Releases: gurkenlabs/litiengine
0.10.7
What's Changed
- Bump actions/setup-java from 4.2.2 to 4.3.0 by @dependabot in #842
- Bump actions/setup-java from 4.3.0 to 4.4.0 by @dependabot in #846
- Bump org.mockito:mockito-core from 5.13.0 to 5.14.1 by @dependabot in #845
- Bump junit from 5.11.0 to 5.11.1 by @dependabot in #844
- Bump junit from 5.11.1 to 5.11.2 by @dependabot in #847
- Bump org.ajoberstar.grgit from 5.2.2 to 5.3.0 by @dependabot in #848
- Bump org.mockito:mockito-core from 5.14.1 to 5.14.2 by @dependabot in #849
- Bump actions/setup-java from 4.4.0 to 4.5.0 by @dependabot in #850
- Bump junit from 5.11.2 to 5.11.3 by @dependabot in #851
- Fix memory leak in SoundEngine by @Gamebuster19901 in #853
- Bump org.sonarqube from 5.1.0.4882 to 6.0.0.5145 by @dependabot in #854
- Implemented automatic itch.io deployment for linux & windows (mac doesn't work currently because butler is incompatible with ARM64)
- Upgrade to Java 23
Full Changelog: 0.9.0...0.10.7
0.9.0
What's Changed
- Made the changes to "Fixed the name field in Sprite import panel #778" by @iamllcoolray in #814
- Add spritesheet import logic by @Hades948 in #813
- Fix alignment of text that overflows the boundaries by @hedfol in #816
- Refactor the color decode test by using a nested class by @Josef-Friedrich in #819
- Fix the URL to the forum in the README file by @Josef-Friedrich in #820
- Fix NullPointerException in TextRenderer#renderWithLinebreaks by @Mshnik in #822
- Bump gradle/wrapper-validation-action from 1 to 3 by @dependabot in #827
- Bump org.mockito:mockito-core from 5.11.0 to 5.12.0 by @dependabot in #830
- Bump org.sonarqube from 4.4.1.3373 to 5.1.0.4882 by @dependabot in #828
- Bump junit from 5.10.2 to 5.10.3 by @dependabot in #826
- Bump io.github.gradle-nexus.publish-plugin from 2.0.0-rc-1 to 2.0.0 by @dependabot in #831
- Add horizontal Menus. by @nightm4re94 in #833
- Bump org.mockito:mockito-core from 5.12.0 to 5.13.0 by @dependabot in #835
- Bump junit from 5.10.3 to 5.11.0 by @dependabot in #834
- Updated Java version for the development environment in CONTRIBUTING.md by @SushmitaGoswami in #837
- Adjust Creature sprite naming conventions by @SushmitaGoswami in #839
- Synchronizing maps throws an exception when there is no maps directory in the project root by @SushmitaGoswami in #840
New Contributors
- @iamllcoolray made their first contribution in #814
- @Hades948 made their first contribution in #813
- @hedfol made their first contribution in #816
- @Josef-Friedrich made their first contribution in #819
- @Mshnik made their first contribution in #822
- @SushmitaGoswami made their first contribution in #837
Full Changelog: 0.8.0...0.9.0
0.8.0
You might wonder why we've skipped version 0.7.x. This has been due to tests on our automated release pipeline that have created some release versions with 0.6.x and 0.7.x tags. We wanted to make sure that these test versions remain as hidden as possible and thus have decided to continue with 0.8.0.
What's Changed
- Feat : Enhance sprite dimension determination in sprite import panel #779 by @Maxime91680 in #795
- Upgrade gradle wrapper from 8.4 to 8.5 by @steffen-wilke in #799
- Fix utiLITI artifact upload. by @nightm4re94 in #800
- Fix Sonar issues. by @nightm4re94 in #801
- Add release note generation workflow. by @nightm4re94 in #802
- Create auto-releases as drafts. by @nightm4re94 in #804
- Tmx 1.10 by @steffen-wilke in #803
- Improve test coverage by @nightm4re94 in #805
- Automate release announcements. by @nightm4re94 in #807
New Contributors
- @Maxime91680 made their first contribution in #795
Full Changelog: 0.6.1...0.8.0
0.6.0 - "Trick or Treat!"
