Commit graph

22 commits

Author SHA1 Message Date
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
Gered 8cd834c455 add support for controlling how fast game updates run at 2013-12-15 13:33:52 -05:00
Gered b5fccb3fd4 add Service.register overload allowing to register an object by one of it's sub/super types instead 2013-12-15 13:09:29 -05:00
Gered 7095cbafc6 move source files into standard src/main/java directory structure 2013-11-19 08:23:03 -05:00