Archive for the ‘ Downloads ’ Category

Version 1.1.0 is out !

Version 1.1.0 is out now !

Download it from here

In this version you see a flexible Editor. also we made lots of changes in the core and many bugs fixed. You can make different objects, set your project settings visually and run your games by simply click a button. some code snippets and easy to use event buttons, Audio engine and new algorithm to animate strip images. There is a sample project in the rar file. open Quick2D and hit the Folder button to open the project.
Functions and Parameters Added to this release:

ray_hit

draw_background

load_sound

play_sound

stop_sound

Image

Image

Have fun

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rev 1.0.3

Finally rev 1.0.3 is ready !

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Download rev 1.0.3 (1.25Mb)
A mini game with source is included. not all functions are used in it though.
Functions and Parameters Added in this version:

LeftButton

RightButton

MiddleButton

rotate (id, angle)

double = xval_to_point (id, targetX, targetY, speed)

double = yval_to_point (id, targetX, targetY, speed)

double = xval_to_direction (id, angle, speed)

double = yval_to_direction (id, angle, speed)

angle = lookAt (id, targetX, targetY)

double = distance_to_point (id, targetX, targetY)

wait (milliseconds)

double = mouse_hit (id, mouseX, mouseY)

 

Screenshots of the sample project:

Image

Image

To run the sample project, simply draw bubble_poker.js onto <Quick2D.exe>

rev 1.0.2

Download rev 1.0.2 (770kb)

For now, it has no editor, you can use any editor of your choice, like Notepad++ .
In this package, there’s a main.js file which includes some base codes and not used variables just to show you how things look and are gonna work.

Once you’re script is done, simply run it by Dragging it on the core <Quick2D.exe>. there is no standalone exe version of your game yet but it’ll be added as soon as the main developing process of the engine is over.

You can have your own script like myname.js or anything else, also additional script files can easily be attached.

Functions and Parameters available in this version:

  • double = load_texture (string);
  • draw_sprite (id, x, y);
  • draw_text (text, size, x, y);
  • set_origin (id, x, y);
  • set_cursor ("visible" or "invisible");
  • set_title (title);
  • set_screen (width, height);
  • get_width (id);
  • get_height (id);
  • double = screen_width;
  • double = screen_height;
  • exec ("script.js");
  • alert (message);
  • double = random (max);
  • window_mode (0 or 1);
  • quit ();
  • double = Length (string);
  • double = check_collision (id1, id2);
Events available in this version:
  • onMouseButtonPressed (e)
  • onMouseButtonReleased (e)
  • onMouseMove (e)
  • onMouseWheelMoved (e)
  • onKeyPressed (e)
  • onKeyReleased (e)

 

There are 3 main Events/Functions that you should never attempt to delete them, Project_Settings, Start and Update.

Project_Settings will be called at the beginning of your game once and for all. in this event you can set your project settings like Windowed or Fullscreen, window size, window title, etc…

Start will be called once after Project_Settings. its the best place to initialize your variables.

Update is the main loop of the game. nothing fancy.

In Mouse Button events, e contains Button, X, Y (small and capital letters are important)

if (e.Button+""=="Left")
{
// Your code
}

You have to convert Button to string. it’ll be fixed in the next version.
The function exec is for calling scripts from outside of the main script. simply put it at the beginning of Start event.
get_width and get_height are usable to get sprites sizes by giving them the sprite id.
And remember, never use load_texture in Update event.

Empty template for main.js:

function Project_Settings(id)
{
}
function Start(id)
{
}
function Main(id)
{
}
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