Migration
Migrating from v0.28.x to v0.29.0
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ex.Entity.tagsis now a javascriptSetinstead of anArraythis will affect methods that inspected tags as an array before. -
ex.SpriteSheet.getSprite(...)will now throw on invalid sprite coordinates, this is likely always an error and a warning is inappropriate. This also has the side benefit that you will always get a definite type out of the method. -
Changed the
Fontdefault base align toTopthis is more in line with user expectations. This does change the default rendering to the top left corner of the font instead of the bottom left. -
ex.Physicsstatic is marked as deprecated, configuring these setting will move to theex.Engine({...})constructortypescriptconst engine = new ex.Engine({...physics: {solver: ex.SolverStrategy.Realistic,gravity: ex.vec(0, 20),arcade: {contactSolveBias: ex.ContactSolveBias.VerticalFirst},}})typescriptconst engine = new ex.Engine({...physics: {solver: ex.SolverStrategy.Realistic,gravity: ex.vec(0, 20),arcade: {contactSolveBias: ex.ContactSolveBias.VerticalFirst},}}) -
ex.Engine.goToScene's second argument now takesGoToOptionsinstead of just scene activation datatypescriptgame.goToScene('myscene', {/*** Optionally supply scene activation data passed to Scene.onActivate*/sceneActivationData?: TActivationData,/*** Optionally supply destination scene "in" transition, this will override any previously defined transition*/destinationIn?: Transition,/*** Optionally supply source scene "out" transition, this will override any previously defined transition*/sourceOut?: Transition,/*** Optionally supply a different loader for the destination scene, this will override any previously defined loader*/loader?: DefaultLoader});typescriptgame.goToScene('myscene', {/*** Optionally supply scene activation data passed to Scene.onActivate*/sceneActivationData?: TActivationData,/*** Optionally supply destination scene "in" transition, this will override any previously defined transition*/destinationIn?: Transition,/*** Optionally supply source scene "out" transition, this will override any previously defined transition*/sourceOut?: Transition,/*** Optionally supply a different loader for the destination scene, this will override any previously defined loader*/loader?: DefaultLoader}); -
ECS components and system are now simplified to not require a string type name, now they just use the runtime type name instead.
- On your components remove the type argument
class MyComponent extends Component<'mycomponent'>toclass MyComponent extends Component - On your systems remove the type arguments
class MySystem extends System<MyComponent>toclass MySystem extends System - Systems no longer get magically passed the entities in
System.update()you now must create an explicitquery. Queries automatically get updatedtypescriptexport class MyComponent extends Component {data = 'foo';}class MySystem extends System {systemType = SystemType.Update;query: Query<typeof MyComponent>;constructor(world: World) {super();this.query = world.query([MyComponent]);}update(elapsedMs: number): void {for (let entity of this.query.entities) {const myComponent = entity.get(MyComponent);console.log(myComponent.data);}}}typescriptexport class MyComponent extends Component {data = 'foo';}class MySystem extends System {systemType = SystemType.Update;query: Query<typeof MyComponent>;constructor(world: World) {super();this.query = world.query([MyComponent]);}update(elapsedMs: number): void {for (let entity of this.query.entities) {const myComponent = entity.get(MyComponent);console.log(myComponent.data);}}}
- On your components remove the type argument
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Graphics components no longer support layering built in, they now ONLY hold 1 graphic at a time. WIth this