Surprise! After a quiet period of not releasing a new engine version since January 2022, we proudly present LITIENGINE 0.6.0. This is a release packed mostly with invisible infrastructure changes and refactorings, but also enhanced documentation, tests, and important bugfixes.
There had been some crucial problems in our build and deploy toolchain, which prevented us from releasing new versions for quite a while, but these problems have been resolved and now we are even releasing nightly snapshot builds for you to test out the latest changes!
You may have noticed the versioning of LITIENGINE has changed too.
Instead of e.g. v0.5.2-beta
, we are now using plain semantic versions for stable releases (starting with this release 0.6.0
) and a modified git describe
variant (e.g. 0.5.2-166-gb2e597fe-SNAPSHOT/
) for snapshot versions.
Since the last release, we have updated to a more recent Java version several times, and recently we have finally moved to the new LTS version Java 21. That means you can now use all the new cutting-edge Java features in your LITIENGINE games!
Of course, we want to thank all our contributors, sponsors, users, and community members for keeping LITIENGINE alive even when we maintainers get lazy. You are the heart of this project!
The LITIENGINE library 0.6.0 is ready for consumption already, please stand by while we get the utiLITI packages for windows, mac, and linux ready.
The LITIENGINE library is available through Maven Central:
Gradle (Groovy)
implementation 'de.gurkenlabs:litiengine:0.6.0'
Gradle (Kotlin)
implementation("de.gurkenlabs:litiengine:0.6.0")
Maven
<dependency>
<groupId>de.gurkenlabs</groupId>
<artifactId>litiengine</artifactId>
<version>0.6.0</version>
</dependency>
"Java 17 Migration" Release v0.5.2-beta
Just in time for making your new year's resolution of creating amazing games with LITIENGINE, we proudly present our latest update, packed with 250 commits over the last ten months!
Let's talk about the elephant in the room: LITIENGINE is now fully running on Java 17! In the future, we plan to keep the library updated to the latest stable jdk versions for you to utilize all the juicy new features Java has to offer.
To make building ingame UI more pleasant, the Slider
, TextFieldComponent
, and SpeechBubble
components have seen massive updates.
Bugfixes and UX improvements for utiLITI will ensure a more smooth experience when handling the editor.
Apart from that, a lot has changed in our build and deployment pipeline and the repository is now utilizing GitHub actions instead of Travis CI. This goes along with a completely revised directory structure and proper separation of submodules. The way we bundle native libraries has been adapted and the dependency on steamworks4j has been removed. Please also take note of our changed contribution guidelines: it is now required to comply with the Java code style conventions we provide in the repository (see CONTRIBUTING.md).
Finally, a huge THANK YOU is in order: To all our tireless code contributors, to the community involved in discussing issues, to everyone providing help in our forum and on Discord, and lastly:
Thank you to our new Sponsors RajBet, Trust My Paper, CasinoHex Canada, and ej-technologies (in chronological order of sponsorships)!
What are you waiting for? Start the new year the right way: making games with LITIENGINE.
Visit litiengine.com
Download LITIENGINE v0.5.2-beta
LITIENGINE is available through Maven Central:
Gradle (Groovy)
implementation 'de.gurkenlabs:litiengine:0.5.2'
Gradle (Kotlin)
implementation("de.gurkenlabs:litiengine:0.5.2")
Maven
<dependency>
<groupId>de.gurkenlabs</groupId>
<artifactId>litiengine</artifactId>
<version>0.5.2</version>
</dependency>
"No more Netcode" Release v0.5.1-beta
This release brings tons of bugfixes and quality-of-life improvements. Feature-wise, the highlight of this version is the addition of a Tweening framework that lets you interpolate values over time, e.g. to let your GuiComponents
bounce or your Entities
wiggle.
