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Zephyr 23.9.7

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@OttCS OttCS released this 07 Sep 15:01
· 8 commits to main since this release

We buckled down for the summer to focus on game development, but that doesn't mean we're slowing down progress with Zephyr! In the past few months, lots of bugs have been squashed and useful features added alongside our upcoming game!

ZephyrJS Changes

We've decided to support more than just PixiJS! Our code is tested well enough at this point that we can be confident that it works with nearly any JavaScript project. Going forward, all functions and features of our project are in the ZEPHYR space (ZEPHYR.Keys, ZEPHYR.utils, etc). We've also moved our math related functions, adding them onto the Math space (Math.clamp(), Math.mix(), etc). It just keeps things a little more understandable.

Features

#57 Added Math.withinRange()! Can determine how far inside/outside a number is regarding bounds.
#59 Added ZEPHYR.utils.merge()! Useful when objects don't slice correctly, and ours is fast.
#60 File now includes the name. Expect this to be changed in the future to use promises instead.
#62 ZEPHYR.Key.bind() is here! You no longer have to keep checking key states in render loops.

Squashed Bugs

#55 Fixed repeat-firing keys for Zephyr.Keys (it works now).
#56 Fixed random(), and it's now under Math.rand_int().
#58 Fixed Math.clamp() not clamping negatives properly.
#61 Zephyr.utils.toggleFullScreen now exits correctly.

Zephyr Project Changes

Thanks for reading this far! We've rebranded from the Zephyr Project to Zephyr Studios, as we begin to focus on using ZephyrJS for game development. You can find our site at https://zephyrstudios.pages.dev/, where we'll be posting and updates about ZephyrJS and our projects. We also have a Discord Server where you can ask specific ZephyrJS questions or get live demo access to our games, linked on our site!

Thanks for the continued support!