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https://github.com/TheSos/funkpunk
Flashpunk modified to use GPU rendering! Port your FP games to mobile!
https://github.com/TheSos/funkpunk
Last synced: about 2 months ago
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Flashpunk modified to use GPU rendering! Port your FP games to mobile!
- Host: GitHub
- URL: https://github.com/TheSos/funkpunk
- Owner: TheSos
- Created: 2015-04-28T13:46:11.000Z (over 9 years ago)
- Default Branch: master
- Last Pushed: 2015-05-05T09:41:48.000Z (over 9 years ago)
- Last Synced: 2024-08-04T05:04:12.255Z (5 months ago)
- Language: ActionScript
- Homepage:
- Size: 254 KB
- Stars: 11
- Watchers: 7
- Forks: 2
- Open Issues: 0
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Metadata Files:
- Readme: README.md
Awesome Lists containing this project
- awesome-actionscript-sorted - funkpunk - Flashpunk modified to use GPU rendering! Port your FP games to mobile! (Video Games / Game Engine)
README
# funkpunk v0.0.4
#### *Flashpunk modified to use GPU rendering!*## Current state
It *"just works"* This is the initial version that displays sutuff properly using Flash display lists. I only use a subset of FP features in my games so try and plug it in! Let me know what's there left to do!
Games of mine that currently work in FunkPunk:
- Driller Goriller - http://driller.sos.gd
- Badass vs Hipsters - http://badass.sos.gd
- Attack of The Heavenly Bats - You'll have to google that one :P## TODO
- tinting - DONE!
- render() overloads - (poorly) DONE!
- layering - DONE!
- resource management
- scaling and pixels - DONE!
- console
- pixelbuffer overlay - probably DONE!
- canvas - DONE!
- particles
- scaling
- probably heaps of stuff
## Usage
Substitute `net/flashpunk` directory from your project with this. Compile. Cry. *(TODO: replace 'cry' with 'rejoice')*
You might need to alter your code if it meets one of the following conditions.
* IF you overload `render()` and trigger multiple buffer updates with subsequent `graphic.render()` calls (as, in rendering one image with different tints or frames from one `render()` function), you need to set additional `clone` argument as `true` in `graphic.render()`. e.g. `sprite.render(FP.buffer, new Point(x,y), FP.camera,true);`