Richard Davey
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5dc9d0331d
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Phaser 3 specific config.
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2016-11-07 00:33:27 +00:00 |
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Richard Davey
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2e4e4be68d
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Added Frame.clone.
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2016-11-07 00:33:18 +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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c60eae4ee1
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Fixed vert dimensions, texture still needs to be based on renderer size.
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2016-11-04 04:11:47 +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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Richard Davey
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dd34e4033a
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Brand new State class.
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2016-11-03 22:26:52 +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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2dd7e68707
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Extends the Factory.
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2016-11-03 22:26:28 +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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89ece19c78
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Disabled twirl.
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2016-11-03 22:25:55 +00:00 |
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Richard Davey
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16e687cb2a
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Fixed issue with FBO leaving no bound texture on unit zero.
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2016-11-03 21:50:14 +00:00 |
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Richard Davey
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181e08a1f9
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Testing fix.
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2016-11-03 21:32:06 +00:00 |
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Richard Davey
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8971d8eaf4
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Updated comments
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2016-11-03 21:13:48 +00:00 |
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Richard Davey
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b65a9bec42
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Tidying up.
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2016-11-03 21:10:53 +00:00 |
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Richard Davey
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e0c6a0c470
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Using createEmptyTexture again.
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2016-11-03 21:06:14 +00:00 |
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photonstorm
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57e12415cc
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Removing test code.
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2016-11-03 17:25:14 +00:00 |
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photonstorm
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a86b02d55a
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Finally! Fixed the multi texture + FBO pipeline.
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2016-11-03 17:19:16 +00:00 |
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photonstorm
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a3d9cf9b6d
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Tiny Batch!
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2016-11-03 13:47:37 +00:00 |
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Richard Davey
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def3a93b5f
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Trying to debug fbo + multi-texture 'cannot draw to same texture' issue.
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2016-11-03 05:10:50 +00:00 |
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Richard Davey
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106a55e642
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Lots of tidying up. Renamed properties, removed loads of stuff no longer needed in the main class.
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2016-11-03 04:22:07 +00:00 |
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Richard Davey
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8439cf0c15
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Added QuadFBO class, which encapsulates the whole frame buffer + quad + shader flow. Exposed quad dimensions and position via setters, allowing you to place the FBO anywhere when it renders.
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2016-11-03 04:04:34 +00:00 |
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Richard Davey
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6e70669e28
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Added getVerticesFromRect so the fbo is calculated from pixel values.
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2016-11-03 02:50:52 +00:00 |
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Richard Davey
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8603374316
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More docs.
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2016-11-03 02:07:15 +00:00 |
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Richard Davey
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0b070822d3
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Updated the FBO quad to use a vec2 for position instead, cutting down on vert data a little. Also removed array length look-ups and hard coded values in.
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2016-11-03 01:51:31 +00:00 |
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Richard Davey
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9600ed038d
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Updated destroy method.
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2016-11-03 01:49:55 +00:00 |
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Richard Davey
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e2b7e54c5f
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Testing twirl shader :)
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2016-11-02 01:47:59 +00:00 |
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Richard Davey
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b5faa8843d
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Finally, FBO for main renderer working!
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2016-11-02 01:22:27 +00:00 |
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Richard Davey
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4b0c028200
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Adding FBO support.
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2016-11-02 01:00:56 +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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e6d0e17a8e
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Guarded vertex update.
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2016-11-01 01:19:22 +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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c681abbea8
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Removed duplicate flush methods from the batch processors.
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2016-10-31 21:46:31 +00:00 |
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Richard Davey
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19d9241dc7
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Removed un-needed shaders.
Added batch processor switching and tested it.
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2016-10-31 21:42:23 +00:00 |
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Richard Davey
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7477599005
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Refactored ImageBatch into the more accurately named SingleTextureBatch.
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2016-10-31 19:44:46 +00:00 |
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photonstorm
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5ef7fd3377
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Moved flush to BaseBatch.
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2016-10-31 17:15:36 +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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3c248d1cb4
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Added in the FX Batch processor.
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2016-10-30 22:57:29 +00:00 |
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