EaselJS v0.3.2 Released

I’m happy to announce the release of EaselJS v0.3.2. It provides a few new interaction features, cleans up the docs, and fixes some known issues. Here’s the full list:

– added stage.mouseInBounds
– added DisplayObject.onMouseOver and onMouseOut callbacks
– added stage.enableMouseOver(freq)
– improved support for calculating mouseX/Y in divs with relative positioning
– fixed Graphics.clone()
– fixed an issue with shadows not being reset properly
– migrated to use YUIDocs instead of JSDocs
– fixed an issue that prevented BitmapSequence instances with frameData from working with gotoAndPlay(frameNumber)

I’d like to thank everyone who contributed by providing bug reports, feedback, and edits. In particular I would like to thank Mike Chambers (of Adobe fame) for all his fantastic help on EaselJS. He has been an invaluable resource for bouncing ideas off, providing a critical second perspective, and helping with code / doc edits.

As always, you can get more info and grab the latest zip from easeljs.com, or check it out on the EaselJS GitHub repository.

We’re currently finalizing plans for v0.4 (which looks to be a very aggressive undertaking), and would love any feedback or ideas you can provide here or on GitHub.

Grant Skinner

The "g" in gskinner. Also the "skinner".

@gskinner

9 Comments

  1. Awesome work. Really liking this library. I had tried Cake previously, and even attempted to build my own, but everything always ended up too complicated. This however is nice and simple, and works like a charm.

    For 0.4 I’d love to see some capability to cull objects that are outside of the stage bounds, that would be really useful and might help performance a bit too. Being able to do getBounds() would be a good start to this.

    Keep up the good work.

  2. Switching to YUIDocs was a good call. I think I can use the raw.json file to automatically create my haXe extern classes from here on out.

  3. Auto-generating code from documentation, of course, requires accurate documentation in order to work. Please replace the “atx” @param in Matrix2D’s comments with “tx”. 😉 I’ll commit and link to my code once it’s ready.

  4. Just stumbled upon this yesterday, and I’m quite glad I did! Only took about an hour to figure it all out, and port a game I had been building from scratch (2 days in at the time), and it’s already nearing completion. 🙂

    Ran into one issue I couldn’t figure out, though. That is, how would I apply an @fontface (CSS3 custom font) to a Text object? Other than the one little snag (which I’ll work around using actual CSS’d text if needed), this is great!

  5. the example is so slow in firefox

  6. Who uses firefox anymore? :p

    It’s Firefox that is slow, not the example. Try any Canvas based stuff in Firefox, it’s pathetic.

    Firefox 4 is faster, but buggy.

  7. @Eric: This code will style a Text object using the Delicious font:

    @font-face { font-family: 'Delicious'; src: url('fonts/Delicious-Roman.otf'); }

    //In your Javascript
    new Text('Some text', '20px Delicious', "#ff0000");

  8. Ahah I finally figured it out. The issue was that I had to do both of the following to get it to draw in Safari, in addition to what you mentioned: Set one of the canvas element’s container elements (In this case, body) to font-family: ‘font-name’; and ensure the text isn’t drawn until the file is loaded using $.get(‘font-name.ttf’, function() { drawText(); });. Thanks for the followup. Glad to see the issue wasn’t in your code. 🙂

  9. Hey great work. I’m currently using easel js but there is barely any tutorials for beginners. Even a forum for asking questions would help out greatly.

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