actor.graphics.show()is now deprecated. This change simplifies usage of graphics for folks building games and removes complexity caused by supporting layering and multiple graphics in Excalibur.- To use layering use
- A GraphicsGroup, you can specify a list of graphics in painter order (first is draw first, then so on)
typescriptconst actor = new ex.Actor({...});const graphicsGroup = new ex.GraphicsGroup({members: [new ex.Rectangle({width: 100, height: 100, color: ex.Color.Red}),{ offset: ex.vec(100, 100), graphic: new ex.Circle({radius: 100, color: ex.Color.Blue})}]});actor.graphics.use(graphicsGroup);typescriptconst actor = new ex.Actor({...});const graphicsGroup = new ex.GraphicsGroup({members: [new ex.Rectangle({width: 100, height: 100, color: ex.Color.Red}),{ offset: ex.vec(100, 100), graphic: new ex.Circle({radius: 100, color: ex.Color.Blue})}]});actor.graphics.use(graphicsGroup);
- Child actors if you need more control over graphic movement, transform, or behavior
typescriptconst actor = new ex.Actor({...});const child = new ex.Actor({pos: ex.vec(100, 100),rotation: Math.PI / 4,scale: ex.vec(3, 3)});actor.addChild(child);actor.graphics.use(new ex.Rectangle({width: 100, height: 100, color: ex.Color.Red}));child.graphics.use(new ex.Rectangle({width: 10, height: 10, color: ex.Color.Blue}));typescriptconst actor = new ex.Actor({...});const child = new ex.Actor({pos: ex.vec(100, 100),rotation: Math.PI / 4,scale: ex.vec(3, 3)});actor.addChild(child);actor.graphics.use(new ex.Rectangle({width: 100, height: 100, color: ex.Color.Red}));child.graphics.use(new ex.Rectangle({width: 10, height: 10, color: ex.Color.Blue}));
- A GraphicsGroup, you can specify a list of graphics in painter order (first is draw first, then so on)
- To use layering use
Migrating from v0.26.0 to v0.27.0
-
ex.Engine.snapToPixelnow defaults tofalse, it was unexpected to have pixel snapping on by default it has now been switched. You may need to explicitly switch it depending on your desired effect. -
The
ex.Physics.useRealisticPhysics()physics solver has been updated to fix a bug in bounciness to be more physically accurate, this does change how physics behaves. Settingex.Body.bounciness = 0will simulate the old behavior. -
ex.TransformComponent.getGlobalMatrix()has been removed, use this insteadtypescriptconst actor = new ex.Actor({...});const transform = actor.get(TransformComponent);const matrix = transform.get().matrix;typescriptconst actor = new ex.Actor({...});const transform = actor.get(TransformComponent);const matrix = transform.get().matrix; -
ex.TransformComponent.posChanged$has been removed, it incurs a steep performance cost. -
ex.EventDispatchermeta events 'subscribe' and 'unsubscribe' were unused and undocumented and have been removed. -
ex.TileMaptiles are now drawn from the lower left by default to match withex.IsometricMapand Tiled, but can be configured withrenderFromTopOfGraphicto restore the previous behavior.typescriptconst tilemap = new ex.TileMap({...renderFromTopOfGraphic: true})typescriptconst tilemap = new ex.TileMap({...renderFromTopOfGraphic: true}) -
Scene
onActivateandonDeactivatemethods have been changed to receive a single context parameter, an object containing thepreviousScene,nextScene, and optionaldatapassed in fromgoToScene(). Update anyonActivateoronDeactivatehandlerstypescriptonActivate(ctx: SceneActivationContext<TActivationData>) {...}typescriptonActivate(ctx: SceneActivationContext<TActivationData>) {...}
Migrating from v0.25.3 to v0.26.0
The old drawing API had been removed from excalibur, this should not affect you unless you were using the ex.Flags.useLegacyDrawing(). If so you must switch to the new graphics api.
ex.TileMap has several breaking changes around naming, but brings it consistent with Tiled terminology and the new ex.IsometricMap. Additionally the new names are easier to follow.
