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This Week in LesserPanda #7

Sean Bohan edited this page Jun 9, 2016 · 1 revision

Covering the days from 2016-05-26 to 2016-06-09.

This update covers nearly 2 weeks due to not too much things have been done since last post. I've been hardly working on my own projects and only got time to fix some issues.

As I mentioned before that now is the time to solve issues and stabilize the engine for a important release, I'm going to cleanup some mess code and start to fix. Even through the issue solving is the focus of next weeks I've started to design and prepare a in-game editor module.

Remove force CSS position for fullscreen support

Canvas resize modes will not touch position style any more, so it will perform better on some devices but may also not work on others.

Mesh and filters are imported again into PIXI namespace

As WebGL is more and more widely supported, I decide to include these features into PIXI namespace. The compiled script size won't be affect too much, it is really worth now especially for pretty looking projects. Take the power and boost your presentation :D

"Layer" concept is introduced

As I usually create several PIXI.Container instances to represent "layers", to make life easier, I've add createLayer method to Scene. And less typing is not the only benefits, it will also play an important role in the upcoming game editor.

Full support of scene tree in the level/layout editor sounds great, but also increase the complexity. I want to have a easy to use and also easy to extend in-game editor module. So users can easily make a specific editors for some games by simply extending these editor components.

What's Next

Solving issues is the main focus of course. Since the basic ideas about built-in game editor are ready to experiment with, I will start to refactor the editor branch and try to make it real.