Commit graph

5722 commits

Author SHA1 Message Date
Richard Davey
48f90fec34 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. 2016-11-08 01:50:57 +00:00
photonstorm
b3c2ddb420 Pre-crash salvage. 2016-11-07 17:05:14 +00:00
Richard Davey
c683ae2e1f Tidying up. 2016-11-07 01:01:09 +00:00
Richard Davey
d34a5062c0 New Frame Crop function. 2016-11-07 00:33:53 +00:00
Richard Davey
4b42972a9b Comment out some parts that don't work yet. 2016-11-07 00:33:42 +00:00
Richard Davey
5dc9d0331d Phaser 3 specific config. 2016-11-07 00:33:27 +00:00
Richard Davey
2e4e4be68d Added Frame.clone. 2016-11-07 00:33:18 +00:00
Richard Davey
efebd79e30 Added State.pause. 2016-11-06 16:50:45 +00:00
Richard Davey
f2cb384da0 State indexing added. 2016-11-06 13:59:48 +00:00
Richard Davey
967bb6cc02 Don't move to active until init / preload / create is over. 2016-11-06 13:04:45 +00:00
Richard Davey
d568d2bede Moved _sys to a StateSystems class to keep things much cleaner, and avoid setter inheritance mess. 2016-11-06 12:18:08 +00:00
Richard Davey
21937a1106 States can once again be defined from pure functions now. 2016-11-04 06:25:07 +00:00
Richard Davey
89a737a620 State Manager holds all given states until booted before creating them. 2016-11-04 05:41:00 +00:00
Richard Davey
a5736f10e3 Phaser.State now takes a config object. Can be used to set managers, position, name, etc. 2016-11-04 04:12:18 +00:00
Richard Davey
c60eae4ee1 Fixed vert dimensions, texture still needs to be based on renderer size. 2016-11-04 04:11:47 +00:00
Richard Davey
f9745bbce3 States now own a Loader instance, rather than it being a Phaser global. 2016-11-04 03:21:04 +00:00
Richard Davey
893d35ea89 Multiple States now rendering together, with their own systems and managers :) 2016-11-04 03:09:48 +00:00
Richard Davey
2326b331f1 States now have their own FBO (under WebGL) which the renderer uses. 2016-11-04 02:24:49 +00:00
Richard Davey
a366ef8f3c New State Manager up and running. 2016-11-04 02:08:17 +00:00
Richard Davey
dd34e4033a Brand new State class. 2016-11-03 22:26:52 +00:00
Richard Davey
268e40ea7e Add to 'state' by default now. 2016-11-03 22:26:39 +00:00
Richard Davey
2dd7e68707 Extends the Factory. 2016-11-03 22:26:28 +00:00
Richard Davey
a15747203e Moved boot into Game, and added State property. 2016-11-03 22:26:16 +00:00
Richard Davey
89ece19c78 Disabled twirl. 2016-11-03 22:25:55 +00:00
Richard Davey
16e687cb2a Fixed issue with FBO leaving no bound texture on unit zero. 2016-11-03 21:50:14 +00:00
Richard Davey
181e08a1f9 Testing fix. 2016-11-03 21:32:06 +00:00
Richard Davey
8971d8eaf4 Updated comments 2016-11-03 21:13:48 +00:00
Richard Davey
b65a9bec42 Tidying up. 2016-11-03 21:10:53 +00:00
Richard Davey
e0c6a0c470 Using createEmptyTexture again. 2016-11-03 21:06:14 +00:00
photonstorm
57e12415cc Removing test code. 2016-11-03 17:25:14 +00:00
photonstorm
a86b02d55a Finally! Fixed the multi texture + FBO pipeline. 2016-11-03 17:19:16 +00:00
photonstorm
a3d9cf9b6d Tiny Batch! 2016-11-03 13:47:37 +00:00
Richard Davey
def3a93b5f Trying to debug fbo + multi-texture 'cannot draw to same texture' issue. 2016-11-03 05:10:50 +00:00
Richard Davey
106a55e642 Lots of tidying up. Renamed properties, removed loads of stuff no longer needed in the main class. 2016-11-03 04:22:07 +00:00
Richard Davey
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. 2016-11-03 04:04:34 +00:00
Richard Davey
6e70669e28 Added getVerticesFromRect so the fbo is calculated from pixel values. 2016-11-03 02:50:52 +00:00
Richard Davey
8603374316 More docs. 2016-11-03 02:07:15 +00:00
Richard Davey
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. 2016-11-03 01:51:31 +00:00
Richard Davey
9600ed038d Updated destroy method. 2016-11-03 01:49:55 +00:00
Richard Davey
e2b7e54c5f Testing twirl shader :) 2016-11-02 01:47:59 +00:00
Richard Davey
b5faa8843d Finally, FBO for main renderer working! 2016-11-02 01:22:27 +00:00
Richard Davey
4b0c028200 Adding FBO support. 2016-11-02 01:00:56 +00:00
Richard Davey
6e284cf4f9 Removed test code. 2016-11-01 01:19:32 +00:00
Richard Davey
e6d0e17a8e Guarded vertex update. 2016-11-01 01:19:22 +00:00
Richard Davey
03b651f79f Loads of tweaks re: Transform inheritance. 2016-11-01 00:31:45 +00:00
Richard Davey
c681abbea8 Removed duplicate flush methods from the batch processors. 2016-10-31 21:46:31 +00:00
Richard Davey
19d9241dc7 Removed un-needed shaders.
Added batch processor switching and tested it.
2016-10-31 21:42:23 +00:00
Richard Davey
7477599005 Refactored ImageBatch into the more accurately named SingleTextureBatch. 2016-10-31 19:44:46 +00:00
photonstorm
5ef7fd3377 Moved flush to BaseBatch. 2016-10-31 17:15:36 +00:00
Richard Davey
8e2c5b7669 Removed dead code. 2016-10-31 00:03:57 +00:00