Felipe Alfonso
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8bb9b1309f
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SpriteBatch pipeline re-implementation
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2018-01-12 21:13:41 -03:00 |
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Felipe Alfonso
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3282ead8a7
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Merge branch 'master' into rendering-cleanup
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2018-01-12 14:11:18 -03:00 |
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Richard Davey
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c625b8735b
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Updated to using Event Emitter for all key managers and game objects. Events are now dispatched directly using arguments instead of Event objects, all managers updated to emit directly.
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2018-01-12 17:09:21 +00:00 |
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Felipe Alfonso
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40262eb0cb
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Merge branch 'master' into rendering-cleanup
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2018-01-12 12:42:45 -03:00 |
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Richard Davey
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718859b02e
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Moved the depth sorting functions into the DisplayList class, as it's really the one responsible for it, not System.
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2018-01-11 13:59:06 +00:00 |
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Michael Hadley
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fdc1af0cd2
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Install isTilemap prop used by physics system for fast type checking
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2018-01-10 20:45:28 -06:00 |
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Felipe Alfonso
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8e66cf9f98
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Merge branch 'master' into rendering-cleanup
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2018-01-10 17:05:32 -03:00 |
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Felipe Alfonso
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54274b782a
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BlitterBatch pipeline working
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2018-01-10 17:03:01 -03:00 |
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Hal Helms
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89e4289c9d
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Fix WeightedRandomize.js
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2018-01-09 22:26:02 -08:00 |
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Hal Helms
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42ad0ac399
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Add semicolons to WeightedRandomize
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2018-01-09 22:24:56 -08:00 |
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Hal Helms
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302eba15d9
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Update WeightedRandomize docs for index arrays
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2018-01-09 22:09:28 -08:00 |
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Hal Helms
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e128733f02
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Update WeightedRandomize() to support index arrays
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2018-01-09 22:05:34 -08:00 |
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Richard Davey
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d8f1ba03e9
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Moved repository location
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2018-01-09 21:43:56 +00:00 |
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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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Richard Davey
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7a155f66fe
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Added Tilemap back in and tested with Blitter object, and it works really fast.
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2016-11-15 03:11:21 +00:00 |
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Richard Davey
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346fbc2cbd
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Blitter + Bob now rendering and updating fully.
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2016-11-15 01:57:42 +00:00 |
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Richard Davey
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e150efea1f
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Added Blitter Game Object, for fast drawing of texture frames, with single level transforms.
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2016-11-14 23:38:41 +00:00 |
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photonstorm
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fa3905c8c7
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Containers added themselves to States properly.
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2016-11-10 17:04:29 +00:00 |
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photonstorm
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38868d6ecf
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Fixed Pixel Field.
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2016-11-09 15:33:42 +00:00 |
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photonstorm
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7a35f68ddc
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MainLoop rendering interpolation done.
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2016-11-09 12:25:26 +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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4b42972a9b
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Comment out some parts that don't work yet.
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2016-11-07 00:33:42 +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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268e40ea7e
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Add to 'state' by default now.
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2016-11-03 22:26:39 +00:00 |
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Richard Davey
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a15747203e
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Moved boot into Game, and added State property.
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2016-11-03 22:26:16 +00:00 |
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Richard Davey
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6e284cf4f9
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Removed test code.
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2016-11-01 01:19:32 +00:00 |
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Richard Davey
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03b651f79f
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Loads of tweaks re: Transform inheritance.
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2016-11-01 00:31:45 +00:00 |
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Richard Davey
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8e2c5b7669
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Removed dead code.
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2016-10-31 00:03:57 +00:00 |
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Richard Davey
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c27b2f9fca
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Changed batch limits. Currently running 20,000 pixels in 1 draw call.
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2016-10-30 23:59:47 +00:00 |
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Richard Davey
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c4a79bfadc
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Pixel Batch rendering working, and passing through properly.
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2016-10-30 23:40:18 +00:00 |
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Richard Davey
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bd80999b33
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Refined the Image and WebGL Renderers.
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2016-10-30 22:58:14 +00:00 |
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Richard Davey
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a55df3f143
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Added in the Pixel Field batch processor and start of the Game Object.
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2016-10-30 22:57:50 +00:00 |
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Richard Davey
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577b81580a
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New batch system working.
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2016-10-30 14:57:38 +00:00 |
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Richard Davey
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f1760f961d
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Working through splitting the Batch shader out of the manager, and into its own class. Got multi-shader swapping working.
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2016-10-28 02:42:58 +01:00 |
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Richard Davey
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2b850ad4e8
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Setting the anchor dirties the Transform.
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2016-10-27 15:14:09 +01:00 |
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photonstorm
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fd3898742f
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Added ability to toggle multi-texture support at run-time.
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2016-10-25 16:44:23 +01:00 |
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photonstorm
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8de992175e
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Renamed Renderer spriteBatch to just batch.
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2016-10-25 14:30:29 +01:00 |
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Richard Davey
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120b6eb2bd
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Blend Modes work. More optimisations in the batch manager.
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2016-10-25 03:57:34 +01:00 |
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Richard Davey
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4c6691863c
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Fixed Multi Texture support in the new batch manager.
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2016-10-25 00:41:45 +01:00 |
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photonstorm
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2af81bdfba
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Masses of refactoring in BatchManager, making it as compact and fast as possible.
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2016-10-24 17:14:10 +01:00 |
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Richard Davey
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3cb806c86e
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New addVerts method working.
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2016-10-23 11:25:44 +01:00 |
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photonstorm
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64cd88f7b4
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Trying out flash effect.
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2016-10-19 17:17:26 +01:00 |
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photonstorm
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f1e8396b6f
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Tidying up.
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2016-10-19 14:30:43 +01:00 |
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photonstorm
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0a659bcf67
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No longer needed.
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2016-10-19 14:29:38 +01:00 |
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photonstorm
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fb3bb4b32f
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Refactored into new Base Game Object class, that Image and Sprite (and everything else) will now extend. Much more versatile, and a lot less code duplication.
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2016-10-19 11:54:00 +01:00 |
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Richard Davey
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5273799912
|
Added Color component to Stage and Image.
Added tint support into the Batch Manager.
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2016-10-19 02:21:20 +01:00 |
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photonstorm
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18b12dfc3e
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Huge amount of work getting the WebGL renderer sorted out, tidied up and merged with the latest Texture and Transform components.
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2016-10-18 17:03:25 +01:00 |
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photonstorm
|
3020e3b8cf
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Updating core objects.
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2016-10-14 08:59:24 +01:00 |
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photonstorm
|
bfd391b251
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Using Color component.
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2016-10-14 08:58:26 +01:00 |
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photonstorm
|
f9ffe098c3
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Check the worldAlpha when rendering.
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2016-10-14 06:32:03 +01:00 |
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