Hajime Hoshi
9be02c905b
Misspelling
2018-07-16 04:39:05 +09:00
Hajime Hoshi
88e6768a30
Use the term 'TPS' ticks per second
2018-07-16 04:36:47 +09:00
Hajime Hoshi
bbb777eecc
internal/clock: Use constant time to detect if the game is delayed too much
2018-07-16 03:02:55 +09:00
Hajime Hoshi
18ec1d8265
internal/clock: Update takes FPS
2018-07-16 01:03:23 +09:00
Hajime Hoshi
a0c62e90fc
docs: Update
2018-07-15 03:10:02 +09:00
Hajime Hoshi
d752408da3
Fix comments not to use the term 'this function'
2018-07-15 01:04:46 +09:00
Hajime Hoshi
09c93ac86d
ui: Avoid using eval
2018-07-14 23:47:31 +09:00
Hajime Hoshi
e25c237a01
Add IsVsyncEnabled / SetVsyncEnabled
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This enables the game to work more efficiently (but consume much
more CPU).
Fixes #405 .
2018-07-14 21:43:55 +09:00
Hajime Hoshi
aed0bf4a37
graphics: Check error at the end of the frame
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The error should be raised as soon as possible.
2018-07-12 03:16:31 +09:00
Hajime Hoshi
6c8b7f8e9c
graphics: Refactoring: Reduce error propagations
2018-07-12 03:08:50 +09:00
Hajime Hoshi
a9a21132ae
graphics: Refactoring: Add pixelCommand
2018-07-12 02:40:06 +09:00
Hajime Hoshi
aa06c5ffa5
Update comments
2018-07-11 11:06:18 +09:00
Hajime Hoshi
3cd9dfd800
Rename IsRunningSlowly to IsDrawingSkipped
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Fixes #643
2018-07-10 22:31:26 +09:00
Hajime Hoshi
4a6faf5505
Add examples/animation
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Fixes #640
2018-07-09 22:50:34 +09:00
Hajime Hoshi
c6842f2cd8
audio/vorbis/internal/stb: Use TypedArrayOf ( #642 )
2018-07-07 17:46:55 +09:00
Hajime Hoshi
c0ccc16767
audio/mp3: Use TypedArray ( #642 )
2018-07-07 17:19:47 +09:00
Hajime Hoshi
8f12dfc496
Use js.TypedArray
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This is still WIP. There is a rendering issue on Wasm.
2018-07-06 02:48:51 +09:00
Hajime Hoshi
e61af537f4
audio/vorbis: Use jfreymuth/oggvorbis when the target is Wasm
2018-07-05 02:27:23 +09:00
Hajime Hoshi
de7065bbf7
audio/vorbis/internal/stb: Use float32 version of decoder for efficiency
2018-07-05 01:37:51 +09:00
Hajime Hoshi
9bf2eaff58
audio/vorbis/internal/stb: Rename files
2018-07-04 12:04:00 +09:00
Hajime Hoshi
992f6c767a
audio/vorbis: Use stb_vorbis.c on browsers
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This change adds a Ogg/Vorbis decoder stb_vorbis.c usage that is
compiled by Emscripten as WebAssembly.
Fixes #623
2018-07-04 01:23:11 +09:00
Hajime Hoshi
21fd6a2edc
examples/flappy: Remove println
2018-07-04 00:23:34 +09:00
Hajime Hoshi
e4f157d9cd
opengl: Remove unused code
2018-06-30 12:34:40 +09:00
Hajime Hoshi
2c0f3d4302
opengl: Bug fix: wrong argument to js.Value.Call
2018-06-30 12:32:15 +09:00
Hajime Hoshi
6e51d31524
Use new GopherWasm API ( #634 )
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I plan to merge this right after
https://github.com/gopherjs/gopherwasm/pull/3 is merged.
