Releases: ppb/pursuedpybear
PyCon Pre-Release
This is just a quick alpha for PyCon. Sorry, no change log.
Version 0.12
This release is less focused than the past because ppb was able to participate in multiple sprints! That means we've had 18 PRs approved and merged with six new contributors!
The biggest new feature is a change to the shapes assets: We now have Rectangle
and Ellipse
available for use. They work just like their original counterparts Square
and Circle
, but accept a new keyword argument: aspect_ratio
. It accepts a tuple of (width, height)
and will render the appropriate shape. Triangle
got this power as well, so now you can get new interesting shapes out of that, too! And for completion sake, while Rectangle(r, g, b)
still outputs a square, we kept Circle
and Square
to keep your existing games working as expected!
New
Rectangle
andEllipse
shape assets added! #576- New example demonstrating building a
RectangleSprite
with an image. #581 (New Contributor!) - Module docstring added to
default_sprites
feature module. #591 - Module docstring added to
systemslib
#592 - Module docstring added to
clocks
module. #594
Changed
Triangle
shape asset now accepts anaspect_ratio
keyword argument. #576- Added a
Failer
subsystem to some tests. This doesn't break the tests, but protects us from timeouts. #586 #587 - Renamed
BaseScene
toScene
. Don't worry, not breaking, butBaseScene
is now deprecated. #583 (New Contributor!) - Improved the warning thrown by the asset loading system when an image isn't found. #584 (New Contributor!)
- Removed the use of deprecated attributes in
test_gom.py
#557
Removed
- Removed ROADMAP.md (It was stale and we have changed how we determine our roadmap.) #597
Fixed
- Fixed the position keyword in the
external_event_loop_integration
example. #572 (New Contributor!)
Docs
- Fixed the getting started documentation for Windows. We referenced the wrong virtual environment directory! #570 (New Contributor!)
- Type fixes throughout the documentation. #579 (New Contributor!)
- Adds documentation for installing the latest ppb code from canon. #540
- Added a note that some systems have extra install instructions to the README #588
- Fixed titles casing in the CONTRIBUTING.md #590 (New Contributor!)
- New cookbook entry demonstrating the basics of using keyword args to run for engine configuration. #598
- Modify prerequisites to mention 3.7. We still support 3.6 but the end is approaching. #595
Version 0.12 Beta 1
This release is less focused than the past because ppb was able to participate in multiple sprints! That means we've had 18 PRs approved and merged with six new contributors!
The biggest new feature is a change to the shapes assets: We now have Rectangle
and Ellipse
available for use. They work just like their original counterparts Square
and Circle
, but accept a new keyword argument: aspect_ratio
. It accepts a tuple of (width, height) and will render the appropriate shape. Triangle
got this power as well, so now you can get new interesting shapes out of that, too! And for completion sake, while Rectangle(r, g, b)
still outputs a square, we kept Circle
and Square
to keep your existing games working as expected!
New
Rectangle
andEllipse
shape assets added! #576- New example demonstrating building a
RectangleSprite
with an image. #581 (New Contributor!) - Module docstring added to default_sprites feature module. #591
- Module docstring added to systemslib #592
- Module docstring added to clocks module. #594
Changed
Triangle
shape asset now accepts an aspect_ratio keyword argument. #576- Added a
Failer
subsystem to some tests. This doesn't break the tests, but protects us from timeouts. #586 #587 - Renamed
BaseScene
toScene
. Don't worry, not breaking, butBaseScene
is now deprecated. #583 (New Contributor!) - Improved the warning thrown by the asset loading system when an image isn't found. #584 (New Contributor!)
Removed
- Removed ROADMAP.md (It was stale and we have changed how we determine our roadmap.) #597
Fixed
- Fixed the position keyword in the external_event_loop_integration example. #572 (New Contributor!)
Docs
- Fixed the getting started documentation for Windows. We references the wrong virtual environment directory! #570 (New Contributor!)
- Type fixes throughout the documentation. #579 (New Contributor!)
