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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photonstorm
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b3c2ddb420
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Pre-crash salvage.
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2016-11-07 17:05:14 +00:00 |
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Richard Davey
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c683ae2e1f
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Tidying up.
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2016-11-07 01:01:09 +00:00 |
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Richard Davey
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d34a5062c0
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New Frame Crop function.
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2016-11-07 00:33:53 +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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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
5ef7fd3377
|
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
|
Removed dead code.
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2016-10-31 00:03:57 +00:00 |
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