Commit graph

129 commits

Author SHA1 Message Date
nek0
9d9833d88a removing old remnants 2017-07-29 02:24:20 +02:00
nek0
2499fe526a show everything 2017-07-29 02:20:32 +02:00
nek0
f544b5f025 moving time initialization after window creation 2017-07-29 02:19:48 +02:00
nek0
aeb814a86a removed name shadowing possibilities and new angle definition 2017-06-26 06:57:02 +02:00
nek0
63a493ed19 blerg 2017-04-17 12:40:17 +02:00
nek0
121c9fb120 to parallel and not to parallel 2017-03-29 00:46:03 +02:00
nek0
538f5c0f7e it works. what do you want more? 2017-03-23 04:34:04 +01:00
nek0
4c7918d9df more canvas size 2017-03-23 04:32:43 +01:00
nek0
0d48565c85 introduce canvas size 2017-03-23 04:31:10 +01:00
nek0
369a74c0d0 make update provide the time again 2017-03-23 04:29:48 +01:00
nek0
ef40eed917 change to texture drawing 2017-03-22 16:59:24 +01:00
nek0
85c6288f50 better actors 2017-03-21 12:04:56 +01:00
nek0
7bf2962d07 some linting 2017-03-20 05:24:30 +01:00
nek0
f4a96f03c4 split particle update ind update and draw. Adding some concurrency 2017-03-20 05:24:02 +01:00
nek0
6eccf8ed5b introducing actors 2017-03-18 17:38:26 +01:00
Astro
c3fdf7b410 Affection.Property: import switcheroo 2017-03-17 00:22:26 +01:00
Astro
a737e2863c implement Affection.Property dsl 2017-03-17 00:20:42 +01:00
nek0
a32c8957bd adding process function 2017-03-16 20:52:45 +01:00
Astro
a7c33a7413 clear 2017-03-16 20:21:04 +01:00
Astro
4882350095 split updateLoop into eventLoop/updateLoop, getTick, getDelta 2017-03-16 20:12:41 +01:00
nek0
5d8c5d807c a little lint 2017-03-14 22:18:39 +01:00
nek0
161ace0770 recursive particle update 2017-03-14 20:10:47 +01:00
nek0
af271f85b2 adding handler function 2017-03-06 17:48:12 +01:00
nek0
cb91cd77c4 correction 2017-03-05 16:41:18 +01:00
nek0
8c1d5a2664 new version with more features 2017-03-05 16:39:37 +01:00
nek0
29183fb223 removing old code 2017-02-25 17:26:00 +01:00
nek0
7a953b0a8b not needed for now
Since I switched to texture drawing I don't need to pre-handle
WindowMoved events, but who knows, what I might need to pre-handle in
the future.
2017-02-25 17:24:21 +01:00
nek0
46f51d1334 found the particle leak! 2017-02-25 17:23:28 +01:00
nek0
896a64a6fc just some comment alignment 2017-02-24 17:11:52 +01:00
nek0
130d941779 only drawing on available surface area 2017-02-24 17:11:10 +01:00
nek0
ea8fdf37ee fixed little memory leak concerning float values 2017-02-24 00:18:29 +01:00
nek0
31d48f021a fixed memory leak by using renderer 2017-02-23 22:54:26 +01:00
nek0
379a571147 a little optimization 2017-02-22 18:03:16 +01:00
nek0
a028bb4204 thanks @dodo. Now it works more smoothly 2017-02-22 18:02:34 +01:00
nek0
cb52296c8f some cleaning 2017-02-20 20:22:01 +01:00
nek0
79f3bd4b9f mitigating memory leak, changing to IORef and making widnow movable 2017-02-19 22:28:10 +01:00
nek0
97186c5709 it works only halfway 2017-02-17 17:15:06 +01:00
nek0
18f61d37af stabilizing 2016-12-29 20:15:09 +01:00
nek0
10c889af56 rename drawRect' to drawRect and clean Affection.Draw 2016-12-26 14:14:54 +01:00
nek0
2095bb1924 fixed routing 2016-12-25 08:14:51 +01:00
