Impact

Ejecta 2.0

After more than a year since the last release, Ejecta 2.0 brings support for Apple's tvOS, the Gamepad API and dozens of bugfixes.

This release is called 2.0 mainly because it marks a major change in how Ejecta is built up internally. Previous versions of Ejecta used a custom fork of the JavaScriptCore library. Even though JSC has been a public API on iOS for a while now, missing support for Typed Arrays prevented us from using the JSC lib provided by the system. Current versions still don't have an API to deal with TypedArrays, but Ejecta now works around this issue.

Without the custom JSC lib, Apps build with Ejecta can now be as small as 1 Megabyte, instead of ~12 Megabyte previously. However, using the system provided JSC lib also has its downside: reading and writing of Typed Arrays in native code is now a good deal slower than it was previously. This only affects WebGL and the get/setImageData() for the Canvas2D and is still plenty fast for most use cases.

Support for Apple's new tvOS platform is also a major milestone. tvOS doesn't support any Browser or WebView, which makes Ejecta the only viable way to bring HTML5 Games and Canvas animations onto the Apple TV.

Ejecta 2 requires XCode 7.1 to compile and runs on iOS8 or tvOS. As always, the newest release can be found on the Ejecta project page.

Thanks to everyone who contributed and reported bugs!

Ejecta, running on the new Apple TV

Changelog

  • Added tvOS support
  • Added Gamepad API
  • Added support for gradient and pattern strokes
  • Added support for sending Array Buffers for XMLHttpRequest
  • Added Audio readyState property
  • Added Audio playbackRate property
  • Added support for changing orientation in running App
  • Added antialias support for WebGL
  • Removed custom JavaScriptCore fork
  • Removed deprecated pixel auto doubling for Canvas2D
  • Use XIBs for launch screens where possible
  • Allow arbitrary retina scale (i.e. 3x for iPhone6)
  • Smarter console.log() ā€“ logs only 2 levels deep
  • Images are now lazy loaded on first use
  • + ...countless bugfixes
Friday, December 18th 2015 / Tags: Releases, iOS, Ejecta, tvOS

Impact 1.24

Impact 1.24 adds transparent support for WebAudio and automatic audio unlocking on mobile devices, improves certain aspects of Weltmeister and removes some old cruft. With this version audio now finally works on mobile devices.

This release also fixes some minor issues with the TwoPointFive Plugin.

TwoPointFive Plugin for Impact Super Blob Blaster ā€“ Demo Game for the TwoPointFive Plugin

As always, if you're updating from a previous version, take care to not overwrite your own files. You'll just need to update the files in lib/impact/ and lib/weltmeister/. Grab the new version from your download page.

Changelog - Impact

  • Added: Use WebAudio when available
  • Added: .loop property for sounds
  • Changed: Array prototype methods are added in a non-invasive fashion
  • Changed: removed old, non-standard JavaScript getters/setters

Changelog - Weltmeister

  • Added: new .plugins to lib/weltmeister/config.js variable to load additional modules for Weltmeister
  • Added: Support for unidirectional scrolling for touchpads (disabled by default; see lib/weltmeister/config.js)
  • Changed: Level files are pretty printed by default
  • Changed: Additional properties in level files are now preserved when loading and saving levels
Monday, July 28th 2014 / Tags: Releases

Ejecta 1.5

Ejecta has again received countless bugfixes in the last few month. WebGL support is now much more stable and the interaction between WebGL and Canvas2D has also been improved greatly. Ejecta now allows you to use an offscreen WebGL canvas for drawing in Canvas2D and vice versa.

Among other Canvas2D fixes, the Canvas2D font rendering has been overhauled and now allows you to smoothly scale fonts without pixelating.

There are also two completely new APIs: Geolocation which works exactly like in a browser and ImagePicker that allows you to load Images from the iOS Camera Roll.

Thanks to everyone who contributed and reported bugs!

As always, the newest release can be found on the Ejecta project page.

Screenshot from my own, yet unreleased, WebGL game

Changelog

  • Added Geolocation API
  • Added ImagePicker API
  • Added new GameCenter methods loadFriends(), loadScores() and getLocalPlayerInfo()
  • Added copy, source-in, destination-in, source-out, destination-atop blend modes
  • Added key() and length localStorage
  • Added window.orientation
  • Added UK spelling for HTML color names
  • Added cancelAnimationFrame
  • Added JSValueToNSObject and NSObjectToJSValue functions
  • Added Support to use Canvas2D for drawing in WebGL and vice versa
  • Added Audio.muted property
  • Added ejecta.allowSleepMode
  • Added support for even-odd fill rule
  • Added Data URI support for image sources
  • Added page Visibility API
  • Added console.time() and console.timeEnd()
  • Fixed axes names for devicemotion events
  • Fixed instanceof not working for Ejecta's classes
  • Faster texture exchange between Canvas2D and WebGL
  • Updated JSC version
  • Updated SocketRocket - WebSocket library
  • Countless fixes for WebGL, including performance improvements
  • Various Canvas2D drawing bugfixes
Thursday, April 24th 2014 / Tags: Releases, Ejecta

Impact Plugin for Wii U is now available

One of Impact's main goals from the start was to enable game developers to build games for a multitude of different platforms. Starting today, Impact is officially supporting an exciting new platform: Wii Uā„¢.

