Richard Davey
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0d90f75b5f
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Splitting the dev branch up into versions.
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2016-11-22 01:36:56 +00:00 |
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photonstorm
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e66c1514e0
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Transforms update vertex data on parent changes.
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2016-11-10 17:04:55 +00:00 |
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photonstorm
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519c121a52
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Updated the way the State Config works.
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2016-11-09 14:52:53 +00:00 |
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Richard Davey
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48f90fec34
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Implemented a State based MainLoop system, with fully split logic / render cycles and frame rate. Each State can now set its own frame rate. Added in more Camera commands, moved the Tween Manager into the State Systems, and started work on the new heavily reduced Game object.
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2016-11-08 01:50:57 +00:00 |
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Richard Davey
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efebd79e30
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Added State.pause.
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2016-11-06 16:50:45 +00:00 |
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Richard Davey
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f2cb384da0
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State indexing added.
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2016-11-06 13:59:48 +00:00 |
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Richard Davey
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967bb6cc02
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Don't move to active until init / preload / create is over.
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2016-11-06 13:04:45 +00:00 |
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Richard Davey
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d568d2bede
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Moved _sys to a StateSystems class to keep things much cleaner, and avoid setter inheritance mess.
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2016-11-06 12:18:08 +00:00 |
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Richard Davey
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21937a1106
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States can once again be defined from pure functions now.
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2016-11-04 06:25:07 +00:00 |
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Richard Davey
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89a737a620
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State Manager holds all given states until booted before creating them.
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2016-11-04 05:41:00 +00:00 |
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Richard Davey
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a5736f10e3
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Phaser.State now takes a config object. Can be used to set managers, position, name, etc.
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2016-11-04 04:12:18 +00:00 |
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Richard Davey
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f9745bbce3
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States now own a Loader instance, rather than it being a Phaser global.
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2016-11-04 03:21:04 +00:00 |
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Richard Davey
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893d35ea89
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Multiple States now rendering together, with their own systems and managers :)
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2016-11-04 03:09:48 +00:00 |
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Richard Davey
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2326b331f1
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States now have their own FBO (under WebGL) which the renderer uses.
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2016-11-04 02:24:49 +00:00 |
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Richard Davey
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a366ef8f3c
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New State Manager up and running.
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2016-11-04 02:08:17 +00:00 |
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