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