ParallaxLT 0.1.0 Announcement #6
Itz-Miles
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Hey contributors, big changes are coming to ParallaxLT!
I wanted to announce that parallaxLT is getting a rework for 0.1.0
The update so far brings better manipulation, performance improvements, and small bugfixes.
making parallax easier to manipulate
position behaves like FlxSprite
In times past, the classic ParallaxSprite class used two FlxObjects which could be manipulated to set positions and scrollFactors. This was great and all, but I've decided to introduce
x2
andy2
, which determine the world coordinates of the sprite's bottom right edge!scrollFactor behaves like FlxSprite
Also filling the role the FlxObjects had, the new
scrollFactor2
goes hand-in-hand with the positions. It can be manipulated to determine the scroll factor of the sprite's bottom right edge!origin behaves like FlxSprite
The origin of a ParallaxSprite has always been zero to make the matrix calculations simpler, but this meant that the sprite rotated from the top left. I made
rotation origin
logic separate from the rendering origin so you go all-out on those angles!squashing a big bug
getScreenBounds
does not account for multiple scrollFactorsimproving the performance
draw
instead of checking fordrawComplex
giving credit where it's due
Under the Apache 2.0 license, ParallaxLT for Haxeflixel is and will always be free to use in any kind of personal or commercial project. Just remember to credit the block man!
I'd like to thank all of you crafty stargazers who thought my haxelib was cool!


I look forward to seeing how far you can push ParallaxLT 0.1.0 to its limits.
Feel free to leave feedback or suggestions while I add new features.
Once it releases, download the update and git committing!
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