nazariglez / gecko2d Goto Github PK
View Code? Open in Web Editor NEWCross-platform Game Framework
Home Page: https://nazariglez.github.io/Gecko2D
License: MIT License
Cross-platform Game Framework
Home Page: https://nazariglez.github.io/Gecko2D
License: MIT License
Test all features on android
Add a new entity to use as scrollingSprite and parallax.
I prefer use hexadecimal color in rgba instead argb, but this colors must be compatible between because the graphics needs argb to works.
Emit create a new array in each event, this could be avoid with macros. And to avoid reflect use macros too, call the fn with the exact arg number.
Add a new manager for touch events (or merge with mouse manager?)
Alias commands like -u (update) don't need the "-" cause this sign must be used in options no in alias.
Some functions which are inlined now must be inlined just in release mode, because in debug mode it's easy to debug if the functions are as "functions". But in release mode could be good inline to achieve better perfomance.
Rework the api, or at least remove the callback with errors and add one callback for each response. (Something like Jquery xhr request with their success and error callback)
Start project with the command line using -init with an optional parameters to select an empty template, and using a basic template with a loader scene as default.
Trimmed sprites needs to set the right size whenever the trim change. (maybe rect needs an observer).
Port PQ sceneTransitions.
Test all features on macos
Add support for bitmap texts (fonts loaded from images)
Add an interaction manager to manage the mouse events in the scene graph.
Port TweenPath from PQ to kha.
Use localStorage in html5 and files in native targets. (Kha has something related)
Change event methods subscribe/unsubscribe to notify/remove names cause kha uses this way internally.
Improve the generateTexture method in entity to draw objects in images and put in textures to render.
Using a flag in the config as "disable" was a silly choice, better compile with a specific platform and use html5 as default target.
Chokidar seems more precise to use with Intelijj Idea
Test all features on windows
Using big textures with scrollingSprite the dimensions seems wrong to me. I think it's an issue with how to the size and scale of the texture are rendered.
Maybe could be a good idea use seconds instead ms because the delta time it's in seconds, and for use ms i need to mult by 1000 everytime.
Add keys names, and hotkeys to check states easily.
Test all features on ios
Test all features on linux
Install templates from github (maybe others urls?) using gecko init -t github.com/userN/myTemplate
Text object must support multilines, auto wrap, etcétera. (See PQ text).
Tweens like:
t1.setTo({
position: {
y: height-height/4
}
});
fail in native targets at runtime.
Add cameras, which needs to render as a entity, multi-camera to coop modes, etc...
Add a mouse manager and check events in the scene graph.
Entity must be clipped with masks or rect but using the entity matrix.
Seems like kode studio reads the khafile to know the libraries and sources used in, so, it's better to move it to the root path
test all features on html5
Pass to game an options as screenModes to resize the canvas.
In native targets as cpp needs some work to check the screen resolution to use the screen size without go to fullScreen mode.
Provide methods to pool every object, and pool internally some reusable objects as hotkey, combokeys, etc...
Test and look for performance problems, especially in html5.
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