As the engine's networking code had been an unmaintained, untested, and even unsafe mess, we have decided to remove the networking package entirely.
Our Discord server has seen some upgrades and we gladly welcome our first community moderator, Conifer! In order to give back some of your love, we have introduced some special roles for our forum and the Discord server:
@Supporter
: Members that have supported us with donations.@Contributor
: Members that have contributed to our open source code repositories@Early Bird
: Members that have been part of our community since the Alpha days of LITIENGINE.
We try to assign these roles to the best of our knowledge, but if we forgot you - please don't hesitate to complain. :)
Apart from that, we've updated the sponsoring tiers in the LITIENGINE Open Collective, allowing you to support our work financially and with full transparency. We have also started a spreadshirt shop where you can buy all kinds of LITIENGINE related swag and promote the cause (feel free to suggest additional motives)!
As always, huge thanks to all contributors and fans! This is an exciting journey for us and we are grateful to share it with you.
Visit litiengine.com
"Farewell, Alpha!" Release v0.5.0-beta
Finally!
As of today, we end the four year-long LITIENGINE alpha, spanning a total of 17 feature-packed releases. Simultaneously, LITIENGINE hits its first beta release v0.5.0-beta, marking a magnificent milestone for us.
What once started as an overly ambitious hobby project of two naive brothers seeking to create their own video game, is now one of the most successful Java 2D game engines on the market - despite being in early access! Our hearts are filled with joy seeing how popular LITIENGINE has become and we want to thank you from the bottom of our heart.
To celebrate the prosperity of LITIENGINE and as a big thank you to our supporters, we have completely remade the LITIENGINE website from scratch. It is now a well-designed, streamlined experience that guides users to the most important points of interest more naturally. With everything designed to be maximally self-contained, we are also no longer hosting the documentation, JavaDocs, and Download page externally: The LITIENGINE website thus has become a purposeful and holistic hub for everything related to our favourite software.
We are convinced that LITIENGINE's user base and relevance will keep growing and there are some thrilling years ahead of us. If you're not already part of the LITIENGINE family, join our lovely community and explore the exciting features of our new website and LITIENGINE's first beta release.
Visit litiengine.com
"Stay-At-Home-And-Code" Release v0.4.20-alpha
Fixes
- 0d269f4 Fixed importing map nested tile layers
- #304 Excluded module-info.class from external lib from the LITIengine jar files
- 204a153 Fixed bug when loading Resource bundles with Spritesheets missing the image format attribute.
- 4be7ae1 Fixed issue with sprite sheets not being reloaded when replacing them at runtime
- 1065757 Fixed image string serialization by returning a compatible image for the current
GraphicsEnvironment
- 019a410 Fixed issue with random point implementation in circles
- b640d3e Don't use URLs as keys for resources (this had major performance drawbacks)
Features / Improvements
- Improved the visibility of APIs that are not intended to be used publically
- Added test coverage to many utility classes
- 470b402 Streamlined the
ListField
constructors. - bd6faeb Added explicit listeners for the GamepadManager's events
- 368669d Added a dedicated
ResolutionChangedListener
for theGameWindow
- b3b5037 Add debug option to render the sprite bounds in addition to the
Entity
bounds - 3cc9187 make shadow offset configurable in the
ShadowImageEffect
- 5af6f4d Allow custom
Creature
implementations to override the parents controllers - #322 Enhanced
TextRenderer
API - a1ea04c Implemented
EntitySpawner
support for providing spawn points via callback - d4207f8 Make use of
Spawnpoint.spawn
in theEntitySpawner
to support events - 5d8a575 Added pivot support to
Spawnpoint
to align spawning entities - 8ea0151 Load
CustomEmitter
resources fromResourceBundles
- 8113566 Properly support resolution scaling at runtime
Added a unified Random
API for the engine
4217403 Previously the extension methods were spread around the utility classes. With these changes, all additions that provide pseudo-random values have been unified and aggregated into one API: Game.random()
Some prominent examples of API changes:
ArrayUtilities.getRandom(...)
