StinkyEngine 2.1.0

There is a newer version of this package available.
See the version list below for details.
dotnet add package StinkyEngine --version 2.1.0
NuGet\Install-Package StinkyEngine -Version 2.1.0
This command is intended to be used within the Package Manager Console in Visual Studio, as it uses the NuGet module's version of Install-Package.
<PackageReference Include="StinkyEngine" Version="2.1.0" />
For projects that support PackageReference, copy this XML node into the project file to reference the package.
paket add StinkyEngine --version 2.1.0
#r "nuget: StinkyEngine, 2.1.0"
#r directive can be used in F# Interactive and Polyglot Notebooks. Copy this into the interactive tool or source code of the script to reference the package.
// Install StinkyEngine as a Cake Addin
#addin nuget:?package=StinkyEngine&version=2.1.0

// Install StinkyEngine as a Cake Tool
#tool nuget:?package=StinkyEngine&version=2.1.0

StinkyEngine is a semi-lowend game engine with a powerful entity/UI hybrid ECS. It offers fast and easy creation of custom entities in just seconds. The engine comes with a full set of systems that make game development easier, without forcing you to use a specific approach. You have the freedom to use the systems in any way that suits your needs.

To create a new Project?

Use the StinkyEngine package template instead of doing it manually. It will set up your new projects very easily.

  1. Install dotnet 6 or above. Can install it here: https://dotnet.microsoft.com/en-us/download
  2. Once dotnet is installed, load up your command line and type:
dotnet new install StinkyEngine.Templates.CSharp
  1. Locate to a folder where you like to create a StinkyEngine project and type:
dotnet new stinky -n <project name>
  1. Done!
Product Compatible and additional computed target framework versions.
.NET net6.0 is compatible.  net6.0-android was computed.  net6.0-ios was computed.  net6.0-maccatalyst was computed.  net6.0-macos was computed.  net6.0-tvos was computed.  net6.0-windows was computed.  net7.0 was computed.  net7.0-android was computed.  net7.0-ios was computed.  net7.0-maccatalyst was computed.  net7.0-macos was computed.  net7.0-tvos was computed.  net7.0-windows was computed.  net8.0 was computed.  net8.0-android was computed.  net8.0-browser was computed.  net8.0-ios was computed.  net8.0-maccatalyst was computed.  net8.0-macos was computed.  net8.0-tvos was computed.  net8.0-windows was computed. 
Compatible target framework(s)
Included target framework(s) (in package)
Learn more about Target Frameworks and .NET Standard.

NuGet packages

This package is not used by any NuGet packages.

GitHub repositories

This package is not used by any popular GitHub repositories.

Version Downloads Last updated
2.4.7 89 4/23/2024
2.4.6 87 4/12/2024
2.4.5 84 4/6/2024
2.4.4 70 4/5/2024
2.4.3 72 4/5/2024
2.4.2 76 4/5/2024
2.3.5 99 2/23/2024
2.3.0 107 1/13/2024
2.2.9 85 1/12/2024
2.2.8 84 1/11/2024
2.2.7 111 1/6/2024
2.2.5 91 12/31/2023
2.2.2 82 12/29/2023
2.2.0 85 12/29/2023
2.1.3 102 11/25/2023
2.1.2 125 10/23/2023
2.1.0 132 9/16/2023
2.0.25 163 7/5/2023
2.0.23 144 7/2/2023
2.0.22 145 7/2/2023
2.0.21 154 7/2/2023
2.0.20 149 6/29/2023
2.0.19 144 6/29/2023
2.0.18 143 6/28/2023
2.0.17 134 6/26/2023
2.0.16 138 6/25/2023
2.0.9 146 4/24/2023
2.0.5 214 4/2/2023
1.9.8 265 3/11/2023
1.9.7 225 3/9/2023
1.9.6 201 3/9/2023
1.9.5 196 3/9/2023

- Added a helper function for easily casting the parent of a type.
     - Added float distance and DistanceSquared from Vect2.
     - Added PrintTabbed and PrintMany functions in Log.
     - Removed AnimationBag and Animation as custom pipelines.
     - Cleaned up the code in Spritesheet.
     - Introduced BeforeDraw, AfterDraw, BeforeUpdate, and AfterUpdate functionalities for
     entities. These features are primarily used with custom entities to handle specific logic
     before or after their display updates their children.
     - Also added BeforeDraw/AfterDraw updates and AfterUpdate/Draw for screens as well.
     - Moved Engine-related states to their own methods. You won't need to call base.OnEnter() or
     base.OnCreate in your own code, and it won't break your entities if you forget those super
     calls.
     - Resolved a bug that occurred when attempting to add multiple entities in a deep chain while
     the screen was not yet ready.
     - Renamed ConnectSignal to Connect.
     - Renamed DisconnectSignal to Disconnect.
     - Renamed EmitSignal to Emit.
     - Added EmitDelayed function.
     - Added Mouse support to Input actions.
     - Added support for action-based strength and strength calculation from thumbsticks and
     triggers. This feature is primarily intended for gamepads, allowing the determination of
     strength levels based on button pressure.
     - Added Mouse Wheel support.
     - Renamed function names for mouse, keyboard, and Gamepad to make them clearer.
     - Input actions can now detect if a button is released, not just single press or down.
     - Can detect the last input used (Gamepad or keyboard).
     - Updated VBox and HBox entity containers to prevent flickering of your container of entities
     on the first frame.
     - Added AnimatedSprite, which can add your animations to an animator that can be played based
     on a string or enum. This also removed The SpriteStateMachine, as the AnimatedSprite can now
     stop repeating animations if needed.
     - Added AddTimer to entities and screens. Timers can be repeatable or played once and can also
     be identified with a string or enum, if you choose to remove them manually.