Richard Davey
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abe344b408
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More work on the pointer handlers, nearly there!
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2013-09-08 17:39:23 +01:00 |
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Richard Davey
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90b1946c25
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Input Handler mostly restored
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2013-09-08 13:23:21 +01:00 |
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Richard Davey
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78598ae54a
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Implemented my own LinkedList class to make the new Input Handler easier to work with. And also just generally useful to have too.
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2013-09-08 11:24:41 +01:00 |
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Richard Davey
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fe6664eac7
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Fixed the Body collide issues and optimised the process at the same time. Now the QuadTree appears to work perfectly as a result. Bonus!
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2013-09-08 01:24:59 +01:00 |
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Richard Davey
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bb5d8ca170
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a
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2013-09-07 21:12:47 +01:00 |
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Richard Davey
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eb7af3d2a2
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Group nearly done. Sprite.anchor appears to be broken though, must fix.
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2013-09-06 20:20:58 +01:00 |
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Richard Davey
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822a2df289
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Lots of work on Group and also resolved the issue of the core game loop structure not being quite right.
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2013-09-06 15:00:05 +01:00 |
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Richard Davey
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0c97e8e151
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Starting work on Group.
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2013-09-05 21:07:44 +01:00 |
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Richard Davey
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b2fa345c9d
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console banner maker
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2013-09-05 03:35:12 +01:00 |
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Richard Davey
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c552d86639
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Added swapChildren to Phaser.World
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2013-09-05 02:11:54 +01:00 |
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Richard Davey
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4d4f7d3d56
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Now working across child sets too :)
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2013-09-05 01:57:28 +01:00 |
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Richard Davey
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aa0d8ff238
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Swap Child appears to be working. Time to tested a deeply nested set.
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2013-09-05 01:34:22 +01:00 |
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Richard Davey
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87d52bd85e
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Linked List node swap
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2013-09-05 01:12:34 +01:00 |
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Richard Davey
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912d6e46aa
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...
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2013-09-05 00:24:01 +01:00 |
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Richard Davey
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55cf10a085
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LL work
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2013-09-04 22:53:13 +01:00 |
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Richard Davey
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ca0d1eb8af
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More node manipulations .. nearly there!
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2013-09-04 21:34:07 +01:00 |
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Richard Davey
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f4dab1847e
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Working on Linked List node swapping.
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2013-09-04 21:03:39 +01:00 |
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Richard Davey
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10bc22b717
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Motion helper functions added to the ArcadePhysics class.
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2013-09-04 16:12:58 +01:00 |
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Richard Davey
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128bdccd79
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Sorted out the QuadTree issues and resolved a small but vital bug in separateX, also re-organised the collision flags in Body.
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2013-09-04 13:54:55 +01:00 |
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Richard Davey
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d44261b191
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sublime
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2013-09-04 04:59:29 +01:00 |
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Richard Davey
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b2263c16c6
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Patched the QuadTree, now working a whole lot better but am worried it's still working out too many collisions.
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2013-09-04 04:54:43 +01:00 |
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Richard Davey
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3f3b6bfd35
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Brand new highly optimised QuadTree added, populated by the game loop and world ready to be queried as often as you want in your game loop, without creating hundreds of new QuadTrees each frame.
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2013-09-04 03:48:15 +01:00 |
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Richard Davey
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2a353a0327
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Flixel physics optimised about as much as it can be. Also added world and local gravity support and flag to toggle it on / off.
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2013-09-04 01:10:01 +01:00 |
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Richard Davey
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0f438d5221
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separateX up and working sweet with gc spike removal too
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2013-09-03 19:34:38 +01:00 |
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Richard Davey
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a27f6d6562
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Forces working, collision half way there.
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2013-09-03 17:28:12 +01:00 |
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Richard Davey
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2fe8a3a0a7
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Physics integration and a fix to Tween that stopped the repeat/yoyo from working.
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2013-09-03 17:07:05 +01:00 |
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Richard Davey
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bdc1c2ceb9
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Sorted out the bounds for when sprites are in trimmed texture atlases to stop the physics checks going insane. Also bundled in Advanced Physics lib, although not hooked up yet.
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2013-09-03 15:35:40 +01:00 |
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Richard Davey
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923c2504ba
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One more text demo just for fun :)
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2013-09-03 06:35:59 +01:00 |
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Richard Davey
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8a90a87492
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Text converted and a couple of examples created. Using new extend system, so much smaller classes now.
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2013-09-03 06:02:47 +01:00 |
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Richard Davey
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5acb4e9f1b
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Borrowed the 'extends' system from jQuery and now the codebase will be considerably smaller :) TileSprite already updated to new format.
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2013-09-03 04:58:30 +01:00 |
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Richard Davey
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e28cdbeb6a
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Moving to using a small extend / mixin method to avoid code repeating now we're extending Pixi display objects.
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2013-09-03 04:43:26 +01:00 |
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Richard Davey
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66e86e7d82
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Tiling Sprite added
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2013-09-03 03:19:42 +01:00 |
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Richard Davey
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c18de53bab
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SoundManager converted and playing audio :)
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2013-09-03 01:24:16 +01:00 |
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Richard Davey
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ed13283f0f
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Tided up the cull / bounds demo.
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2013-09-03 00:42:17 +01:00 |
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Richard Davey
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7c597999d4
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Camera culling now in and working, although you need to enable it on a per sprite basis. Also fixed a few small bugs in the Animation Manager.
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2013-09-02 23:22:24 +01:00 |
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Richard Davey
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6235f25184
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LL
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2013-09-01 22:02:42 +01:00 |
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Richard Davey
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d31777972c
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Camera culling
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2013-09-01 19:52:50 +01:00 |
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Richard Davey
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7bdcbf5c2a
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getBounds update.
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2013-09-01 13:17:44 +01:00 |
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Richard Davey
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71b4cc532f
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Added Sprite.getBounds function
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2013-09-01 11:15:13 +01:00 |
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Richard Davey
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d54a92310d
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Optimised sprite a tiny bit more and created a couple of fun demos :)
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2013-09-01 06:21:39 +01:00 |
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Richard Davey
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fef28c6a6a
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Optimised update loop to reduce calculations if the transform doesn't change.
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2013-09-01 05:50:47 +01:00 |
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Richard Davey
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6ef89826df
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Phew.. lots of transform matrix math over and I can finally get all 4 points of a Sprite, regardless of rotation, translation or scale of itself or any of its parents.
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2013-09-01 05:29:53 +01:00 |
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Richard Davey
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12e5d2aceb
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...
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2013-09-01 05:22:08 +01:00 |
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Richard Davey
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801c2af9d4
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Updated world so the update run uses the linked list. Sprite.getLocalPosition now almost working, but falls over for children.
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2013-09-01 03:57:24 +01:00 |
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Richard Davey
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188d6239a3
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Edge points in and working.
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2013-09-01 03:15:27 +01:00 |
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Richard Davey
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b742439db8
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Now handles scaling and rotation. Time to get the offset.
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2013-09-01 02:39:26 +01:00 |
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Richard Davey
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99e0934244
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More late-night math.
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2013-09-01 02:28:51 +01:00 |
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Richard Davey
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5d4da0ce66
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Working out culling
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2013-09-01 00:35:29 +01:00 |
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Richard Davey
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22847f6ade
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DebugUtils converted, re-name spaced the Input classes and started on Camera culling.
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2013-08-31 21:50:34 +01:00 |
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Richard Davey
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70ee753859
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The complete Phaser Input Manager suite is now ported across. Not tested in earnest yet, but all the grunt work is at least done.
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2013-08-31 13:54:59 +01:00 |
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