0.6.0b1 is now out! Want to try our new Animation feature?
Or maybe you’d like our brand new API for subsystems: No more replicating the renderer and updater just to add your own custom subsystem. And they interact with the engine in an all new way. Just respond to the new Idle event and handle your timing based systems with style.
Remember, this is considered a prerelease, so to get it via pip:
pip install ppb==0.6.0b1
Please report any issues you find to the github issue tracker!
First beta of our Summer Solstice 2019 release.
Note that because of incompatibilities, PyGame 1 and Python 3.6 & 3.7 are the only supported versions. Neither Python 3.8 nor PyGame 2 are supported in this release. (This will hopefully be fixed for our Fall Equinox 2019 release, but its largely out of our hands.)
Idleevent has been added, fired each iteration through the event loop (#221)
titleargument has been added to
ppb.make_engine()has been added to simplify customization (#255)
GameEngine.loop_once()has been added to allow for external loops (#255)
basic_systemsarguments (you probably want the former) (#295)
ppb.Vectorhas changed significantly; see the ppb-vector changes (#204, #280)
Scene.next) has been removed (#259)
System.activate()has been removed (#221)
GameEngine.register()now accepts callables instead of simple values (#228)
ppb.abchas been completely removed (#284)
ppb.utils.LoggingMixinnow works with subclasses (based on the file the calling code is in) (#202)
StartSceneno longer requires an empty
kwargswhen passed a scene class (#236)
GameObjectCollection(and its subclass
Scene) work correctly with subclasses of children (#241)
Sprite.sizeof less than or equal to 0 no longer causes error (#262)