Prepare v1.14.0 for release
This commit is contained in:
parent
866e5e7fd8
commit
49cb972c5c
23
Changes.md
23
Changes.md
|
@ -23,6 +23,26 @@ Level screenshots and thumbnails:
|
|||
block interaction with the game so that you don't accidentally modify
|
||||
the level while the screenshot is generating.
|
||||
|
||||
Updates to the JavaScript API for doodad scripts:
|
||||
|
||||
* `setTimeout()` and `setInterval()` will now be more deterministic and
|
||||
reliable to time your doodad scripts with, as they are now based on the
|
||||
game's tick speed. At the target average of 60 FPS, 1000 millisecond
|
||||
timers will fire in 60 game ticks every time.
|
||||
* The `Self` API now exposes more functions on the underlying Actor object
|
||||
that points to the current doodad. See the guidebook for full details.
|
||||
* Self.Doodad() *Doodad
|
||||
* Self.GetBoundingRect() Rect
|
||||
* Self.HasGravity() bool
|
||||
* Self.IsFrozen() bool
|
||||
* Self.IsMobile() bool
|
||||
* Self.LayerCount() int
|
||||
* Self.ListItems() []string
|
||||
* Self.SetGrounded(bool)
|
||||
* Self.SetWet(bool)
|
||||
* Self.Velocity() Point
|
||||
* Self.GetVelocity() is now deprecated and will be an alias to Self.Velocity.
|
||||
|
||||
Some minor changes:
|
||||
|
||||
* Tweaked the player movement physics and adjusted doodads accordingly.
|
||||
|
@ -46,6 +66,9 @@ Some minor changes:
|
|||
of the fancy new one with the listbox.
|
||||
* Fixed a touch screen detection bug that was causing the mouse cursor to hide
|
||||
on Macbooks when using their touchpad.
|
||||
* Fixed how touch screen mode is activated. The game's mouse cursor will
|
||||
disappear on touch and reappear when your last finger leaves the screen, and
|
||||
then a mouse movement is detected.
|
||||
* Add a `--touch` command line flag to the game binary, which forces touch screen
|
||||
mode to always be on (which hides the mouse cursor), in case of touch screen
|
||||
detection errors or annoyances.
|
||||
|
|
|
@ -45,6 +45,7 @@ type MainScene struct {
|
|||
winLevelPacks *ui.Window
|
||||
winPlayLevel *ui.Window
|
||||
winOpenDrawing *ui.Window
|
||||
winAbout *ui.Window
|
||||
|
||||
// Update check variables.
|
||||
updateButton *ui.Button
|
||||
|
@ -250,6 +251,29 @@ func (s *MainScene) Setup(d *Doodle) error {
|
|||
},
|
||||
Style: &balance.ButtonPrimary,
|
||||
},
|
||||
{
|
||||
Name: "About",
|
||||
If: func() bool {
|
||||
return !balance.DPP
|
||||
},
|
||||
Func: func() {
|
||||
if s.winAbout == nil {
|
||||
s.winAbout = windows.NewAboutWindow(windows.About{
|
||||
Supervisor: s.Supervisor,
|
||||
Engine: d.Engine,
|
||||
})
|
||||
s.winAbout.Compute(d.Engine)
|
||||
s.winAbout.Supervise(s.Supervisor)
|
||||
|
||||
// Center the window.
|
||||
s.winAbout.MoveTo(render.Point{
|
||||
X: (d.width / 2) - (s.winAbout.Size().W / 2),
|
||||
Y: 60,
|
||||
})
|
||||
}
|
||||
s.winAbout.Show()
|
||||
},
|
||||
},
|
||||
}
|
||||
for _, button := range buttons {
|
||||
if check := button.If; check != nil && !check() {
|
||||
|
|
Loading…
Reference in New Issue
Block a user