2018-06-30 00:02:15 +09:00
Hajime Hoshi
abdf52bc74
shareable: Bug fix: Call SetFinalizer whenever a new image is created
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Fixes #637
2018-06-28 22:23:07 +09:00
Hajime Hoshi
f765966742
web: Remove unused variables
2018-06-28 00:17:05 +09:00
Hajime Hoshi
f19e349d38
web: Remove IsNodeJS
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gjbt now creates a pseudo-Node environment by creating
window.process object, and this conflicted with an assumption that
Ebiten doesn't nothing on Node environment. See
https://github.com/myitcv/gjbt/pull/13 for the detail.
This change allows Ebiten work on pseudo-Node environment. Even
after this change, Ebiten doesn't work on real Node environment
due to lack of DOM.
2018-06-28 00:12:24 +09:00
Hajime Hoshi
e196ee59f7
docs: Update: Add Wasm support
2018-06-27 11:59:49 +09:00
Hajime Hoshi
05fb5f3d0b
docs: Update README
2018-06-27 11:55:28 +09:00
Hajime Hoshi
dec921809b
shareable: Refactoring
2018-06-26 01:59:12 +09:00
Hajime Hoshi
b1e4c3c8f0
Add 'ebitendebug' build tag
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EBITEN_INTERNAL_IMAGES_KEY is now disabled by default, and enabled
only when a build tag 'ebitendebug' is specified. It is because
game developers might want to disable EBITEN_INTERNAL_IMAGES_KEY
when they release their games, or anyone can dump the internal
images.
Fixes #632 .
2018-06-25 23:59:32 +09:00
Hajime Hoshi
116bba0d37
Bug fix: need to install gopherjs command
2018-06-24 20:35:29 +09:00
Hajime Hoshi
1ac334931e
Fix .travis.yml
2018-06-24 16:15:27 +09:00
Hajime Hoshi
a9359e4ef8
Use GopherJS/GopherWasm
2018-06-24 16:10:24 +09:00
Hajime Hoshi
a8c27b4eb1
audio/mp3: Bug fix: float32ArrayToSlice didn't work for Wasm
2018-06-24 04:33:05 +09:00
Hajime Hoshi
baee2ba4c9
audio/mp3: Bug fix: ArrayBuffer in the backend can be different from Uint8Array range
2018-06-24 02:31:34 +09:00
Hajime Hoshi
4c70ad382d
audio/mp3: Bug fix: Avoid using a detached ArrayBuffer
2018-06-24 02:12:00 +09:00
Hajime Hoshi
8c9a11ddf4
opengl: Rely on gopherwasm for typed-array creation
2018-06-24 02:02:39 +09:00
Hajime Hoshi
5aefa837db
audio/mp3: Use gopherwasm
2018-06-24 01:42:16 +09:00
Hajime Hoshi
ff86f8bd93
opengl: Refactoring
2018-06-23 04:43:56 +09:00
Hajime Hoshi
33e4f82d7c
graphicsutil: Optimization to avoid boundary checks
2018-06-23 03:18:54 +09:00
Hajime Hoshi
6c1c60d40d
opengl: Make Program struct to avoid Get()
2018-06-22 01:45:25 +09:00
Hajime Hoshi
55d832fc63
shareable: Don't extend textures on macOS
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Fixes #593
2018-06-20 11:57:39 +09:00
Hajime Hoshi
d83799acf8
opengl: Bug fix: mobile build failure
2018-06-20 11:16:21 +09:00
Hajime Hoshi
8d644479cc
opengl: Initialize consts first to avoid 'Get' calls
2018-06-19 04:02:56 +09:00
Hajime Hoshi
62bd35e412
Avoid 'Get' call if possible
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(*js.Value).Get has some overhead especially on Wasm.
2018-06-19 03:43:24 +09:00
Hajime Hoshi
702a429afb
opengl: Faster conversion from []float32 to Float32Array
2018-06-19 03:31:53 +09:00
Hajime Hoshi
840c4d24df
graphicsutil: Accept matrix parameters directly for performance
2018-06-19 00:19:32 +09:00
Hajime Hoshi
459600e507
Add Philipp Steinhaus to AUTHORS
2018-06-18 00:42:56 +09:00