- Constructor has been changed to the following
typescriptnew ex.TileMap({pos: ex.vec(100, 100),tileWidth: 64,tileHeight: 48,rows: 20,columns: 20,})typescriptnew ex.TileMap({pos: ex.vec(100, 100),tileWidth: 64,tileHeight: 48,rows: 20,columns: 20,})
ex.Cellhas been renamed toex.Tileex.Tilenow usesaddGraphic(...),removeGraphic(...),clearGraphics()andgetGraphics()instead of having an accessibleex.Tile.graphicsarray.
ex.TileMap.datahas been renamed toex.TileMap.tilesex.TileMap.getCell(..)has been renamed toex.TileMap.getTile(...)ex.TileMap.getCellByIndex(...)has been renamed toex.TileMap.getTileByIndex(...)ex.TileMap.getCellByPoint(...)has been renamed toex.TileMap.getTileByPoint(...)
The following types have been removed:
ex.SortedListold sorted list is removed, use the built in browser Array.sortex.Collectionold collection type is removed, use the built in browser Arrayex.Utilimport site, exported code promotedex.*ex.DisplayMode.Positionis removed, use CSS to position the canvasex.Traitinterface, traits are not longer supportedex.Promisesold promise implementation is removed in favor of browser promises
Notable method & property removals
ex.Actor.getZIndex()and.setZIndex()removed use.z
ex.Scene.screenElementsremoved in favor of.entities.addScreenElement(...)removed use.add(...).addTileMap(...)removed use.add(...).removeTileMap(...)removed use.remove(...)
ex.Timer.unpause()removed use.resume()
ex.Camera.rxremoved use.angularVelocity
ex.BodyComponent.sxremoved use.scaleFactor.rxremoved use.angularVelocity
ex.ActionsComponent.asPromise()removed use.toPromise()
ex.ActionContext.asPromise()removed use.toPromise()
ex.Color- Misspellings corrected
Migrating from v0.25.1 to v0.25.2
- EventEmitter no longer tampers with
thison the event callbacks which may be a breaking change for some people. Change callbacks's to be an arrow function to capturethis
typescriptclass MyActor extends ex.Actor {constructor() {super()// Change from thisthis.on('precollision', this.onPreCollision)// To thisthis.on('precollision', (evt) => this.onPreCollision(evt))}}
typescriptclass MyActor extends ex.Actor {constructor() {super()// Change from thisthis.on('precollision', this.onPreCollision)// To thisthis.on('precollision', (evt) => this.onPreCollision(evt))}}
Migrating from v0.24.5 to v0.25.0
Graphics
-
Replace
ex.Texturewithex.ImageSource -
Replace
ex.Texture.asSprite()withex.ImageSource.toSprite()
typescriptconst image = new ex.ImageSource('./img/myimage.png')// keep in mind this wont work until the image source is loadedconst sprite = image.toSprite()
typescriptconst image = new ex.ImageSource('./img/myimage.png')// keep in mind this wont work until the image source is loadedconst sprite = image.toSprite()
- Update
ex.Spriteconstructor arguments
typescriptconst image = new ex.ImageSource('./path/to/image.png')const sprite = new ex.Sprite({image: image,sourceView: {// Take a small slice of the source image starting at pixel (10, 10) with dimension 20 pixels x 20 pixelsx: 10,y: 10,width: 20,height: 20,},destSize: {// Optionally specify a different projected size, otherwise use the sourcewidth: 100,height: 100,},})
typescriptconst image = new ex.ImageSource('./path/to/image.png')const sprite = new ex.Sprite({image: image,sourceView: {// Take a small slice of the source image starting at pixel (10, 10) with dimension 20 pixels x 20 pixelsx: 10,y: 10,width: 20,height: 20,},destSize: {// Optionally specify a different projected size, otherwise use the sourcewidth: 100,height: 100,},})
- Update
new ex.SpriteSheet()constructor withex.SpriteSheet.fromImageSource()
