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An FP game engine for Scala.

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Discovered "fullscreen" on my mac is 1440 x 900. Would be good to be able to letterbox etc.

Once all the geom work is done, can we built the beginning of rigid body physics by making colliders that are essentially a force vector with a bounding shape?

question

Original comment below. --- A fuller animation framework... something like: ``` Node .Animate .start(Node.moveTo(0, 0)) .end(Node.moveTo(1,1)) .withEasing(Ease.In) .for(Seconds(1)) .emitEvent(Events.Moved) .andThen() .start(Node.withAlpha(1)) .end(Node.withAlpha(0)) .for(Seconds(2)) .emitEvent(Events.Finished) ``` Tweening classes. Signals (Pure, Reader,...

The use case here is for building things like simple nav meshes. You'd create a bunch of polygons, combine them together and be able to do hit tests against the...

Indigo now has a BoundingCircle to go with it's BoundingBox. 1. Do we need a Triangle? 2. Should they be renamed, i.e. drop 'Bounding'? 3. Should they all extend Polygon...

Hi, I have been investigating the TiledMap (JSON) example and was looking to extend it to support animated tiles defined. Two issues I encountered: 1. I have progressed quite far...

Currently Indigo supports local storage, but we should look into supporting IndexedDB and file download in browser, and file storage for electron - possibly as a bolt-on subsystem?

enhancement

You can build games like platformers without a physics engine, but it's pretty inconvenient, because a lot of the code you end up writing is the same code you'd expect...

Gamepad values are treated quite literally at the moment, as simple streams of values. We should be able to interpret the streams into events to though allow model updates when...

Currently there is no way to use one object to act as a mask for another. Example use case: You want to render the contents of a sprite or group...