Michael Hadley
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821eae6eee
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Bug fix: weltmeister parser
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2018-01-17 18:38:55 -06:00 |
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Michael Hadley
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2e68f2507d
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Added Weltmeister support to Loader & Tilemap API
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2018-01-17 18:34:00 -06:00 |
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Michael Hadley
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72a14df466
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Shortened Tilemap format names
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2018-01-17 18:34:00 -06:00 |
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Richard Davey
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bae63901d7
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fillPoint draws the rect in the center of the x/y coordinates instead of the top-left
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2018-01-17 15:01:24 +00:00 |
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Antriel
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3348f5bd16
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Added support for drawing filled ellipse to Graphics.
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2018-01-17 11:36:28 +01:00 |
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Michael Hadley
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e9ab1725f3
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Make tileset the source of truth for texture in both tilemap layers
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2018-01-16 19:48:17 -06:00 |
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Richard Davey
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d1cd5cbc1d
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Tidied up destroy
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2018-01-17 00:29:23 +00:00 |
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Richard Davey
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ad49a01271
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Fixed rogue input reference and hitTest signature
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2018-01-16 23:50:01 +00:00 |
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Richard Davey
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f9a7939812
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Lots of work migrating to the new plugin system, fixing references and exposing on the namespace
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2018-01-16 22:28:29 +00:00 |
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Richard Davey
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8e07320596
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Migrating to plugins
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2018-01-16 19:49:13 +00:00 |
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Richard Davey
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674c1b5ba8
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Moving plugins to their own locations
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2018-01-16 18:34:37 +00:00 |
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Richard Davey
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89c04fc193
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Merged Animation component.
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2018-01-16 15:39:18 +00:00 |
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Richard Davey
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be756ed7fc
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Renamed folder camera to cameras and split up the contents into proper namespaces. Merged inc files back into classes.
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2018-01-16 15:07:04 +00:00 |
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Michael Hadley
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f86298b8d2
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Tilemap layers now initialize their alpha from LayerData
This makes it easy to import layer alphas from Tiled
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2018-01-14 16:16:47 -06:00 |
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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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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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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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