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obiot

melonJS 6.4.0

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Hello, shortly after the Chinese new year, here is a new release of melonJS,

High-Level Changes :

  • New documentation format, including a better, more modern, layout and search feature. http://melonjs.github.io/melonJS/docs/index.html 
  • Support for Multiple Texture Packer Textures
  • Added Colour Tint support for Renderable (WebGL mode only for now)
  • Bunch of small fix and improvements on Renderable,  Animations, Isometric rendering, and System renderers

See here for a more detailed changelog, there is no API change this time (just some internal re-factoring), so you can safely upgrade without breaking your game :)

Have fun guys, and let us know what you think about the new documentation ! (it certainly can be further tweaked/improved)

--- the melonJS team 

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9 hours ago, sistemlogikadigital said:

please add method like setWidth() and setHeight(), for me is easier than using method scale().

Add to what ? Can you be more specific? 

Thanks.

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Yes I agree, I found scaling the individual sprites difficult when I wanted manual control over the scaling.  I created my own Image Renderable class to solve the problem.  For me It may have been an issue with not fully understanding the scaling implementation.

 

here's an example of my scaling function that probably describes what sistem wants... However, I have the me.video autoscale to false when I use it.  (this object is a me.Renderable not a me.Sprite FYI)

scale: function(scaleFactor /* <1 width is scaled, otherwise > 0 width is set*/)
        {
            if (scaleFactor > 0 && scaleFactor < 1) {
                this.width = this.image.naturalWidth * scaleFactor;
                this.height = this.image.naturalHeight * this.width / this.image.naturalWidth; // preserves aspect ratio
            }
            else if (scaleFactor > 1)
            {
                this.width = scaleFactor;
                this.height = this.image.naturalHeight * this.width / this.image.naturalWidth; // preserves aspect ratio
            }
            else if (scaleFactor === 1) { // unscale
                this.width = this.image.naturalWidth;
                this.height = this.image.naturalHeight;
            }
            this.updated = true;
        }

 

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