Gered
ab9c3a1d9a
fix compile errors after libgdx 1.0.0 update
2014-04-26 22:36:13 -04:00
Gered
61cdeea7bb
add Screenshot class (for taking screenshots programmatically, duh)
2014-04-22 18:08:34 -04:00
Gered
f5462fef38
change method access to public (it can be useful in certain situations)
2014-04-21 10:55:23 -04:00
Gered
4f89ca6781
fix incorrect pre-transition-out sanity check
2014-04-21 09:18:57 -04:00
Gered
7956585cf6
add StateManager.pop which allows popping arbitrary (active) GameStates
2014-04-19 12:26:01 -04:00
Gered
24de53b6a4
ensure that GameState.onPush is invoked after the StateInfo object is registered in the 'states' list
2014-04-19 12:12:57 -04:00
Gered
a65e55651c
add similar getters but which allow restricting to certain state types
2014-04-19 12:01:39 -04:00
Gered
d96316f44f
add getters for retrieving GameStates before/after the one given
2014-04-19 11:48:55 -04:00
Gered
cb7cf983d6
add helper class for some simple screen effect transition abstraction
2014-04-17 10:09:10 -04:00
Gered
4dd1fec431
default fade speed is too fast (specially now that we have split the update event into frame and state events)
2014-04-17 10:07:34 -04:00
Gered
ff8016d53c
refactor the path/filename combining stuff
2014-04-16 13:23:23 -04:00
Gered
9aaf622a14
update TextureAtlas loading to allow for relative texture atlas image filenames to be specified (if no path, assume same dir as the json atlas file)
2014-04-16 13:15:40 -04:00
Gered
80ef969802
add helper method for combining paths
2014-04-16 13:15:02 -04:00
Gered
814ceecacd
rename JsonTextureAtlasDefinition
2014-04-16 07:57:54 -04:00
Gered
5bc98d5285
add MaterialTileMapping.hasMappings
2014-04-15 17:27:46 -04:00
Gered
d970335a40
load up the material mapping info into the TextureAtlas's MaterialTileMapping object
2014-04-15 17:24:18 -04:00
Gered
fe3611da0f
this is not a dependency anymore as it's loaded inline with the rest of the TextureAtlas's info
2014-04-15 17:21:13 -04:00
Gered
fc4aebc03f
the TextureAtlas json definition will now itself contain material mapping info
2014-04-15 17:20:35 -04:00
Gered
4b392a4e28
invert dependency back the way it was before. kindof
...
to be quite honest, given this kind of "A -> B, B -> A" type of design,
TextureAtlas and MaterialTileMapping could be merged into one class.
however, for now I think I like their respective functionality to be
in separate classes just to keep the code a bit more separate
functionality-wise
2014-04-15 17:18:29 -04:00
Gered
7aa79d4652
add TextureAtlas asset loading support for a MaterialTileMapping reference
2014-04-15 16:56:37 -04:00
Gered
de6f7ecc77
add optional MaterialTileMapping instance to TextureAtlas
2014-04-15 16:55:22 -04:00
Gered
d8cb3f2a4a
add materialMapping property
2014-04-15 16:50:50 -04:00
Gered
c30e638901
add JsonMaterialMapping
2014-04-15 16:50:37 -04:00
Gered
a5a063cf2f
take out the TextureAtlas dependency. we'll reverse it (optional dependency)
2014-04-15 16:50:21 -04:00
Gered
ef12cab540
add MaterialTileMapping
2014-04-15 16:21:12 -04:00
Gered
f6bf494ee8
add TextureAtlasAnimator.reset method
2014-04-15 15:53:16 -04:00
Gered
b609be05d6
add method to TextureAtlasAnimator for adding all TextureAtlas objects currently loaded in an AssetManager
2014-04-15 15:46:53 -04:00
Gered
acf6ece6f4
dont do this TextureAtlasAnimator in the TextureAtlas loading params
...
we'll add another way to do this shortly. i forsee too many weird
issues doing it this way (mostly surrounding inconsistently
registering atlases with the animator object)
2014-04-15 15:40:44 -04:00
Gered
02d65f6a7d
use AssetLoadingException for throwing exceptions during asset loading
...
duh
2014-04-15 15:38:44 -04:00
Gered
ebbd00c265
add AssetLoadingException
2014-04-15 15:28:55 -04:00
Gered
c53ae6cc7b
rename this subpackage again for fun and profit
2014-04-15 15:11:05 -04:00
Gered
b89171654c
make TextureAtlasJsonLoader private
...
should really be using libgdx's AssetManager for this kind of thing
2014-04-15 14:56:50 -04:00
Gered
7f2eb3cb46
remove support for loading via json file without an AssetManager
2014-04-15 12:28:42 -04:00
Gered
c5184a40d4
'loaders' is probably a better name for it
2014-04-15 10:03:22 -04:00
Gered
fd057318f0
all custom asset loading to be under a common sub-package
2014-04-15 10:02:34 -04:00
Gered
5fc54e26f3
convenience methods for loading a bit easily
2014-04-15 10:01:25 -04:00
Gered
49885cb5d8
TextureAtlasDesc can really just be a static class like it was before..
2014-04-15 09:57:51 -04:00
Gered
8e1d8bf3d0
add AssetManager instance to GameApp. initialize with our custom loaders
2014-04-14 15:55:48 -04:00
Gered
6e0e41151d
change TextureAtlasLoader to a libgdx asset loader class
2014-04-14 14:48:32 -04:00
Gered
6356c97f2f
add TextureAtlasDesc
2014-04-14 14:32:57 -04:00
Gered
ad15f2850c
add method to register/copy all animations from a TextureAtlas at once
2014-04-14 14:19:45 -04:00
Gered
fff74d0b16
use separate Animation class for now to hold info. new addAnimation method. TextureAtlasAnimator will read through these and set up it's own data structures from them
2014-04-14 14:15:18 -04:00
Gered
b6de4a38c2
add animations collection to TextureAtlas
2014-04-14 14:09:15 -04:00
Gered
7d2b164f53
fix font rendering (for cases when e.g. rendering a font from a Skin)
...
in those cases, the glyph src coordinates will be relative to the
font's subtexture region in the Skin, whereas the glyph uv coords will
be correct if rendering from a texture region or a standalone texture
2014-03-10 18:00:24 -04:00
Gered
208a118bc0
add missing call to trigger onResize event in the StateManager
2014-02-16 16:15:40 -05:00
Gered
fd60e74393
handleBasicMovementCollision now moves the swept-sphere entity right up to the collision point
2014-01-02 09:32:30 -05:00
Gered
216ee98acc
onRender()'s 'delta' param renamed to better reflect its purpose
2013-12-30 15:46:12 -05:00
Gered
8def4a12d6
ScreenEffects should also have both onUpdateGameState and onUpdateFrame
2013-12-30 15:36:52 -05:00
Gered
bf659f7bc2
split up onUpdate() methods into onUpdateGameState and onUpdateFrame
...
this will help avoid needing to place a lot of update logic that is
tied to the frame rate (e.g. anything not related to physics
integration) in onRender()
2013-12-30 14:31:26 -05:00
Gered
8d9457b872
rework the main loop to use a different method for fixed timestep
...
Use Glenn Fiedler's "Fix your timestep!" article's approach instead.
Just need to remember to always interpolate between prevState and
currentState and not extrapolate from the currentState when rendering
(for best results!)
2013-12-30 14:00:14 -05:00