Commit graph

160 commits

Author SHA1 Message Date
Gered d902aa1483 update README.md, add LICENSE 2014-04-30 19:00:42 -04:00
Gered 8cdf6285cf add maven artifact deployment action 2014-04-30 18:35:51 -04:00
Gered f65be66c1a also this scaling needs to go the other way too now 2014-04-27 22:35:46 -04:00
Gered 6e446ac83d remove ScreenPixelScaler stuff 2014-04-27 22:27:15 -04:00
Gered b4dea89458 ViewportContext now manages Viewport instances instead of Cameras 2014-04-27 22:26:28 -04:00
Gered 5517e75221 whoops. set the units per pixel property using the right scaling 2014-04-27 22:22:43 -04:00
Gered 9f6a882dac add custom Viewport class to soon replace DefaultScreenPixelScaler 2014-04-27 21:11:18 -04:00
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