There has been a major change to the game since I last posted here. The feature is called house. After you play a board game on a house event day, you will receive house coins. Those coins are used to buy furniture. The house is an isometric side game.
You can position a furniture item anywhere on the map, rotate it in four angles (nw, ne, se and sw) and change the z-order of it. You are able to place a furniture item behind or in front of a wall, door or window (foundation). Depending where you position a foundation on the map, that NW, SE foundation will automatically either be displayed in front or behind a NE or SW foundation.
If someone is having difficulties with a feature such as automatic wall z-order then just post here and I will provide that code.
You are able to scroll the map by hovering the mouse at a scene region. You are able to save the layout of the house. The house is loaded automatically at next client software load when you enter the lobby.
The house feature is similar to the game sims where you can buy and arrange furniture but lacks a NPC that moves around the room. I am currently out of ideas about addons to the house feature. If anyone has an idea about addons then please post at the website forum.
A minor change to the game is you are able to now play chess/signature game online against the computer. Lobby 1 and 2 are reserved for computer play and those rooms will always be available to you.
Choosing texture2D over flixel_texture2D wasn't something I made a specific call on previously. While experimenting I used them both and didn't notice any change. It's a good question so I had a quick look around flixel source to see what the difference is. Couldn't find much but there is mention of it in this blog post, as follows https://haxeflixel.com/documentation/upgrade-guide-4-0-0/
using flixel_texture2D() in per-sprite shaders, the alpha and color transforms of a FlxSprite are already applied on the returned color
I'm only interested in applying the shader to the entire scene with this technique so may well leave it using the openfl texture2d. It might be more efficient even, though probably not to a perceptible level.
As for the swizzling, vec2(0.7) works too as you suggest. There's no particular reason I've not done that here but I do find you sacrifice readability doing it, without much gain. In this case it's just a leftover from rounds of experimentation, breaking and fixing the code. It's hard to debug this stuff and in general I've found being explicit is generally more useful as there's less to potentially go wrong.
I think there is swizzling in the code I got from the blog post at csantosbh.wordpress.com but in my opinion it does not help with understanding what is going on. I actually started rewriting it to be more explicit but that was more effort than worth since the copy pasta got me where I want to be for now.
I have since changed to use a smaller value for the alpha variable because I found that if you scale to extreme sizes 0.7 isn't enough.