You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
SadConsole is a generic library that emulates old-school console game systems. It provides command prompt-style graphics where one or more tile textures are used to represent an ascii character set. Console's are made up of a grid of cells, each of which can have its own foreground, background, glyph, and special effect applied to it.
6
+
SadConsole is a generic library that emulates old-school console game systems. It provides command prompt-style graphics where one or more tile textures are used to represent an ASCII character set. Console's are made up of a grid of cells, each of which can have its own foreground, background, glyph, and special effect applied to it.
7
7
8
8
While SadConsole is a generic library that doesn't provide any rendering capabilities, "host" libraries are provided that add renderers to SadConsole. The two hosts provided by this library are for MonoGame and SFML.
9
9
@@ -16,7 +16,7 @@ For the latest changes in this release, see the [notes below](#latest-changes)
16
16
Here are some of the features SadConsole supports:
17
17
18
18
- Show any number of consoles.
19
-
- Uses graphical tile-based images to build out an ascii-character font with support for more than 256 characters.
19
+
- Uses graphical tile-based images to build out an ASCII-character font with support for more than 256 characters.
20
20
- Use more than one font file. However, each console is restricted to a single font.
21
21
- Independently controlled entities for game objects.
22
22
- Keyboard and Mouse support.
@@ -78,7 +78,7 @@ SadConsole uses NuGet for its .NET dependencies:
78
78
-[MonoGame] Added DrawCallManager to allow injecting custom sprite batch rendering during final scene composition.
79
79
-[MonoGame/SFML] Fixed a bug that caused all surfaces to redraw all cells 100% of the time even if nothing changed. Should bring 300%-400% fps increase in surfaces that aren't changing content.
80
80
-[MonoGame/SFML] ITexture improvements for GetPixel/SetPixel; Demos on editing textures. (RychuP)
81
-
-[MonoGame/SFML] The game host now has a `FrameNumber` property that incremenets each frame cycle.
81
+
-[MonoGame/SFML] The game host now has a `FrameNumber` property that increments each frame cycle.
82
82
-[SFML] Fixed `Settings.UnlimitedFPS`. This now works.
83
83
84
84
## Other changes
@@ -93,7 +93,7 @@ SadConsole uses NuGet for its .NET dependencies:
93
93
-[Core]`ColoredString.SetDecorators` added, to fit in with `SetForeground`, `SetBackground`, etc.
94
94
-[Core] Renamed `EffectsChain` to `EffectSet` and added new `CodeEffect` type.
95
95
-[Core] Effects use `TimeSpan` instead of double.
96
-
-[Core] The `EffectsManager` used by a surface now works on cell instances, not cell indicies.
96
+
-[Core] The `EffectsManager` used by a surface now works on cell instances, not cell indices.
97
97
-[Core] Resizing a surface without the `clear` parameter keeps existing effects instead of dropping them.
98
98
-[Core]`AnimatedSurface.FromImage` helper added which converts image-based animations to an animated surface. (RychuP)
99
99
-[Core] Added TheDraw font reader: `SadConsole.Readers.TheDrawFont`. **Not a SadConsole Font.**
@@ -103,7 +103,7 @@ SadConsole uses NuGet for its .NET dependencies:
103
103
-[Core] For entities, added `AnimatedAppearanceComponent` which can be added to an entity to animate the glyph like the `AnimatedSurface` did for the old entity type.
104
104
-[UI] Fix various minor bugs with controls.
105
105
-[UI]`Textbox` has more events related to text changing.
106
-
-[UI]`Textbox` behaviors have changed slightly. For example, `EditingText` event doesn't fire when the text ends up being the same prior to editing.
106
+
-[UI]`Textbox` behaviors have changed slightly. For example, `EditingText` event doesn't fire when the text ends up being the same before editing.
107
107
-[UI]`ListBox` items can be inserted as a `ValueTuple<string, object>` which will use the string (can be a `ColoredString`) as the display text of the item.
108
108
-[StringParser] Introduced new interface for string parsing: `StringParser.IParser`.
109
109
-[StringParser] Moved current parse code to `StringParser.Default`.
0 commit comments