- many, many bugfixes and safety checks
switchState()
added<load>
element addedFlxKeyWrap
AddedFlxColorWrap
AddednewObject()
Added for scripts- create instances of template from code instead of XML
- fix freezing on wrong asset path
EntityGroup
added (justFlxTypedGroup<Entity>
)- fix depth ordering for XML files
prefab
element added
- added an api for accesing variables on scripts, while retaining type-safety
- fixed multiple destroy() functions, so state switching, etc. work properly
- allow use of % in entity declarations, referring to game width or height
- allow animation addition using entity.loadAnimation() (lets you use fancy frame declarations)
- allow adding scripts to an entity via entity.scripts.ParseScript(path)
- fix new entities in groups not being drawn
- allow type declarations in callable functions
- rewrite scripting system, allow for real haxe files
- remove map property on EntityManager
- add instance and template creation for entity xml files
- extend interp to allow property access on objects
- add syntax for exposing and requesting classes inside of scripts
- add simple fsm system
- fix parsing mistake causing scripts to only load if the entity had an art element
- make sure to check that entities aren't null
- add noreload option
- make scripts delete if they only have init logic (unless noclean is specified)
- allow access to instance via a property
- fix backward conditionals that broke string loading
- only call @reload if script changed
- add option for true live-reloading
- integrate live-reloading of external scripts
- add @reload function for scripts
- change Owner to GID
- fix spelling of receive
- check destroyScript for null
- fix underlying mistake that caused the need for the if(!init) check
- hard-code the if(!init) check
- fix parsing of entity scripts
- fix for new handling of flxgroups
- add init variable to (sort of) fix recurring init
- added hscript integration
- changed group storage and behaviour
- split AddEntity() into separate methods
- added ability to use hyphens in animation parsing
- added entity xml parser
- added destruction of entities
- removed template
- added haxelib setup
- marked version numbers (not coded anywhere in project, just for reference)
- all classes have replaced the word "gameobject" with entity, I know its annoying, but in the end its shorter to type...
- added a simple message broadcasting system
- added distance measuring between entities
- added IsAgainst() for determining if an entity is directly touching something in a given direction
- packages have been renamed to: ice.entity.[class].
- code has been surrounded in a template haxeflixel project, with EntityManager already added.
- code ported from IceEntity