Releases: liang799/SC2002-Project
Release list
v2.1.0
What's Changed
- docs(uml): finalize GUI sequence diagrams by @Madhavan1333 in #40
- docs(uml): archive gui orchestration and round mechanics diagrams by @Madhavan1333 in #43
- Made final few changes to UML SEQUENCE by @Madhavan1333 in #44
- ci: add commitlint workflow and restore UML by @liang799 in #45
- Tianpok/image arena background by @liang799 in #46
Full Changelog: v2.0.2...v2.1.0
v2.0.2
What's Changed
- Add GNU GPL v3 license file by @liang799 in #37
- docs(uml): finalize GUI sequence diagrams by @Madhavan1333 in #38
- Revert "docs(uml): finalize GUI sequence diagrams" by @Madhavan1333 in #39
- docs: focus class diagram for OO requirements by @liang799 in #41
- docs: align class diagram with source types by @liang799 in #42
Full Changelog: v2.0.1...v2.0.2
v2.0.1
What's Changed
Full Changelog: v2.0.0...v2.0.1
v2.0.0
Version 2.0.0 is a major upgrade for the project, introducing a full 2D battle experience built with Java Swing.
This release transforms the game from a text-driven combat system into a far more visual and interactive arena, with animated fighters, battlefield backgrounds, dynamic health bars, floating combat text, and a structured command interface. Players can now navigate actions more intuitively through keyboard and mouse interactions, making battles easier to follow and more engaging to play.
Highlights
- Introduced a 2D arena gameplay upgrade
- Added animated sprites and environmental backgrounds
- Implemented dynamic HP bars and floating combat text
- Added a more polished command menu and targeting flow
- Improved battle readability with an animation/narration pacing system
- Strengthened GUI architecture with an MVC-inspired design
- Refactored rendering to better support extensibility for new fighter types
Under the Hood
This release also improves the internal design of the graphical interface:
- Clearer separation of responsibilities across controller, model, and view components
- Better decoupling between the Swing UI and the domain battle engine
- Renderer-based structure that supports future visual expansion without changing core arena drawing logic
- DTO-based sprite metadata to prevent UI concerns from leaking into domain logic
Documentation
- Revised diagram legend in
plantuml_class_diagram.puml
This is the biggest presentation and gameplay upgrade so far, laying the foundation for richer combat visuals and cleaner future extensions.
v1.0.2
v1.0.1
What's Changed
- refactor(engine): split BattleEngine god class by @Madhavan1333 in #30
- Testing!! by @Madhavan1333 in #32
- Tianpok/update plantuml engine refactor by @liang799 in #31
v1.0.0
What's Changed
- refactor domain junit by @liang799 in #4
- test(junit): organize suite into test pyramid by @liang799 in #5
- Tianpok/refactor aaa unit tests by @liang799 in #6
- Tianpok/refactor stats by @liang799 in #13
- Custom Game Mode CLI by @Madhavan1333 in #7
- Refactor combatant stat changes into status effects by @liang799 in #14
- Tianpok/status effect presentation separation by @liang799 in #16
- Tianpok/combatant archetype composition by @liang799 in #17
- Tianpok/combatant archetype composition by @liang799 in #19
- Tianpok/readable test fixtures by @liang799 in #21
- Tianpok/refactor status effect domain events by @liang799 in #24
- Tianpok/combatant id UUID by @liang799 in #26
- refactor(stat): removed unused function by @liang799 in #27
- refactor: move inventory into combatants by @liang799 in #28
- Tianpok/tagged release artifacts by @liang799 in #29
New Contributors
- @liang799 made their first contribution in #4
- @Madhavan1333 made their first contribution in #7
Full Changelog: https://github.com/liang799/SC2002-Project/commits/v1.0.0