After the winter break, the team has released Excalibur@v0.25.2 with a lot of improvements to the core engine and plugins! Check the roadmap for our current plans.
Check out the new version on npm!
> npm install excalibur@0.25.2
> npm install excalibur@0.25.2
"Winter holiday, when developers work on their side projects" - Anonymous Coworker
Debugging why things aren't working has historically been pretty difficult. This plugin will greatly assist in the game development cycle. Nearly everything is available and configurable.
The Tiled plugin now implicitly adds a z-index to each layer (which can be overridden) which means things will look as you expect in Excalibur as they do in the Tiled editor.
Set the starting layer z (defaults to -1) and get gaming!
When v0.25.0 was released, it was a "monolithic" renderer design, meaning everything Excalibur could possibly draw was built into a single renderer and shader program. This became onerous fairly quickly. And as the old adage goes: "you don't know how to build something until you've built it twice".
With v0.25.2, each type of drawing is split internally into separate renderer plugins. While this does come with some overhead when switching shader programs, it's worth it for the the simplicity, maintainability, and extensibility benefits.
Excalibur now allows you the ability to control the WebGL image filtering mode both implicitly and explicitly. Really this means Excalibur will try to pick a smart default, but allows overrides
Excalibur knows how to draw many types of graphics to the screen by default comes with those pre-installed into the ExcaliburGraphicsContext. However, you may have a unique requirement to provide custom WebGL commands into Excalibur, this can be done with a custom renderer plugin.
We've had a lot of community engagement this iteration, especially through the issues and github discussions. Lots of good issues, and lots of cool things in the show and tell
Big thanks to everyone who helped with this release:
We are progressing at full speed toward the v1 vision, there is still a lot to do but the end is in sight. Here are a few things that I'm personally really excited for:
Event system redo
Particle system refactor
Final deprecation of old drawing api
New TileMap enhancements for hexagonal and isometric maps
This was a point release, but despite that a lot of exciting things were added! Looking forward to v0.26.0!
After a year of work, a lot of great additions and improvements have made it into Excalibur, and we are making good progress towards our v1.0 release! Check the development roadmap for our current plans. It's hard to believe how different things are now since the first commit of Excalibur (back when it was called GameTS)!
Excalibur started as a tech demo in a presentation to show how powerful TypeScript can be. The engine has come so far since then, it's really amazing!
We are really excited to share this release with you! This release contains over 30 bug fixes and 50 new features! It's been a labor of love over the last year by many people, and we have some big features to share.
There is a combination of features (mentioned below) that resulted in big performance gains. Across the board, there's been a dramatic increase in what Excalibur can do in v0.25.0 vs v0.24.5.
In the gif below, we demonstrate the graphics performance specifically.
There is much better performance across the board with a higher baseline FPS in v0.25.0 for the same number of actors. You'll notice that FPS improves over time as more actors are offscreen in v0.25.0 compared to v0.24.5.
This benchmark was performed in the Chrome browser on a Surface Book 2 with the power plugged in.
We are adopting a similar versioning strategy to Angular, during pre-1.0. All plugins compatible with the core library will share the same prefix through the minor version. For example, if core Excalibur is excalibur@0.25.0, then the plugins that support that version are formatted like @excaliburjs/plugin-tiled@0.25.x.
Excalibur DisplayModes have been refactored and renamed to clarify their utility.
FillContainer - Fill the game viewport to take up as much of the immediate parent as possible
FillScreen - Fill the game viewport to take up as much of the screen as possible
FitContainer - Fit the game maintaining aspect ratio into the immediate parent
FitScreen - Fit the game maintaining aspect ration into the screen
Fixed - Specify a static size for the game width/height
Refactor to Entity Component System (ECS) based architecture
The core plumbing of Excalibur has been refactored to use an ECS style architecture. However, developers using Excalibur do not need to know or care about the this underlying change to ECS if they don't want to.
What does ECS mean for Excalibur? At a high level, ECS architecture breaks down into three things:
Components contain data needed for various systems.
Systems implement the "behavior" by looping over entities that match a list of components.
For example, the graphics system processes all entities with a TransformComponent and a GraphicsComponent
Entities are the "holders" of components
Actor, Scene, and Engine remain as the familiar interface to build games; they're only implemented differently under-the-hood. The reason for the change was to break down ever-growing and complex logic that had accumulated in the Actor and Scene implementations into Components and Systems for maintainability. This change increases the flexibility of Excalibur, and allows you to add new novel behavior directly into the core loop with custom components ones if you desire.
