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Releases: hhjvi/acg.js

Version 1.0 Release Candidate 0

20 Feb 12:32
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Um, this is our first release candidate. I'm not quite sure whether this is ready for production use.
Anyway, this is stable enough (I think) to stand behind simple animations.
A comment system - a small number of comments are called 'comments' rather then 'danmaku' - has been added and can help sending and displaying comments. For this I started a new project (Two Double Three) to display comments easily (Danmaku Flame Master is in Java... And I'm offline at that time - attending NOI WC 2015 - and thus couldn't go to look for one online...). Maybe this project will support multiple languages :)
Note: see the examples included in the download for the usage of the comments system.
This is the biggest highlight in this release. I apologize for not remembering minor changes 😊
We'll soon get to version 1.0 final. See you then.

Version 0.99.2 (beta)

07 Feb 14:18
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A lot more in ACG.JS!

We now have a name tag and a speech 'bubble' (that's not a bubble, just a line and some text). Displaying names and dialogues made easy!

But that's not enough: we've got a stickman! Putting a stickman into the stage is as easy as putting an image: just call acg.put() with a matter of stickman. Stickmen have joints, and that means you can create cool animations & actions with just code! (Stickmen don't need images.)

So, are you ready? The APIs are fully compatible.

Version 0.99.1 (beta)

01 Jan 08:54
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ACG.JS now has more! Swipe-to-seek functionality, a bit shorter code, new version of Closure Compiler and a few bug fixes come together and reached v0.99.1! Get it a try!

Version 0.99 (beta)

31 Dec 11:04
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Yeah! We made this before 2015!!!
Welcome to ACG.JS Beta - minor bug fixes on the player have been made, and we added a new method - offsets!
Offsets lets you do thing like this (I'm too lazy to write about it):

acg.begin_offset(3);
acg.put(1, ...);    // This will be put at 4s (3+1)
acg.put(6, ...);    // This will be put at 9s
acg.begin_offset(10);
acg.put(4, ...);    // This will be put at 17s (3+10+4)
acg.end_offset();
acg.put(2, ...);    // This will be put at 5s (3+2)
acg.end_offset();

Cool, huh? Get it a try! The new API is fully compatible with Version 0.98!!

Note: We've removed the file acg.min.js in the repo. From now on you can only download the minified version from the 'Releases' section. Hope you like it!

Version 0.98 (alpha)

27 Dec 15:00
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Version 0.98 (alpha) Pre-release
Pre-release

Our first mock examination is approaching... Well, I wouldn't leave ACG behind!

This week we made a little more: an extension called CP (that is, Crude Plucker), which makes ACG-based animations look much more like videos by adding a couple (CP... Right?) of controls like a pause/resume button and a timeline to let users seek and rewind the video. All you need now is just call acg.ext.cp_enable();. Nothing else needs to be done!
What's more, we're introducing the automated tests - open an HTML and it tests ACG all by itself. We aren't using testing libraries since we don't need many tests - with CP, testing ACG made much easier.
And - I wrote a tool to help myself (and you, maybe) modify cocos2d-html5.js after downloading it to meet ACG's needs. Give it a try if you have much time.
Have fun with CP (and the tests and that tool, of course)!

Note: This version's API is fully compatible with v0.97.2. So, download the new version and enjoy!

Version 0.97.2 (hotfix)

21 Dec 08:35
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Pre-release

We found that the player will fill the whole browser if you use ACG.JS in a mobile browser (like Firefox for Android). Now we've got it all right - and you can set the aspect ratio of the player! Upgrading is recommended.

Note: This release is not fully compatible with v0.97.1. Changes are listed below.
acg.bootstrap(elem, callback) -> acg.bootstrap(elem, aspect_ratio, callback)

Version 0.97.1 (preview)

20 Dec 14:21
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Pre-release

We're happy to announce the first release of ACG.JS! All basic features are ready to use though there are not enough docs. Play with it for a while and we'll add more docs soon!

Hint: See code in test/test.js and try acg.travel(time) in your browser's console.