Excalibur 0.5.0

There is a newer version of this package available.
See the version list below for details.
dotnet add package Excalibur --version 0.5.0
NuGet\Install-Package Excalibur -Version 0.5.0
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="Excalibur" Version="0.5.0" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add Excalibur --version 0.5.0
#r "nuget: Excalibur, 0.5.0"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install Excalibur as a Cake Addin
#addin nuget:?package=Excalibur&version=0.5.0

// Install Excalibur as a Cake Tool
#tool nuget:?package=Excalibur&version=0.5.0

Excalibur.js is a simple JavaScript game engine with TypeScript bindings for making 2D games in HTML5 Canvas. Our mission is to make web game development as simple as possible.

There are no supported framework assets in this package.

Learn more about Target Frameworks and .NET Standard.

This package has no dependencies.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last updated
0.29.2 133 4/7/2024
0.29.1 138 2/23/2024
0.29.0 135 2/20/2024
0.28.7 161 1/27/2024
0.28.6 142 1/13/2024
0.28.5 172 1/6/2024
0.28.4 161 12/22/2023
0.28.3 147 12/12/2023
0.28.2 173 12/2/2023
0.28.0 261 8/11/2023
0.25.3 595 2/6/2022
0.25.2 468 1/22/2022
0.25.1 528 11/6/2021
0.25.0 446 10/4/2021
0.24.5 764 9/7/2020
0.24.4 674 9/3/2020
0.24.3 671 5/10/2020
0.24.1 574 4/24/2020
0.24.0 610 4/24/2020
0.23.0 760 6/8/2019
0.22.0 751 4/6/2019
0.21.0 925 2/2/2019
0.20.0 922 12/23/2018
0.19.1 914 10/23/2018
0.19.0 965 10/13/2018
0.18.0 1,025 8/4/2018
0.17.0 1,084 6/16/2018
0.16.0 1,152 4/6/2018
0.15.0 948 2/17/2018
0.14.0 1,104 12/2/2017
0.13.0 1,032 10/7/2017
0.12.0 1,116 8/12/2017
0.11.0 1,203 6/10/2017
0.10.0 1,171 4/8/2017
0.9.0 1,186 2/10/2017
0.8.0 1,116 12/4/2016
0.7.1 1,310 10/4/2016
0.7.0 1,342 8/30/2016
0.6.0 1,569 1/20/2016
0.5.1 1,360 6/26/2015
0.5.0 1,334 6/4/2015
0.2.2 1,708 4/16/2014
0.2.1 1,543 4/16/2014
0.2.0 1,568 4/10/2014
0.1.1-alpha 1,191 12/19/2013
0.1.0-alpha 1,283 12/12/2013

## New Features

Added resource cache busting (#280)
Added HTML5 Gamepad API support. (#15)
Added Browserify support (#312, thanks @finnp)
Added ‘blur’ and ‘visible’ events to detect when the browser window a game is in has focus (#385)
Added Z-index support to Actors, allowing for specific ordered drawing. (#356)
Added unlocked drawing for UI elements (#354)
Added `Promise.join()` to return a new promise when promises passed to it have been resolved (#341, #340)
Added ability to skip a frame in an animation (#313)
You can now remove effects from `IDrawable` objects. (#303)
Added a generic `Resource` type to allow for XHR loading (#297)
Added gray `Color` constants (#209)

## Updates

Renamed`engine.addChild()` to `engine.add()`. (#288)
Renamed `setSpriteTransformationPoint()` to  `setAnchor()` (#269)
Renamed `TopCamera` to `LockedCamera` (#184)
Renamed `Actor.pipeline` to `Actor.traits` (#351)
Actor anchoring now uses center origin by default. (#299)
Actor updates (movement, collision, etc.) now use a pipeline. (#330)
Organized classes, files, and project structure (#182, #347)
Improvements to collision detection (#345, #332)
Improved documentation (#392, #412, #362, #415, #426)
Loop optimizations for performance improvements (#296)
Updated to TypeScript 1.4 (#393)
Improved pointer event handling. You no longer have to capture touch and mouse events separately. (#334)
Improved `Point` and `Vector` methods and rotation (#323, #302)
`Color` is now treated as a vector to allow for changes. (#298)
Cleaned up event type consistency (#273)
There is now a default instance of a `Camera`. (#270)
TSLint now used to enforce code quality (#394, #79)

## Bug Fixes

A Sprite’s dimensions weren’t validated against the size of its texture. (#318)
Improved sprite drawing performance issues (#316)
Actors were sometimes throwing duplicate collision events. (#284)
Actors were not setting their initial opacity correctly (#307, thanks @MrAlexLau)
Particle emitters couldn’t emit less than 60 particles per second (#301)
Fixed issue with TileMap collisions (#286)
Animations with duplicate frames weren’t being created correctly (#283)
Separated drawing and collision logic for CollisionMaps (now TileMap) (#285)
Errors in promises were being swallowed if no error callback was supplied. (#337)
A null promise was being returned if no loader was given to `Engine.start()`. (#335)
Changed default collisionType to ‘PreventCollision’ (#324)
Color didn’t handle alpha = 0 correctly. (#257)
Blink action usage was confusing. (#279)
Couldn’t use the `width` and `height` properties of a Texture after it loaded. (#355)
Using `on(‘pointerdown’)` would not automatically enable pointer capturing. (#398)
Unsubscribing from an event sometimes removed other event handlers. (#366)
`Actor.setCenterDrawing()` was hard-coded to true.  (#375)
Console was undefined in IE9. (#378)
Pointers were not handling mobile Safari touch events. (#382)
Fixed debug mode drawing (#274)
Flipping a sprite didn’t factor in scaling (#401)
Sound continued to play when the game was paused (#383)
`UIActor.kill()` didn’t remove the actor (#373)
Passing an empty array to `ex.Promise.join` resulted in unresolved promises (#365)
MouseUp / TouchEnd events weren’t capture correctly if outside of canvas. (#374)
Clearing actions from an empty action queue caused problems (#409)
`Scene.onActivate()` was being called before `Scene.onInitialize()`. (#418)
New z-indexing wasn’t cleaning up after itself. (#433)
Fixed issue with world / screen coordinates in UIActors (#371)
Fade action didn’t work for text. (#261)
Fade action didn’t work for plain-color actors. (#256)
Collision events weren’t being published for both collision participants. (#254)
The loading bar was misrepresenting the time taken to decode audio files. (#106)
`actor.getCenter()` wasn’t returning the correct value. (#438)
Cameras were on the engine instead of the scene, resulting in scene transition problems. (#277)
Actors with sprites larger than the actor would disappear prematurely from the screen. (#287)
Derived classes can now use offscreen culling (#294)
Fixed issue with TileMap culling (#444)