Excalibur does not have the purest implementation of an ECS by design; our built-in components are more than just data. The built-in components do provide behavior, convenience features, and helper functions to maintain our core mission of keeping Excalibur easy to use. The Excalibur core team goal with ECS is flexibility and maintainability, not performance. If you wish, you can read more about our goals for ECS.
Here's A quick example of using the new ECS features:
The collision system has been significantly overhauled to improve the quality of the simulation and the stability of collisions. The core simulation loop "solver" has been redone to use an iterative impulse constraint solver, which provides a robust method of computing resolution that has improved performance and stability.
Collision intersection logic has now also been refactored to report multiple contact points at once. Multiple contacts improves the stability of stacks of colliders over single contact collisions (which can result in oscillations of boxes back and forth).
Colliding bodies can now optionally go to sleep. This relieves some of the pressure on the collision solver and improves the stability of the simulation by not moving these objects if they don't need to move. Colliders can be started asleep before a player in a game might interact with them
New CompositeColliders now make it possible to combine Excalibur Collider primitives (PolygonCollider, CircleCollider, and EdgeCollider) to make any arbitrary collision geometry. These new composite colliders power the new TileMap cell collisions and also power the new ex.Shape.Capsule(width, height) collider.
The Capsule collider is a useful geometry tool for making games with ramps or slightly jagged floors you want a character to glide over without getting stuck. This collider also helps with any "ghost collisions" that you might run into under certain conditions in your game.
CollisionGroups allow more granular control over what collides above and beyond collision type. Collsion groups allow you to create named groups of colliders like "player", "npc", or "enemy". With these groups, you can specify that players and enemies collide, player and npcs don't collide, and that npcs and enemies don't collide without needing to implement that logic in a collision event handler.
typescript
// Create a group for each distinct category of "collidable" in your game
The new Excalibur graphics system has been rebuilt from the ground up with speed in mind. It is now built on a WebGL foundation with a built-in batch renderer. This means that Excalibur will batch up draw commands and submit the minimum amount of draw calls to the machine when the screen is updated. This dramatically improves the draw performance and also the number of things wec can display on screen (as noted in the benchmarks earlier).
For drawing hooks the ExcaliburGraphicsContext is replacing the browser CanvasRenderingContext2D. If you still need to do some custom drawing using the CanvasRenderingContext2D the new Canvas graphic can help you out.
typescript
constcanvas=new ex.Canvas({
cache: true, // If true draw once until flagged dirty again, otherwise draw every time
draw: (ctx:CanvasRenderingContext2D) => {
ctx.fillStyle ='red';
ctx.fillRect(0, 0, 200, 200);
}
});
actor.graphics.use(canvas);
typescript
constcanvas=new ex.Canvas({
cache: true, // If true draw once until flagged dirty again, otherwise draw every time
Tiled is easily one of the best tools out there for building and designing levels for your game. It has certainly been a valuable tool in our toolbox. We have doubled down on our efforts to provide a first class Tiled integration with Excalibur via the excaliburjs/plugin-tiled. This work also involved a few improvements to the TileMap to improve it's graphics API and collision performance.
A lot of time was spent reviewing and improving our documentation. Part of this work was ensuring that the snippets don't go stale over time by building them in GitHub Actions.
Please check out the new and shiny doc site with new code examples at excaliburjs.com!
The Excalibur core repo now has WallabyJS enabled to improve the VS Code test development and debugging experience. Wallaby is a paid tool; because of that Excalibur will always also support the Karma based testing framework for official tests.