->Game.random().choose(...)
CollectionUtilities.random(...)
->Game.random().choose(...)
MathUtilities.randomSign()
->Game.random().nextSign()
MathUtilities.getRandomIndex(...)
->Game.random().getIndex(...)
- ...
Changes
- 56a123e Use
java.nio.charset
instead of constants strings for charsets - eef04d2 Consulted entity AI related namespaces under
de.gurkenlabs.litiengine.entities.behavior
- 9a78dc4 Unified some event names:
ICombatEntity.addHitListener
->ICombatEntity.onHit
ICombatEntity.addDeathListener
->ICombatEntity.onDeath
utiLITI
- #314 #315 Added the possibility to export all sprite sheet information
- #313 Added additional console feedback for common operations
- #312 Placed status-bar directly under the map view
- 319c32f Fixed potential exception when clearing color controls
- 67aa299 Make components and font sizes aware of the configurable UI scale
- #320 Fixed silent startup exception when last game file was empty
- 7ca746f Improved the
AssetPanelItem
visuals
Misc
- Added a ton of Javadoc to the public API
- Added GitHub sponsoring button to the repository
- Replaced deprecated Gradle configuration elements
- 509d749 Updated Gradle wrapper
6.0.1
->6.2.2
- ae8f102 Updated JUnit version
5.4.+
->5.6.0
- ae8f102 Updated Mockito version
2.25.+
->3.3.3
Contributors in this release
@Phlosioneer
@Gamebuster19901
@YannikSchoeberl
@hyler
Also, thanks to all the contributors to the LITIENGINE community in the forum and our discord! All your comments and thoughts help us to shape the engine towards a stable release.
"Docs moar docs, throw more docs!!!" Release v0.4.19-alpha
Fixes
- bf31e15 Fixed
ArgumentNullException
that could be thrown if an entity hit event was not related to anAbility
. - 7c25cb2 Fixed bug that made
XmlUtilities.read
not work for files within a jar. - 69afe69 Don't ignore minimal location updates on entities
- 680ce0b Fixed issue which caused the Camera hotfix for certain renderscales not to work.
- ca5cfa2 Fixed null pointer check in
TmxMap
- 59360c4 Fixed issue with the GameWorld.reset overload
Features / Improvements
- Added and improve the Javadocs of many APIs
- aeccaa4 Added possibility to remove timed actions.
- #301 28f1036 Added entity render events for individual entities.
- adb2bfc Extend the ReflectionUtilities with a few helpful methods
- 9fde70d Added events for changes on
ConfigurationGroups
- c8ca4b1 Added events for layer rendering on the
MapRenderer
- 70c598a Added
onMoved
event forIMobileEntity
- 41679ed Added
spawned
event forSpawnpoint
- 87c339d Added updatable count to the
GameMetrics
- a7a7637 Don't modify layer visibility when serializing maps.
- #297 Re-Added shortcut API for finding tile bounds
Changes
- 5ddf044 Drop the
Game.loop().getUpdateRate()
method in favor ofGame.loop().getTickRate()
. - 30cd2c1 Improve visibility modifies of the
SoundEngine
- 6d92e25 Rework the default mouse cursor behavior
- Use the default cursor if no virtual cursor is set and the mouse is not being grabbed by the window.
- Move the debug cursor handling to the MouseCursor implementation
- Don't grab the mouse by default.
- c950d55 Replace some explicitly thrown exceptions by log messages.
