Commit graph

871 commits

Author SHA1 Message Date
Michael Hadley
821eae6eee Bug fix: weltmeister parser 2018-01-17 18:38:55 -06:00
Michael Hadley
2e68f2507d Added Weltmeister support to Loader & Tilemap API 2018-01-17 18:34:00 -06:00
Michael Hadley
72a14df466 Shortened Tilemap format names 2018-01-17 18:34:00 -06:00
Richard Davey
bae63901d7 fillPoint draws the rect in the center of the x/y coordinates instead of the top-left 2018-01-17 15:01:24 +00:00
Antriel
3348f5bd16 Added support for drawing filled ellipse to Graphics. 2018-01-17 11:36:28 +01:00
Michael Hadley
e9ab1725f3 Make tileset the source of truth for texture in both tilemap layers 2018-01-16 19:48:17 -06:00
Richard Davey
d1cd5cbc1d Tidied up destroy 2018-01-17 00:29:23 +00:00
Richard Davey
ad49a01271 Fixed rogue input reference and hitTest signature 2018-01-16 23:50:01 +00:00
Richard Davey
f9a7939812 Lots of work migrating to the new plugin system, fixing references and exposing on the namespace 2018-01-16 22:28:29 +00:00
Richard Davey
8e07320596 Migrating to plugins 2018-01-16 19:49:13 +00:00
Richard Davey
674c1b5ba8 Moving plugins to their own locations 2018-01-16 18:34:37 +00:00
Richard Davey
89c04fc193 Merged Animation component. 2018-01-16 15:39:18 +00:00
Richard Davey
be756ed7fc Renamed folder camera to cameras and split up the contents into proper namespaces. Merged inc files back into classes. 2018-01-16 15:07:04 +00:00
Michael Hadley
f86298b8d2 Tilemap layers now initialize their alpha from LayerData
This makes it easy to import layer alphas from Tiled
2018-01-14 16:16:47 -06:00
Richard Davey
c625b8735b 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. 2018-01-12 17:09:21 +00:00
Richard Davey
718859b02e Moved the depth sorting functions into the DisplayList class, as it's really the one responsible for it, not System. 2018-01-11 13:59:06 +00:00
Michael Hadley
fdc1af0cd2 Install isTilemap prop used by physics system for fast type checking 2018-01-10 20:45:28 -06:00
Hal Helms
89e4289c9d
Fix WeightedRandomize.js 2018-01-09 22:26:02 -08:00
Hal Helms
42ad0ac399
Add semicolons to WeightedRandomize 2018-01-09 22:24:56 -08:00
Hal Helms
302eba15d9
Update WeightedRandomize docs for index arrays 2018-01-09 22:09:28 -08:00
Hal Helms
e128733f02
Update WeightedRandomize() to support index arrays 2018-01-09 22:05:34 -08:00
Richard Davey
d8f1ba03e9 Moved repository location 2018-01-09 21:43:56 +00:00
Richard Davey
0d90f75b5f Splitting the dev branch up into versions. 2016-11-22 01:36:56 +00:00
Richard Davey
7a155f66fe Added Tilemap back in and tested with Blitter object, and it works really fast. 2016-11-15 03:11:21 +00:00
Richard Davey
346fbc2cbd Blitter + Bob now rendering and updating fully. 2016-11-15 01:57:42 +00:00
Richard Davey
e150efea1f Added Blitter Game Object, for fast drawing of texture frames, with single level transforms. 2016-11-14 23:38:41 +00:00
photonstorm
fa3905c8c7 Containers added themselves to States properly. 2016-11-10 17:04:29 +00:00
photonstorm
38868d6ecf Fixed Pixel Field. 2016-11-09 15:33:42 +00:00
photonstorm
7a35f68ddc MainLoop rendering interpolation done. 2016-11-09 12:25:26 +00:00
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
Richard Davey
4b42972a9b Comment out some parts that don't work yet. 2016-11-07 00:33:42 +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
268e40ea7e Add to 'state' by default now. 2016-11-03 22:26:39 +00:00
Richard Davey
a15747203e Moved boot into Game, and added State property. 2016-11-03 22:26:16 +00:00
Richard Davey
6e284cf4f9 Removed test code. 2016-11-01 01:19:32 +00:00
Richard Davey
03b651f79f Loads of tweaks re: Transform inheritance. 2016-11-01 00:31:45 +00:00
Richard Davey
8e2c5b7669 Removed dead code. 2016-10-31 00:03:57 +00:00
Richard Davey
c27b2f9fca Changed batch limits. Currently running 20,000 pixels in 1 draw call. 2016-10-30 23:59:47 +00:00
Richard Davey
c4a79bfadc Pixel Batch rendering working, and passing through properly. 2016-10-30 23:40:18 +00:00
Richard Davey
bd80999b33 Refined the Image and WebGL Renderers. 2016-10-30 22:58:14 +00:00
Richard Davey
a55df3f143 Added in the Pixel Field batch processor and start of the Game Object. 2016-10-30 22:57:50 +00:00
Richard Davey
577b81580a New batch system working. 2016-10-30 14:57:38 +00:00
Richard Davey
f1760f961d Working through splitting the Batch shader out of the manager, and into its own class. Got multi-shader swapping working. 2016-10-28 02:42:58 +01:00
Richard Davey
2b850ad4e8 Setting the anchor dirties the Transform. 2016-10-27 15:14:09 +01:00
photonstorm
fd3898742f Added ability to toggle multi-texture support at run-time. 2016-10-25 16:44:23 +01:00
photonstorm
8de992175e Renamed Renderer spriteBatch to just batch. 2016-10-25 14:30:29 +01:00
Richard Davey
120b6eb2bd Blend Modes work. More optimisations in the batch manager. 2016-10-25 03:57:34 +01:00
Richard Davey
4c6691863c Fixed Multi Texture support in the new batch manager. 2016-10-25 00:41:45 +01:00
photonstorm
2af81bdfba Masses of refactoring in BatchManager, making it as compact and fast as possible. 2016-10-24 17:14:10 +01:00
Richard Davey
3cb806c86e New addVerts method working. 2016-10-23 11:25:44 +01:00