SGE Game Engine - News
SGE 1.3 Released
Item posted by Layla Marchant <onpon4> on Wed 02 Nov 2016 02:52:55 PM UTC.
It's been a while since a really big SGE update has happened, but this is one of them. I ended up thinking of quite a few nice things to add to the SGE, and so add them I did. Version 1.3 of the SGE includes the following changes:
- sge.Sprite.from_tween now supports all blend modes, not just RGBA multiply blending.
- sge.gfx.Font.from_sprite now offers an alternative way to specify what characters are what frames. The new option is much less pretty to look at, but it makes it possible for multiple characters to be assigned to the same frame.
- It is now possible for a frame of a sprite font to be specified to use for unmapped characters, rather than just showing a blank space.
- sge.dsp.Object has had several attributes added which indicate the location of particular areas of the image: the left edge, the right edge, the top edge, the bottom edge, and the center. "image_width" and "image_height" attributes have also been added which indicate the exact width and height of the currently shown image, including the effects of scaling and rotation.
- sge.snd.Sound.play now supports a "force" argument which controls whether previously playing sounds will be stopped to start playing the new one, or the new one will just not play if the sound is playing too many times.
- Sounds can now have a "parent" sound specified, which causes it to be treated as the same sound for the purpose of determining how many times the sound is being played. This is useful if, for example, you have several sounds that all mean the same thing and want only one to play at a time.
Additionally, the Pygame SGE has had some collision-related bugs fixed.
Powered by Savane 3.14-8aba.
Corresponding source code