flame_barrage 0.0.5
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A high-performance barrage rendering engine powered by Flame.
Changelog #
All notable changes to this project will be documented in this file.
The format is based on Keep a Changelog and this project adheres to Semantic Versioning.
0.0.5 #
- Added per‑track differentiated scroll speed for scrolling barrages.
- Speed is calculated based on track position and current track barrage count, applied on barrage creation.
- Added
useUniformSpeedflag toBarrageConfig, toggle uniform speed mode, defaulttruefor backward compatibility. - Added
dynamicSpeedWhileFlyingflag toBarrageConfig. When enabled, already flying scroll barrages adjust speed in real‑time according to track status; may cause barrage overlap, defaultfalse. - Fixed scroll barrage movement using hard‑coded baseSpeed value, now uses entry.speed.
- Fixed track speed factor not working when track already has barrages.
- Retained original single‑track anti‑overtake logic.
Note: Differentiated speed only affects newly spawned barrages by default. Already flying barrages retain their initial speed to prevent overlap. Enable
dynamicSpeedWhileFlyingto turn on real‑time speed adjustment.
0.0.4 #
- Added optional pointer event handling for
FlameBarrageWidget. - Added
enablePointerEventsproperty to control whether the barrage widget responds to mouse and touch events. - Improved barrage rendering isolation and prevented unnecessary pointer event processing when interaction is disabled.
- Fixed potential rendering artifacts caused by pointer events.
0.0.3 #
- New demo page for multiple screens sharing single BarrageController, support mutual exclusive switch between full screen and small window
- New BarrageItem independent style test demo to verify per-danmaku custom style override
- Add
fontFamilyproperty to BarrageConfig, BarrageEngine, MixedLayout and BarrageItem, support global and single danmaku custom font configuration - Complete pause & resume freeze mechanism for barrage engine
0.0.2 #
- Added GitHub Pages online demo.
- Added English / Chinese README navigation.
- Improved documentation.
- Updated project branding and logo.
0.0.1 #
- Initial public release.
- High-performance barrage rendering engine powered by Flame.
- Batch rendering pipeline for reduced Widget Tree overhead.
- Dual-pass text rendering with independent outline and fill passes.
- Zero-allocation object pooling system (
BarragePool). - Dynamic runtime configuration updates.
- Native emoji rendering support.
- Sprite atlas animation support.
- Precise barrage interaction callbacks.
- Extensible Fragment architecture for custom rendering components.
- MIT License.