Nintendo did a tremendous job with their HTML5 development environment Nintendo Web Framework. It provides a high performance Canvas implementation and excellent sound support. While Impact runs "out of the box" on the Nintendo Web Framework, I developed a Plugin for Impact in cooperation with Nintendo. This Plugin makes it a snap to seamlessly integrate Wii U GamePad and its second screen, Wii Remote controllers and various other controllers in your Impact game.

The Impact NWF Plugin and a modified version of the Super Generic Jump'n'Run demo game showcasing its use is available on the Nintendo developer support website. The Plugin itself is free to use and just needs the Impact library files from your download page to run. If you don't have an Impact license yet, you can buy one here.

To develop for Wii U, you will need to become a Nintendo Authorized Developer and obtain a Wii U development kit. You can apply to become an authorized developer over at wiiu-developers.nintendo.com.

My own Impact game X-Type running with Nintendo Web Framework on Wii U ā€” Couch Mode Activated!

Playing your Impact game on the living room TV is a whole new experience. I'm excited to see what you're coming up with and hope to see a lot of your games on the Nintendo eShop in the future!

Wii U is a trademark of Nintendo.

Friday, February 14th 2014 / Tags: Nintendo Web Framework

Impact 1.23 and new Jump'n'Run example

Impact 1.23 adds an easy to use Entity Pool and fixes some smaller bugs.

This release also comes with the new Super Generic Jump'n'Run example game, which supersedes the old Jump'n'Run example in every way. It adapts seamlessly to all screen sizes, features on-screen buttons for mobile devices and works in mobile Browsers and Ejecta out of the box.

The game also demonstrates how to create a Title screen, how to use triggers and switch between levels and how to use the new Pooling functionality. This should be an excellent starting point for many of your own projects.

Play the game here - also try it on your mobile devices!

Super Generic Jump'n'Run

The graphics were made by Kenny.nl for the excellent OpenGameArt.com. The full, extensively document source code for this Game is available on your download page.

As always, if you're updating from a previous version, take care to not overwrite your own files. You'll just need to update the files in lib/impact/ and lib/weltmeister/. Grab the new version from your download page.

Changelog - Impact

  • Added ig.EntityPool
  • Added .pxWidth, .pxHeight for ig.Map
  • Added .classId property
  • Added detailed explanations for all settings in lib/weltmeister/config.js
  • Fixed problems with Weltmeister's PHP backend on some systems
  • Fixed ig.merge() to correctly handle null values
  • Fixed Animation's .gotoFrame sometimes jumping to the wrong frame
  • Fixed flickering problem when rewinding an Animation
  • Fixed flickering problems when sorting newly spawned Entities
  • Fixed various smaller bugs and inconsistencies
Wednesday, August 28th 2013 / Tags: Releases

Ejecta 1.4

Ejecta 1.4 fixes a lot of bugs and adds some smaller new features, most notably support for loading compressed PVRTC textures. This release also makes Ejecta compatible with the current XCode5 RC6.

Thanks to everyone who contributed and reported bugs!

As always, the newest release can be found on the Ejecta project page.

Changelog

  • XCode 5 compatible
  • Added support for compressed PVRTC textures
  • Added canvas.toDataURL()
  • Added ejecta.load(file)
  • Added performance.now()
  • Added navigator.platform
  • Added some more native helpers (jsValueForPath, createFunctionWithBlock)
  • Fixed canvas not cleared when setting width/height
  • Fixed inaccuracies when drawing images
  • Fixed various crash bugs and memory leaks
  • Fixed image loading behavior; onload and onerror now work properly
  • Fixed events: now all event handlers get a proper Event object
  • Fixed allow more than 5 touches
  • Fixed some smaller bugs and inconsistencies
Tuesday, August 27th 2013 / Tags: Releases, Ejecta

Updated Box2D Plugin

The official Impact Box2D Plugin has been updated to use Box2D 2.1a. This update features the new API and fixes some performance and stability problems.

The physics demo can be found on your download page and the plugin itself is at github.

Tuesday, June 18th 2013 / Tags: Examples, Plugins

Ejecta 1.3

Version 1.3 marks a huge update for Ejecta with many new features and countless bugfixes: In App Purchas API, WebGL, WebSockets, several new events and much more.

With support for Gradients and Patterns, this release also almost completes the Canvas2D API. See the changelog below for all the details.

Thanks to everyone who contributed and reported bugs!

As always, the newest release can be found on the Ejecta project page.

Changelog

  • Added WebGL support (for an example with three.js see the readme)
  • Added API for In App Purchases
  • Added support for WebSockets
  • Added deviceMotion events
  • Added pagehide, pageshow and resize events
  • Added support for Patterns and Gradients
  • Added getImageDataHD/putImageDataHD
  • Added .style property for Canvas elements, removed old .scaleMode property
  • Added basic support for Video elements
  • Added support for hsl/hsla colors and 140 HTML color names
  • Added CommonJS style require; ejecta.require() has been depracted, use ejecta.include() instead.
  • Support for TypedArrays added in JavaScriptCore
  • Moved Canvas2D to OpenGL ES 2
  • Greatly improved image load times
  • Changed all 2D Canvases to use a backingStoreRatio of 2 by default
  • Simplified the whole file structure of the project
  • Fixed problems when drawing canvases onto themselfs
  • Fixed various issues with drawText()
  • Fixed various issues with path drawing
  • Fixed various multitouch issues
  • Fixed various memory problems
Wednesday, May 29th 2013 / Tags: Releases, Ejecta