- Adds documentation for installing the latest ppb code from canon. #540
- Added a note that some systems have extra install instructions to the README #588
- Fixed titles casing in the CONTRIBUTING.md #590 (New Contributor!)
- New cookbook entry demonstrating the basics of using keyword args to run for engine configuration. #598
- Modify prerequisites to mention 3.7. We still support 3.6 but the end is approaching. #595
v.0.11.0 - Targetable Events
This release is fairly small, but has a much bigger number of new contributors thanks to Hacktoberfest 2020.
The biggest additional feature is targeted events: Provide a list or tuple to the 'targets' keyword of the signal
function and the engine will only send the event to those objects. Leave out for existing behavior.
Special thanks to our new contributors!
Example:
signal(MyEvent, targets=[self.sibling1, self.sibling2, self.sibling3])
New
- Targeted events! (#538)
Changed
GameObjects
now usedeque
instead oflist
for theirwalk
implementation. (#541)
Removed
- Mouse events no longer have a
screen_position
attribute. (#535, #539) New Contibutor! - We no longer support
pos
as a keyword argument on sprites. Useposition
instead. (#543)
Fixed
- Attempted fix of OGG race condition. (#527) New Contributor!
Docs
0.11 beta 1: Lots of clean up and targetable events.
It's that time again: We're freezing our feature set for the v0.11.0 release! This release is fairly small, but has a much bigger number of new contributors thanks to Hacktoberfest 2020.
The biggest additional feature is targeted events: Provide a 'targets' keyword to the signal
function and the engine will only send the event to those objects. Leave out for existing behavior.
Example:
signal(MyEvent, targets=[self.sibling1, self.sibling2, self.sibling3])
New
- Targeted events! (#538)
Changed
GameObjects
now usedeque
instead oflist
for theirwalk
implementation. (#541)
Removed
- Mouse events no longer have a
screen_position
attribute. (#535, #539) New Contibutor! - We no longer support
pos
as a keyword argument on sprites. Useposition
instead. (#543)
Fixed
- Attempted fix of OGG race condition. (#527) New Contributor!
Docs
v0.10.0 - Improved Tree
Changelog
We've updated ppb with a new Game Object Model. All objects can now have children that respond to events, including Systems and Sprites.
New
- Game Object Model (
gomlib
) (#500) - You can now show or hide the cursor using
scene.show_cursor
attribute. (#504) - Improved error when adding a type to
GameObject
. (#511) New Contributor!
Changed
scenes.GameObjectContainer
redesigned to begomlib.Children
(#500)BaseScene
now inherits fromgomlib.GameObject
(#500)sprites.BaseSprite
now inherits fromgomlib.GameObject
(#500)systemslib.System
now inherits fromgomlib.GameObject
(#500)_sdl_utils
has been renamedsdl_utils
(#503)- Event loop now walks the GOM (#507)
- PreRender events now include a
time_delta
attribute. (#487) GameEngine
can now take an instantiated scene as its first scene (#516)GameEngine
is now aGameObject
with a stack for scene management. (#519)
Docs
- Fixed indentation in the Getting Started guide. (#494) New contributor!
- Assets docs fixed (#506)
- The example in the
README.md
updated (#505) - Improved install documentation for RHEL systems. (#515) New Contributor!
Operational
v. 0.10.0b1
Changelog
This is the first beta for v0.10.0.
Lots of activity: Documentation touch ups, new APIs, improved error messages.
Big thing is the Game Object Model (GOM), which effectively lets us add objects that respond to events at any level of the graph, including as children to sprites!
New
- Game Object Model (
gomlib
) (#500) - You can now show or hide the cursor using
scene.show_cursor
attribute. (#504) - Improved error when adding a type to
GameObject
. (#511) New Contributor!
Changed
scenes.GameObjectContainer
redesigned to begomlib.Children
(#500)BaseScene
now inherits fromgomlib.GameObject
(#500)sprites.BaseSprite
now inherits fromgomlib.GameObject
(#500)systemslib.System
now inherits fromgomlib.GameObject
(#500)_sdl_utils
has been renamedsdl_utils
(#503)- Event loop now walks the GOM (#507)
- PreRender events now include a
time_delta
attribute. (#487) GameEngine
can now take an instantiated scene as its first scene (#516)GameEngine
is now aGameObject
with a stack for scene management. (#519)
Docs
- Fixed indentation in the Getting Started guide. (#494) New contributor!