A useful update to excalibur-jasmine allows async matchers, which greatly simplifies checking image diffs in Jasmine unit tests.
typescript
it('should match images', async () => {
let engine =new ex.Engine({width: 100, height: 100});
A brand new integration test utility has been created called @excaliburjs/testing, which provides a quick way to drive Excalibur games with Puppeteer and do image-based snapshot testing.
typescript
// excalibur testing
test('An integration test', async (page) => {
// Check for the excalibur loaded page
awaitexpectLoaded();
// Compare game to expected an expected image
awaitexpectPage('Can check a page', './images/actual-page.png').toBe('./images/expected-page.png');
// Use puppeteer page object to interact
await page.evaluate(() => {
var actor = ((window asany).actor);
actor.pos.x =400;
actor.pos.y =400;
});
// Compare game to a new expected image
awaitexpectPage('Can move an actor and check', './images/actual-page-2.png').toBe('./images/expected-page-2.png');
});
typescript
// excalibur testing
test('An integration test', async (page) => {
// Check for the excalibur loaded page
awaitexpectLoaded();
// Compare game to expected an expected image
awaitexpectPage('Can check a page', './images/actual-page.png').toBe('./images/expected-page.png');
// Use puppeteer page object to interact
await page.evaluate(() => {
var actor = ((window asany).actor);
actor.pos.x =400;
actor.pos.y =400;
});
// Compare game to a new expected image
awaitexpectPage('Can move an actor and check', './images/actual-page-2.png').toBe('./images/expected-page-2.png');
There are some breaking changes in v0.25.0 from v0.24.5; see the changelog and release notes for more specifics, but they generally fall into the categories below. See the migration guide for guidance.
New APIs replacements
Graphics API
Actor drawing functions moved to graphics component
API renames for clarity
Bug fixed necessitated change
Extracted behavior to a plugin
Perlin noise is now offered as a plugin and is no longer included in the core library @excaliburjs/plugin-perlin
Big plugin changes
The Tiled plugin is now published under @excaliburjs/plugin-tiled and will start with version v0.25.0
This is a big release for Excalibur on our journey to 1.0.0. If you’d like to follow along, we now have a tentative roadmap available! The goal for this release was to simplify our collision infrastructure and utilities.
Thanks to our community contributors for all of their help! (see the full release notes)
Collision groups have been re-implemented to be more in line with industry practice. They allow you to determine which colliders collide with others.
Collision behavior and properties are now contained within the new type ex.Collider
Collision types are now sourced from ex.Collider
Collision groups now live on ex.Collider
Collision shapes dictate collision geometry live on ex.Collider
Collision pixel offset allows shifting of colliders by a pixel amount
Properties like mass, torque, friction, inertia, bounciness are now all part of ex.Collider instead of ex.Body
Decoupling Actor from the collision system
ex.CollisionPair now works on a pair of Colliders instead of a pair of Actors to represent a potential collision
ex.CollisionContact now works on a pair of Colliders instead of a pair of Actors to represent an actual collision
New helpful methods for colliders
Find the closest line between 2 colliders or shapes
ex.Actor.within now works based on the surface of the geometry, not the center of the object
Actions moveBy, rotateBy, and scaleBy have been changed to move an actor relative to the current position
This change makes implementing patrolling behavior moving 400 pixels left and right forever as easy as: actor.actions.moveBy(-400, 0, 50).moveBy(400, 0, 50).repeatForever();
Many name refactorings and deprecations to improve usability (see the full release notes)
We now have a utility from which Excalibur will provide useful statistics to help you debug your game. For now the stats are focused on Actors and specific frames; look for more helpful stats in future releases!
PhantomJS testing structure
Behind the scenes, we have new testing tools that will allow us to visually test complicated interactions on the canvas.
There were quite a few commits from the Excalibur community in this release. Thanks to FerociousQuasar and hogart for your contributions, and check out the full release notes for all of the details for this release.
We’ve implemented a rigid-body physics system, complete with edges, circles, and convex polygon primitives. This enables you to build fully-featured physics games in Excalibur! Fear not, the old physics system is still around for you to use.
We have improved our contributing document to make it easier to jump into Excalibur development. If you’re interested in helping out, read through our new Contributing documentation
Overall there were over 27 issues addressed in this release. Check out the full release notes for all of the details, including bug fixes and enhancements.
The Excalibur docs are now cleaner and easier to navigate. Use the search bar at the top to help you find what you’re looking for.
There are also a number of improvements and bug fixes to make Excalibur faster and easier to use. If you’re so inclined, check out the full release notes.
Releases are also available in Bower and NuGet; please reference the installation guide for more information. If you’re brand new, welcome! Check out the Getting Started guide to start working with Excalibur.
The main Excalibur branch is constantly being improved by the team. If you crave living on the edge, reference the edge documentation to keep up with what we’re working on. It is automatically updated with every commit.
If you’ve used Excalibur for a project, please send it our way so we can consider showcasing it on the website!