flame_forge2d 0.9.0-releasecandidate.5 flame_forge2d: ^0.9.0-releasecandidate.5 copied to clipboard
Forge2D (Box2D) support for the Flame game engine. This uses the forge2d package and provides wrappers and components to be used inside Flame.
0.9.0-releasecandidate.5 #
- FEAT:
BodyComponent
can properly have normal Flame component children (#1442). (7fe8b6de)
0.9.0-releasecandidate.4 #
- FIX: Don't use debug rendering by default in BodyComponent (#1439). (33b725e8)
0.9.0-releasecandidate.3 #
- Update a dependency to the latest release.
0.9.0-releasecandidate.2 #
0.9.0-releasecandidate.1 #
Note: This release has breaking changes.
- REFACTOR: Remove Loadable, optional onLoads (#1333). (05f7a4c3)
- REFACTOR: Add a few more rules to flame_lint, including use_key_in_widget_constructors (#1248). (bac6c8a4)
- FIX: Clone input vector before projecting it (#1255). (d1d6ad4d)
- FEAT: improving generics on position body component (#1397). (7edbb299)
- FEAT: Add missing optional priority to SpriteBodyComponent (#1404). (a000eb11)
- FEAT: Components are now always added in the correct order (#1337). (c753fc46)
- FEAT: Allow to pass a camera to Forge2D Game (#1364). (9890e9ca)
- DOCS: Fix various dartdoc warnings (#1353). (9f096053)
- DOCS: Add Raycast example for flame_forge2d (#1253). (994f27d5)
- BREAKING FIX: Remove pointerId from Draggable callbacks (#1313). (27adda17)
CHANGELOG #
[0.8.3] #
- Update to Flame 1.0.0
[0.8.2-releasecandidate.17] #
- Arguments of
PositionBodyComponent
are now optional so that initialization can be done inonLoad
[0.8.2-releasecandidate.15] #
- Destroy body before calling
super.onRemove
[0.8.1-releasecandidate.15] #
- The rendering of
BodyComponent
is now inline with the Flame coordinate system - Moved
BodyComponent
base fromBaseComponent
toComponent
- Pass
Forge2DCamera
to super class inForge2DGame
[0.8.1-releasecandidate.13] #
- Added physics tied to widgets example
- Added basic joint example
- Add generics passed to HasGameRef from PositionBodyComponent and SpriteBodyComponent
[0.8.0-releasecandidate.13] #
- Update mechanism by which
BodyComponent
's are disposed to use theonRemove
method - Flip y-axis after translation of body position, so that normal flame components can be children
- Update to Forge2D 0.8.0
- Update to Flame 1.0.0-releasecandidate.13
- Rename
prepareCanvas
topreRender
[0.7.3-releasecandidate.12] #
- Fix prepareCanvas type error
[0.7.2-releasecandidate.12] #
- Update to Forge2D 0.7.2
- Update to Flame 1.0.0-releasecandidate.12
- Use
Camera
from Flame instead of the old internal viewport module
[0.7.1-rc8] #
- Take viewport yFlip into consideration on
cameraFollow
- Update to forge2d 0.7.1
- Update to flame 1.0.0-rc8
- Integrate Flame viewport and camera to replace own viewport
[0.6.4-rc4] #
- Add PositionBodyComponent, keeps a PositionComponent on top of a BodyComponent
- Update to forge2d 0.6.4
[0.6.3-rc4] #
- Renamed the
prepare
method toadd
to be more inline with Flame Game naming.
[0.6.3-rc3] #
- Added an example for MouseJoint
- Update to forge2d 0.6.3
[0.6.2-rc3] #
- BodyComponent should follow Forge2D game debug mode
- Fix generics for BodyComponent
- Align with Flame 1.0.0-rc6
- Update to forge2d 0.6.2
[0.6.0-rc2] #
- Align with Flame 1.0.0-rc5
[0.6.0-rc1] #
- Align with Flame 1.0.0-rc4
- Align with Forge2D 0.6.0
[0.5.0-rc1] #
- Initial move of box2d related files
- Move over to refactored box2d
[0.0.1-rc1] #
- Empty release; in the future all flame box2d related code will live here.