one and test if it's ok. | ||
* **Writing a tutorial**. If you know how to use Flixel, help others by teaching them. Check the [writting a tutorial guide](http://deadlink). | ||
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## Fixing bugs | ||
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Right now the focus is on releasing a stable version of Flixel `2.56`, **containing bug fixes and performance improvements only**. This release should be reverse-compatible with Flixel `2.55` and able to be dropped in to an existing Flixel game without breaking any existing code. | ||
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All issues that must be addressed for the current release are under the [**Flixel v2.56** milestone](https://github.com/FlixelCommunity/flixel/issues?milestone=1&state=open). Any new features or changes that break existing code are saved for the next version of Flixel under the [**Future release** milestone](https://github.com/FlixelCommunity/flixel/issues?milestone=2&state=open). | ||
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### Branches | ||
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The code is organized in two branches: | ||
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* `FlixelCommunity/master`: the current, stable release; currently at Flixel `v2.55` (Adam Atomic's version). | ||
* `FlixelCommunity/dev` the developmental version containing all the fixes for the next release. | ||
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Only "finished" bug fixes should be merged into the `FlixelCommunity/dev` branch; no "half-finished" code or code that doesn't compile. After all bugs are fixed and all changes are implemented, the `dev` branch will be merged into the `master` branch. From that point on, the `master` will have a stable release and the development activity will start again at the `dev` branch. | ||
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### Finding an issue to work on | ||
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If you don't already know of a bug and want to find something to work on, you can [browse the existing issues](https://github.com/FlixelCommunity/flixel/issues?page=1&state=open). | ||
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Pay attention to the labels: | ||
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* **bug**: the issue is a confirmed bug; | ||
* **OPEN**: the issue is active and there is no fix (check a [list of open issues](https://github.com/FlixelCommunity/flixel/issues?labels=OPEN&milestone=1&page=1&state=open)); | ||
* **has fix**: the issue has a pending pull request that fixes the problem | ||
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### Creating a pull request | ||
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As usual, be clear in your pull request's description, and follow the coding conventions used by the surrounding Flixel code (e.g. open brackets start on the next line, camel case naming). | ||
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To avoid merge conflicts, start your pull requests from the `FlixelCommunity/dev` branch. If you are on a system that supports Bash (usually MAC or Linux), you can use the following [GIT alias](https://git.wiki.kernel.org/index.php/Aliases) to assist: | ||
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``` | ||
dev = "!git fetch FlixelCommunity && git checkout FlixelCommunity/dev -b " | ||
``` | ||
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To use the alias, make sure `FlixelCommunity` is added as a remote repository, and run the following command when you want to start working on an issue, which will create a new branch with the specified name: | ||
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``` | ||
$ git dev fix-some-issue | ||
``` | ||
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# Flixel Community # | ||
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[Flixel Community](http://flixelcommunity.github.com) is an open source game-making library that is completely free for personal or commercial use. Written entirely in ActionScript 3, and designed to be used with free development tools, it's easy to learn, extend and customize. | ||
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## Features ## | ||
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**Basic** | ||
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* Display thousands of moving objects | ||
* Basic collisions between objects | ||
* Group objects together for simplicity | ||
* Easily generate and emit particles | ||
* Create game levels using tilemaps | ||
* Text display, save games, scrolling | ||
* Mouse & keyboard input | ||
* Math & color utilities | ||
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**Advanced** | ||
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* Record and play back replays | ||
* Powerful interactive debugger | ||
* Camera system for split screen | ||
* Pathfinding and following | ||
* Easy object recycling | ||
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##Quick start## | ||
Check [Flixel Community](http://flixelcommunity.github.com) website for tutorials. | ||
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##Contributing## | ||
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If you want to contribute with Flixel Community, be welcome! You can help us with code, testing, tutorials and much more. Take a look at the [CONTRIBUTING](https://github.com/FlixelCommunity/flixel/blob/master/CONTRIBUTING.md) file for more. | ||
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## License ## | ||
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Flixel Community is licensed under the [MIT](http://opensource.org/licenses/MIT) license. | ||
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## About Flixel and Flixel Community## | ||
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[Flixel](http://flixel.org) is a well known open source and free game engine created by [Adam “Atomic” Saltsman](https://github.com/AdamAtomic/flixel). Flixel has been used in hundreds of games, including IGF nominees, Adult Swim games, and avant-garde experiments. Many Flixel users make their first game ever in Flixel. | ||
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Flixel Community was born as a healthy fork of Flixel. It is not supposed to replace Flixel or to compete with it, but to co-exist. [Adam](http://twitter.com/AdamAtomic) (Flixel's author) encouraged us to grow a community version and maintain it to our heart's content, even offering it as an alternative to Flixel. | ||
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