- Watch wgpu_glyph for update to wgpu 0.10.1
- Port tetris-rs (via raylib bindings over)
- Draw a line w/ two long triangles
- Bare copy into tetris crate
- Remove all raylib refs
- Add audio support via rodio
- Add audio to context
- Implement resource manager
- Implemented full audio support, looping and single sounds, loaded via resource manager
- Cleaned up old methods using
.any()
and.for_each()
Could still optimize some more, like generating all hex types for color
at runtime, animating piece drops, adding screen-level shader effects for tetris drops, but tbh I'm kinda done with tetris moving onto hometown
now
- Updated wgpu from 0.9 => 0.10.1 (got rid of swap chain)
- Refactored code
- Separated game and engine into their own crates tetris and thomas
- Require state struct that implements a trait requiring tick and render, to replace main loop
- Renamed and merged wgpu_boilerplate with graphics
- Graphics no longer holds any input() methods
- Separated game and engine into their own crates tetris and thomas
- Following GGEZ API
- Context holds graphics, keyboard, and window (more to come), which gets passed around to tick() and render() methods