- d715f2f Drop the
de.gurkenlabs.litiengine.annotation
package. - 39f365e Change Entity collections from the
Environment
to be immutable
Revamp of several event methods and listeners
- 3747d8c 080afea Streamline rendering events and API
- 59b4b3d Reworked the
ScreenManager
events - 1c41e83 Reworked the
Mouse
events - 537b5d7 Reworked the
Keyboard
events - 480a259 Reworked the
Gamepad
andGamepadManager
events - 111d81d Reworked the
Camera
events - 4204d8a Reworked the
Emitter
events - e438fc8 Reworked the
Ability
events - Marked many listeners as
FunctionalInterface
utiLITI
Misc
- Updated SonarQube plugin
2.7
->2.8
- Updated Gradle
5.3.1
->6.0.1
- d4d35a7 Print Gradle warnings in the build log.
- 7340f5b Prevent duplicated resources in the .jar files.
- 94b46dc Exclude duplicate files from the jar.
Contributors in this release
Also, thanks to all the contributors to the LITIENGINE community in the forum and our discord! All your comments and thoughts help us to shape the engine towards a stable release.
"New Decade" Release v0.4.18-alpha
Fixes
- f3b0e52 Fixed a possible
StackOverflowException
inImageFormat.isSupported(...)
- 479e484 Fixed mapID assignment for
Blueprints
- 52f80e1 Fixed concurrency issues in
TmxMap
by using thread-safe containers forTilesets
andLayers
- 9ac68d1 Removed redundant call to
Creature.updateAnimationController()
- 6bed9f1 Replaced
RenderingHints.KEY_ANTIALIASING
withRenderingHints.KEY_TEXT_ANTIALIASING
in theTextRenderer
- 5aa2313 Fixed
Trigger
to adopt changing activation conditions while relevantEntities
are in the trigger area - #266 Fixed the way
AnimationRule
s are added toEntityAnimationController
- afc1997 c39d441 Fixed some graphics issues in the
Camera
andEnvironment
- 4cfe6ed Fixed Concurrency issue in
TileLayer
s. - #264 Fixed wrong tileset locations in exported maps.
- fa573c9 Fixed possible
NullPointerException
when aTileset
's image wasnull
- 217d41b Fixed
UpdateLoop
interruption behaviour - f152d52 Made sure
Entities
cannot have negative width or height. - #271 Fixed wrong argument in
Spritesheet.setSpriteHeight(...)
- #283 Fixed potential null reference when
CustomProperty
value is undefined. - c53b036 Fixed potential null reference in
DecimalFloatAdapter
. - 4956e23 Fixed potential text outline bug when using certain RenderScales.
- 65317ef Fixed entity debug rendering being cancelled when current animation frame is null.
- 64b1de4 Set default font for all ImageComponents containing text, not only the ones with a background spritesheet.
- #295 Fixed issue with virtual mouse and grabMouse setting.
- 25f60bf Encoded spaces in file paths.
- cfbe31d Prevent potential null reference when trying to scale images that are null.
- #284 Fixed map serialization being distúrbed by handling paths as URL fragments.
- 1d4ad94 Fixed an issue when combining paths with whitespaces.
Features / Improvements
- 8996fd4 Throw
ResourceLoadExceptions
when failing to load resources - 9bc1f2b Added renderWithLayer property to
@EntityInfo
- f93a191 Set default
RenderType
forTileLayer
to GROUND - 6876143 Set default
RenderType
for all Layers to GROUND - de2c7a0 Added util method to extrude rectangles
- eba3d49 Added getter
EntityAnimationController.getAnimationRules()
- 816715a Added method overload for
EntityAnimationController.addAnimationRule(...)
- #224 Added
Appearance
properties for borders - dc550f0 Added
SpeechBubbleListener
- 7674c6c Allow setting
SpeechBubble
text display time - 61dbc65 Allow hiding
Speechbubble
- e067ef1 63d4fb2 ca714b7 f6db03d 077b525 Minor overhaul of the Sound Engine
- 98255f9 Allow an
Entity
to be removed by anEnvironmentEntityListener
it triggers - c188504 Replaced some
CopyOnWriteArrayList
instances with the fasterConcurrentHashMap.newKeySet()
- #265 Added
ImageScaleMode.FIT
to strechImageComponent
images with the correct aspect ratio - 5abf10a c5391ae Improved generic type handling in
EntityAnimationController
- 9c41b51 Overhauled version checking for
TmxMap
s - 102c48b Added Unit tests
- a538528 #268 Implemented more performant Collections for keyboard listeners.