nek0
c6a37e80f7 link only when needed 2016-12-24 08:27:47 +01:00
nek0
d5bf09919c make it work! 2016-12-24 01:13:00 +01:00
nek0
388c141e23 particle system now works as a cascade of nodes 2016-12-23 14:18:39 +01:00
nek0
f468fdaaf5 *vomiting sounds* 2016-12-21 04:29:11 +01:00
nek0
52da5e54bd some refinement 2016-12-21 00:16:21 +01:00
nek0
179e2f9516 trying hard to make it better 2016-12-20 11:29:03 +01:00
nek0
d1c697c204 fixing my stupidity 2016-12-20 05:27:35 +01:00
nek0
954c70b31b added pitch rate for particles 2016-12-20 04:15:48 +01:00
nek0
ab976b4af6 this was the bad performance bottleneck 2016-12-20 04:15:30 +01:00
nek0
5f4d049a2b some explenations 2016-12-20 04:14:57 +01:00
nek0
9d50f8a7e0 reducing blits per rectangle 2016-12-18 19:01:18 +01:00
nek0
0bbf86e7f8 more toying 2016-12-13 22:18:09 +01:00
nek0
9d1b26d633 new: particle system and an example for that 2016-12-13 11:08:49 +01:00
nek0
1f946624ef introducing particles
first little drafts
2016-12-12 03:34:57 +01:00
nek0
b0d44124dc updating examples 2016-12-12 02:10:30 +01:00
nek0
cb158f1b2b now works and cleans and everything \o/ 2016-12-11 20:24:16 +01:00
nek0
fd7f2ff8ba another DrawRequest 2016-12-11 17:44:01 +01:00
nek0
2b1e6c62f1 squeezing even more perfomrance out of it 2016-12-11 17:38:03 +01:00
nek0
5a0b78827c clear area 2016-12-11 12:24:02 +01:00
nek0
3757622475 works now and is fast 2016-12-11 01:42:06 +01:00
nek0
af5526c650 simplifying drawing for performance purposes.
Does not yet work
2016-12-10 23:49:51 +01:00
nek0
4e20d26c97 working on drawing primitives 2016-12-08 18:22:29 +01:00
nek0
6ed98fae2b removed old module and added cleanup function 2016-11-13 13:39:25 +01:00
nek0
79cdc4934a show and reduce warnings 2016-11-08 05:15:44 +01:00
nek0
298ad4076b prettyfiing 2016-11-08 04:34:26 +01:00
nek0
678c830e33 example now working with the right colours
This was an issue with the default surface created by sdl, which had
the wrong color format. For the future it is advised to use the RGBA
CFu8 format from babl, or things may break again.
2016-11-08 04:31:51 +01:00
nek0
c7ab44e2f9 cleanup and documentation 2016-11-06 05:02:06 +01:00
nek0
f50bd1afe8 get first example somewhat working 2016-11-04 16:06:16 +01:00
nek0
6ff8df056b it compiles! 2016-11-02 01:14:53 +01:00
nek0
4d7f8fb354 working types, but no working implementation 2016-10-31 23:47:16 +01:00
nek0
42cdb7e246 updating to reality
Preparing to incorporate more of gegl, since it has matured a little
bit.
2016-10-16 17:01:31 +02:00
nek0
1262be0666 make gegl dependency 2016-04-26 22:33:35 +02:00
nek0
0faa4c6c29 why so complicated? 2016-03-26 14:03:09 +01:00
nek0
2e8a31c731 overflow handling not needed. SDL does it. 2016-03-26 09:33:38 +01:00
nek0
693215792b better overflow for RGBA creation 2016-03-26 08:49:24 +01:00
nek0
89fc700dfe wrapped into monad transformer 2016-03-26 03:50:39 +01:00
nek0
a457313ade more playthings 2016-03-25 16:58:46 +01:00
nek0
8cb3dc21c4 first itty bitty steps 2016-03-25 11:43:31 +01:00
nek0
1b245dc753 initial scaffold 2016-03-25 09:44:50 +01:00