- Assets docs fixed (#506)
- The example in the
README.md
updated (#505) - Improved install documentation for RHEL systems. (#515) New Contributor!
Operational
ppb 0.9.0: More Rendering Options
Better Rendering
The biggest feature of note is that we now support Text rendering! As part of supporting that, we did a full revamp on the asset loading pipeline, improving the background loading and processing and allowing assets that depend on other assets (ChainedAsset
).
We also spend some time fixing the Camera API: You no longer need to calculate your pixel ratios directly! Tell the camera how many game units you want visible in frame and it'll handle the rest. A last minute addition to the feature list is support for opacity and tint on sprites!
Sprites received a long waiting refactor and now we can support both square shaped sprites and rectangle shaped sprites. This means we have ppb.sprites.Sprite
and ppb.sprites.RectangleSprite
as concrete options when building your games. We removed the Sides magic object that supported Sprite.top.left
and replaced it with a more pythonic Sprite.top_left
and similar. Our root shape mix-in now is RectangleShapeMixin
, but our default sprite is still a square and Sprite.size
still works as expected.
Outside of those things, we spent a lot of effort on improving our documentation: a lot more detail on a bunch of new pages. We also added default sprite behaviors in features which allow you to do basic motion without writing your own handlers.
This release is the feature freeze for v0.9.0, no new features will be accepted and only fixes to features included in this release can be accepted.
New
- Chained Assets (#436)
- Fonts and Text assets (#443)
- TargetSprite (#456, #458)
- RectangleShapeMixin (#376)
- Ordinal direction named unit vectors (#463)
- Added Hypothesis profiles for local testing. (#469)
- Rectangular sprite rendering (#466)
- Support for Sprite.opacity and Sprite.tint in Renderer (#474)
Changed
- Assets API changed to support better background loading. (#432)
- Shape assets now setup in the background (#435)
- Camera interface has had an entire overhaul. (#439)
- SquareShapeMixin now extended RectangleShapeMixin (#376)
- Replaced github actions with Binny (#465)
sprite_in_viewport
replaced withsprite_in_view
(#467)- Switched from time.monotonic to time.perf_counter across the library. (#431)
- We now treat sphinx warning as errors. This should mean less time with broken docs. (#476)
Removed
- Sides interface (#376)
- Stale changelog removed from README.md (#472)
- DoNotRender flag (#477)
- ppb.BaseSprite finally removed! (#478)
Fixed
- Asset loading when using REPLs or Jupyter notebooks fixed. (#446)
Docs
v0.9.0rc1: More Rendering Options
Better Rendering
The biggest feature of note is that we now support Text rendering! As part of supporting that, we did a full revamp on the asset loading pipeline, improving the background loading and processing and allowing assets that depend on other assets (ChainedAsset
).
We also spend some time fixing the Camera API: You no longer need to calculate your pixel ratios directly! Tell the camera how many game units you want visible in frame and it'll handle the rest. A last minute addition to the feature list is support for opacity and tint on sprites!
Sprites received a long waiting refactor and now we can support both square shaped sprites and rectangle shaped sprites. This means we have ppb.sprites.Sprite
and ppb.sprites.RectangleSprite
as concrete options when building your games. We removed the Sides magic object that supported Sprite.top.left
and replaced it with a more pythonic Sprite.top_left
and similar. Our root shape mix-in now is RectangleShapeMixin
, but our default sprite is still a square and Sprite.size
still works as expected.
Outside of those things, we spent a lot of effort on improving our documentation: a lot more detail on a bunch of new pages. We also added default sprite behaviors in features which allow you to do basic motion without writing your own handlers.
This release is the feature freeze for v0.9.0, no new features will be accepted and only fixes to features included in this release can be accepted.