- 3d41a91 Added method overload for
ResourcesContainer.getAsync(...)
- d8236a9 0d55b7a Switched to more specialized function interfaces in some places.
- bcfc753 Made sure the
miscVolume
of aSoundPlayback
is updated automatically. - 511d0b8 Instead of explicitly setting
RenderingHints
in theTextRenderer
, toggle AntiAliasing with a boolean argument. - e2675a1 Removed some unnecessary wildcards in
EntityAnimationController
andAnimationRule
. - 90737bb Added active flag to exclude
IUpdateable
s from the update mechanism, where desired. - 9da3822 Set mouse
Cursor
to be visible by default. - e043ae5 Added multiple collision handling to
PhysicsEngine.getIntersection(...)
- b57df91 Improved logging on the entity action framework.
- a26a993 Added attribute to
CreatureAnimationState
to remember its string representation. CancelledMovementController.handleForces()
if no forces are present. - bfa6d81 0fc383d 6f3f2dd 95bc61d Changed some SonarQube project settings.
- c46632a Improved
Resolution
implementation. - d6c976f 7278da5 Switched to
CollectionUtilities
andArrayUtilities
for random access. Switched toThreadLocalRandom
instead of individual Random objects. Added method overloads to pass random instance as argument. - d452fda Enabled null values in
CustomProperties
declared as enum. - 16f0929 Simplified and improved entity debug rendering.
- eb6924b Added some additional API to allow map generation from code.
- 24df305 Added util method to get a random point within a circle.
- 477eddf Added overload to
MapUtilities.getTile(...)
with map argument. - 10a233f Removed redundant call of
ByteArrayOutputStream.flush()
- c0c001e Added util method to replace colors in an image according to a Map with source and target colors.
- f62e23c Made sure the
GamepadManager
updates the gamepads once it is initialized. - 3128eb0 f124186 Enabled clearing registered event consumers from Input API.
- 63c9b8d Added reflection util method to retrieve values of static fields.
- 47c4ddc Added
Gamepad.isPressed(...)
to check if a button is pressed on a gamepad. - c67bf33 Enhanced
Gamepad.toString()
. - 8e5ed73 Enabled gamepad polling via component name instead of JInput specific identifier.
- 4e5a108 Added possibility to parse a given resource file into a string.
- c4b40a9 Added mouse pressing event.
- 44a765d Added missing setters for some
Ability
properties. - #290 Implemented borderless display mode. There are now three modes:
- WINDOWED = Resizable Window with decoration (otherwise it would not be resizable)
- BORDERLESS = Basically windowed but without decoration and scaled to the entire screen
- FULLSCREEN = Native Fullscreen; locked to the framerate of the Monitor
- 564ea96 Stored a string attribute as lower cased so that it doesn't always have to be converted.
- ac0b11b Made XML format more compatible to the TMX tiled format.
- 949be86 14175b6 Added overload method to set mouse cursor location with
Align
andValign
parameters instead of absolute offset values. Set default pivot to TOP LEFT - f12df41 Implemented human-like alphanumeric string comparison using the Alphanum algorithm by dave koelle. Switched to alphanum comparison for
IMap
andResource
names ([map1, map2, map10] instead of [map1, map10, map2]). - #259 Made the
CreatureAnimationController
only display the death animation as the last fallback if no other animation is present. - 406adc5 Slightly improved
CombatEntity
events. - 504ccd4 Added
append
anddistinct
util methods toArrayUtilities
. - d14fa49 Added collision event to
CollisionEntity
- 6310fd2 Improved logging for unsupported tmx version.
- 5a13edd Improved exceptions when an XML file is not found.
- 2cab4c6 Reset the logmanager before config to avoid redundant logs.
- cbd947e...