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Releases: greenthepear/egriden

v0.2.1 Patch

15 Jun 15:17
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Small patch to make working with pointers easier, also a new little example!

Check out CHANGELOG.md and https://pkg.go.dev/github.com/greenthepear/egriden.

Changes:

  • Changed signature of (Gobject).OnDrawFunc and (Gobject).OnUpdateFunc functions by adding a self Gobject parameter. This removes confusing pointer stuff that happens when you want to make a BaseGobject with custom functions like so:
    o := NewBaseGobject(...)
    o.OnDrawFunc = func (i *ebiten.Image, l Layer) {
        o.NextFrame() //Won't do anything!
        //Just changes the frame of the original gobject 'template' which will
        //not be running in the game, since that's what o points to.
        o.DrawSprite(i, l)
    }
    l.AddGobject(o.Build(), 0, 0)
    • Also added a l Layer parameter to (Gobject).OnUpdateFunc for convenience. Getting the object's layer pointer into the OnUpdate function was tricky beforehand.
  • Fixed the small issue that (Gobject).OnUpdate would never run ever.
  • Added a new simple example gopher-party to showcase many things added in v0.2.0 and this patch.
  • Updated Ebitengine to v2.7.5.
  • Updated localization files.

v0.2.0 "Liberty"

05 Jun 11:57
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Release v0.2.0 "Liberty" is here! This is a BIG update that I'm very excited about, as it has pretty much all you need to publish a small game. Why "Liberty"? Because now you can have some freedom from the grid layers with traditional free layers, while getting useful utilities for the former. You now also have more control over sprite drawing. Oh and levels, no need to be confined to a single view/scene.

Check out CHANGELOG.md and https://pkg.go.dev/github.com/greenthepear/egriden.

Changes: