All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog, and this project adheres to Semantic Versioning.
- ECS
in_set(OnUpdate(*))
->run_if(in_state(*))
- Add the
#[derive(Event)]
macro for events. - Allow tuples and single plugins in
add_plugins
, deprecateadd_plugin
- Schedule-First: the new and improved
add_systems
- State field are now private, use
get()
to get the current state
- UI
- Flatten UI Style properties that use Size + remove Size
- The
size
,min_size
,max_size
, andgap
properties have been replaced by thewidth
,height
,min_width
,min_height
,max_width
,max_height
,row_gap
, andcolumn_gap
properties. Use the new properties instead.
- The
- Remove
Val::Undefinded
Val::Undefined
has been removed. Bevy UI’s behaviour with default values should remain the same. The default values ofUiRect
’s fields have been changed toVal::Px(0.)
.Style
’s position field has been removed. Itsleft
,right
,top
andbottom
fields have been added toStyle
directly. For thesize
,margin
,border
, andpadding
fields ofStyle
,Val::Undefined
should be replaced withVal::Px(0.)
. For themin_size
,max_size
,left
,right
,top
andbottom
fields ofStyle
,Val::Undefined
should be replaced withVal::Auto
- replace
Overflow::Hidden
byOverflow::clip_y()
..Style::DEFAULT
cannot longer be used inconst
: I choose Style Constant instead of Style Method for the migration (see the 0.6.1 changelog)- The Y axe's inverted once again !
- Flatten UI Style properties that use Size + remove Size
- Allies' Sheet Style
- Once
bevy-inspector-egui
release0.11
support, updateCargo.toml
- REFACTOR:
CombatState
as States- we will need to find a Default State, to be in while we're not in
GameState::CombatWall
orGameState::LogCave
- we will need to find a Default State, to be in while we're not in
Skill VFX and AI Random Strategy - 0.6.0 - 2023-07-12
cuted-2023-07-12.13-41-00.mp4
- Animate Skill before each skill execution
- Interactive Items
- Ladder to go down into the LogCave
- New Place/State
- Click an entity, go up into the CombatWall + select clicked unit
- Press
CancelInput
key (atm: Esc) to go back to the CombatWall
- Character Sheet
- Up to 6 Character Sheets, for allies
- Can click on it to open corresponding Character Sheet
- Pack of Scroll
- Can click on it to open the first enemy's Character Sheet
- Browse among character sheet of a same team with
left-arrow
andright-arrow
- Up to 6 Character Sheets, for allies
- Ladder to go down into the LogCave
- AI Enemy
- Currently: Random Behavior
- click on several overlapping entities no longer crash
ui::player_interaction::select_unit_by_mouse()
, light comparaison first (before long iteration + checking mouse position).combat::mod::update_number_of_fighters()
no longer execute everytime.
UI Update - 0.5 - 2023-07-04
Playable Demo (enemies skills are disable to the second phase of dev: AI)
- Alterations
- Character Sheet layout
- Interactive Mini CharSheets in the wall (and pack of scrolls)
- new inputs
- browse between allies (arrows)
- browse between enemies (arrows)