typescriptconst runImage = new ex.ImageSource(runImageSrc)const runSheet = ex.SpriteSheet.fromImageSource({image: runImage,grid: {rows: 1,columns: 21,spriteWidth: 96,spriteHeight: 96,},})
typescriptconst runImage = new ex.ImageSource(runImageSrc)const runSheet = ex.SpriteSheet.fromImageSource({image: runImage,grid: {rows: 1,columns: 21,spriteWidth: 96,spriteHeight: 96,},})
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Replace Legacy Drawing Usage
ex.Actor.addDrawing()withex.Actor.graphics.add()ex.Actor.setDrawing()withex.Actor.graphics.use()orex.Actor.graphics.show()
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Replace Legacy
ex.Actor.onPostDrawandex.Actor.onPreDrawwithactor.graphicsorex.Canvas
typescriptconst canvas = new ex.Canvas({cache: true,draw: (ctx: CanvasRenderingContext2D) => {// custom drawing with CanvasRenderingContext2D},})actor.use(canvas)actor.graphics.onPreDraw = (exctx: ExcaliburGraphicsContext) => {// custom drawing with ExcaliburGraphicsContext}actor.graphics.onPostDraw = (exctx: ExcaliburGraphicsContext) => {// custom drawing with ExcaliburGraphicsContext}
typescriptconst canvas = new ex.Canvas({cache: true,draw: (ctx: CanvasRenderingContext2D) => {// custom drawing with CanvasRenderingContext2D},})actor.use(canvas)actor.graphics.onPreDraw = (exctx: ExcaliburGraphicsContext) => {// custom drawing with ExcaliburGraphicsContext}actor.graphics.onPostDraw = (exctx: ExcaliburGraphicsContext) => {// custom drawing with ExcaliburGraphicsContext}
Actors
- Actor only supports the option bag constructor
new ex.Actor({...}) - Label only supports the option bag constructor
new ex.Label({...}) - Replace
ex.Actor.rxwithex.Actor.angularVelocity
Camera
ex.Camera.zhas been renamed to propertyex.Camera.zoomwhich is the zoom factorex.Camera.zoom(...)has been renamed to functionex.Camera.zoomOverTime()
Engine
-
DisplayMode's have changed (#1733) & (#1928):DisplayMode.FitContainerfits the screen to the available width/height in the canvas parent element, while maintaining aspect ratio and resolutionDisplayMode.FillContainerupdate the resolution and viewport dynamically to fill the available space in the canvas parent element, DOES NOT preserveaspectRatioDisplayMode.FitScreenfits the screen to the available browser window space, while maintaining aspect ratio and resolutionDisplayMode.FillScreennow does whatDisplayMode.FullScreenused to do, the resolution and viewport dynamically adjust to fill the available space in the window, DOES NOT preserveaspectRatio(#1733)DisplayMode.FullScreenis now removed, useScreen.goFullScreen().
Physics
- Rename
ex.Edgetoex.EdgeColliderandex.ConvexPolygontoex.PolygonCollider
Timer
- Timers must be added to a scene and
Timer.start()called for them to start Timer.unpause()has be deprecated in favor ofTimer.resume()(#1864)
Actions
- Rewrite
ex.Actor.actions.repeat()andex.Actor.actions.repeatForever()to use thectxto define the set of repeating actions
typescriptconst actor = new ex.Actor()actor.actions// Move up in a zig-zag by repeating 5 times.repeat((ctx) => {ctx.moveBy(10, 0, 10)ctx.moveBy(0, 10, 10)}, 5).callMethod(() => {console.log('Done repeating!')})
typescriptconst actor = new ex.Actor()actor.actions// Move up in a zig-zag by repeating 5 times.repeat((ctx) => {ctx.moveBy(10, 0, 10)ctx.moveBy(0, 10, 10)}, 5).callMethod(() => {console.log('Done repeating!')})
TileMap
- TileMap no longer needs registered SpriteSheets,
Sprite's can be added directly toCell's withaddGraphic- The confusing
TileSpritetype is removed (Related to TileMap plugin updates https://github.com/excaliburjs/excalibur-tiled/issues/4, https://github.com/excaliburjs/excalibur-tiled/issues/23, https://github.com/excaliburjs/excalibur-tiled/issues/108)
- The confusing