New
- Chained Assets (#436)
- Fonts and Text assets (#443)
- TargetSprite (#456, #458)
- RectangleShapeMixin (#376)
- Ordinal direction named unit vectors (#463)
- Added Hypothesis profiles for local testing. (#469)
- Rectangular sprite rendering (#466)
- Support for Sprite.opacity and Sprite.tint in Renderer (#474)
Changed
- Assets API changed to support better background loading. (#432)
- Shape assets now setup in the background (#435)
- Camera interface has had an entire overhaul. (#439)
- SquareShapeMixin now extended RectangleShapeMixin (#376)
- Replaced github actions with Binny (#465)
sprite_in_viewport
replaced withsprite_in_view
(#467)- Switched from time.monotonic to time.perf_counter across the library. (#431)
- We now treat sphinx warning as errors. This should mean less time with broken docs. (#476)
Removed
- Sides interface (#376)
- Stale changelog removed from README.md (#472)
- DoNotRender flag (#477)
- ppb.BaseSprite finally removed! (#478)
Fixed
- Asset loading when using REPLs or Jupyter notebooks fixed. (#446)
Docs
- Better docs about the core ppb name space, including
run
andmake_engine
(#451) - Text rendering docs (#454)
- Specific install instructions for RHEL and derivatives. (From a new contributor!) (#455)
- Improved Event docs (#459)
- Improved Sprite docs (#471)
Changes since v0.9.0b2
This release is identical to Beta 2.
v0.9.0b2: More Rendering Options
Better Rendering
The biggest feature of note is that we now support Text rendering! As part of supporting that, we did a full revamp on the asset loading pipeline, improving the background loading and processing and allowing assets that depend on other assets (ChainedAsset).
We also spend some time fixing the Camera API: You no longer need to calculate your pixel ratios directly! Tell the camera how many game units you want visible in frame and it'll handle the rest. A last minute addition to the feature list is support for opacity and tint on sprites!
Sprites received a long waiting refactor and now we can support both square shaped sprites and rectangle shaped sprites. This means we have ppb.sprites.Sprite
and ppb.sprites.RectangleSprite
as concrete options when building your games. We removed the Sides magic object that supported Sprite.top.left
and replaced it with a more pythonic Sprite.top_left
and similar. Our root shape mix-in now is RectangleShapeMixin, but our default sprite is still a square and Sprite.size
still works as expected.
Outside of those things, we spent a lot of effort on improving our documentation: a lot more detail on a bunch of new pages. We also added default sprite behaviors in features which allow you to do basic motion without writing your own handlers.
This release is the feature freeze for v0.9.0, no new features will be accepted and only fixes to features included in this release can be accepted.
New
- Chained Assets (#436)
- Fonts and Text assets (#443)
- TargetSprite (#456, #458)
- RectangleShapeMixin (#376)
- Ordinal direction named unit vectors (#463)
- Added Hypothesis profiles for local testing. (#469)
- Rectangular sprite rendering (#466)
- Support for Sprite.opacity and Sprite.tint in Renderer (#474)
Changed
- Assets API changed to support better background loading. (#432)
- Shape assets now setup in the background (#435)
- Camera interface has had an entire overhaul. (#439)
- SquareShapeMixin now extended RectangleShapeMixin (#376)
- Replaced github actions with Binny (#465)
sprite_in_viewport
replaced withsprite_in_view
(#467)- Switched from time.monotonic to time.perf_counter across the library. (#431)
- We now treat sphinx warning as errors. This should mean less time with broken docs. (#476)
Removed
- Sides interface (#376)
- Stale changelog removed from README.md (#472)
- DoNotRender flag (#477)
- ppb.BaseSprite finally removed! (#478)
Fixed
- Asset loading when using REPLs or Jupyter notebooks fixed. (#446)
Docs
- Better docs about the core ppb name space, including
run
andmake_engine
(#451) - Text rendering docs (#454)
- Specific install instructions for RHEL and derivatives. (From a new contributor!) (#455)
- Improved Event docs (#459)
- Improved Sprite docs (#471)
Changes since v0.9.0b1
- Fixed Text rendering when sharing the same Font object.