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add OOTB working "hello world" package for applet deployment

It would be nice for newbies to just "git pull" a package that contains 
everything to get started with applet deployment.

Maybe a most simple "hello world" app can be included to indicate where newbies 
can start with the actual libgdx development.

This way newbies won't have to worry about the internals and dependencies of 
such a setup themselves and start learning libgdx usage in the first place.


Such a OOTB package could be put into git repository's trunk as a new folder 
containing it all, e.g. named

appletStarterPackage

Original issue reported on code.google.com by [email protected] on 9 Sep 2011 at 2:09

make downloads zip

for users who dont want to bother with zip, a script to make a latest 
downloads.zip and link to it...

Original issue reported on code.google.com by [email protected] on 15 Aug 2011 at 8:21

Ninepatch scaling problem

What steps will reproduce the problem?
1. Just make an OrtographicCamera with W and H: 15x10
2. Use a ninepatch image 24x24
3. Just show it on the screen

What is the expected output? What do you see instead?
There should have been a very smooth looking image with the predefined size for 
ninepatch image, however I get very large and pixalted looking image. But if I 
scale the camera view up to 1500x1000 then the ninepatch image looks correct.

What version of the product are you using? On what operating system?
Not sure which version of libgdx I'm using, I only know the date downloaded: 
07.07.2012. Windows 7 64bit

Please provide any additional information below.
I have attached my game. Just change the values CAMERA_WIDTH and CAMERA_HEIGHT 
values in WorldRenderer.java to 15x10 you'll see that the nine patch will 
rendered incorrectly, then change those values to 1500x1000 then it will be 
rendered correctly. The function where I call the ninepatch is called 
"restartMenu()" which is in the same file.

Oh for the google upload the game project file was to big here is link to my 
server:
http://morf.lv/my_game.rar (~47Mb)

Original issue reported on code.google.com by [email protected] on 15 Jul 2012 at 9:35

ArrayIndexOutOfBoundsException with DualShock USB Controller

I connected a PS2 DualShock 2 Controller to my Linux PC with a USB adapter; it 
worked perfectly well in other Linux games, e.g. the shooter "Jamestown". So 
the pad itself is functional and recognized by Linux. But in my LIBGDX game, 
trying to determine the "pov(0)" value does not return any result when pressing 
the DPAD or moving the analog sticks; however, it does so when I use a "normal" 
PC USB-Pad instead of the DualShock. So, the "getPov()"-method works with a 
regular PC USB pad, but not the DualShock on an adapter.

When I press the "X" button of the DualShock pad, I get this stacktrace:

Exception in thread "LWJGL Application" 
com.badlogic.gdx.utils.GdxRuntimeException: 
java.lang.ArrayIndexOutOfBoundsException: 0
    at com.badlogic.gdx.backends.lwjgl.LwjglApplication$1.run(LwjglApplication.java:113)
Caused by: java.lang.ArrayIndexOutOfBoundsException: 0
    at com.badlogic.gdx.controllers.desktop.ois.OisJoystick.getPov(OisJoystick.java:108)
    at com.badlogic.gdx.controllers.desktop.OisControllers$OisController.getPov(OisControllers.java:134)
    at com.bombermaniacs.gdx.game.GameScreen.doRender(GameScreen.java:127)

So, while I'm trying to determine the state of the DPAD, I get no reaction on 
that, but instead pressing a face button results in this exception. I'm a bit 
at a loss; with a normal PC USB pad, it works, so the LIBGDX code certainly 
isn't completely faulty. On the other hand, other software on my system can 
handle the DualShock without problems, so there must be an issue in the 
controller handling layer of LIBGDX.

I used LIBGDX 0.9.8, Java 1.6.0_20, on OpenSUSE Linux 11.4 (Kernel 2.6.37.6). 
Here is the log output when connecting the pad:

Feb 17 21:49:43 MSCLINUXPC kernel: [127140.189989] usb 1-1.4: new low speed USB 
device using ehci_hcd and address 8
Feb 17 21:49:43 MSCLINUXPC kernel: [127140.278658] usb 1-1.4: New USB device 
found, idVendor=6666, idProduct=0667
Feb 17 21:49:43 MSCLINUXPC kernel: [127140.278660] usb 1-1.4: New USB device 
strings: Mfr=0, Product=0, SerialNumber=0
Feb 17 21:49:43 MSCLINUXPC kernel: [127140.282154] input: HID 6666:0667 as 
/devices/pci0000:00/0000:00:1a.0/usb1/1-1/1-1.4/1-1.4:1.0/input/input9
Feb 17 21:49:43 MSCLINUXPC kernel: [127140.282292] generic-usb 
0003:6666:0667.0007: input,hidraw0: USB HID v1.00 Joystick [HID 6666:0667] on 
usb-0000:00:1a.0-1.4/input0

Please let me know if I can provide any other useful information.

Original issue reported on code.google.com by [email protected] on 17 Feb 2013 at 8:50

StageTest just executing either rotate OR scale

StageTest is just executing either rotate OR scale.
You can't change from rotate to scale or vice-versa.
Only reloading this test enables applying the other transformation.

Test should execute scale AND rotate in combination at any given time without 
reloading...

Original issue reported on code.google.com by [email protected] on 4 Sep 2011 at 10:25

Some fonts in 0.96 rendering as solid white blocks

What steps will reproduce the problem?
1. I upgraded my project from 0.93 to 0.96.  This bug does not appear using 
libgdx version 0.93.  I then down-graded to 0.94 which also appears to work 
fine.
2. I have a very simple UI so far, implemented with just a couple 9-patches and 
two fonts in the skin with styles only for Labels and Buttons.  I'm including 
the skin and font files with this bug report.
3. After upgrading to 0.96, several UI elements render their fonts as solid 
white blocks instead of the expected letters.  I have discovered little rhyme 
or reason as to which fonts or styles cause this problem, and once I observed a 
UI element change during run from rendering fine to rendering as white blocks.  
Generally though it seems the same elements are broken or not broken from run 
to run.
4. While this looks to my eye to be a blending error, note that the 9-patches 
include semi-transparent sections that render fine.  Which could just mean that 
the blending error is specific to BitmapFonts, I'm not sure.

What is the expected output? What do you see instead?
I'd expect to see letters instead of solid white blocks.


What version of the product are you using? On what operating system?
libgdx: 0.96 (same code with 0.93 and 0.94 works fine)
backend: lwjgl
OS: Windows 7 64-bit


Please provide any additional information below.
I will try to put together some sample code soon that displays the error.  In 
the meantime if there's any other information I can share or tests I can run to 
help, please let me know.

Original issue reported on code.google.com by [email protected] on 29 Jul 2012 at 10:13

ArrayIndexOutOfBoundsException when loading md2 model

First of all, libgdx is a great and amazing android engine, I love it, I used 
it for my 2d game development now I want to walk into 3d, I test the examples 
that  is very nice when loading .g3d model, but I met some problems when load 
md2 models

What steps will reproduce the problem?
1. I follow the steps and modify the KeyframedModelViewer.java as 
http://code.google.com/p/libgdx-users/wiki/MD2_Keyframe_Animation#Implement_MD2_
in_Game mentioned
2. then I got the error:
Exception in thread "AWT-EventQueue-0" 
java.lang.ArrayIndexOutOfBoundsException: 2160
    at com.badlogic.gdx.graphics.g3d.model.keyframe.KeyframedModel.setAnimation(KeyframedModel.java:150)
    at com.badlogic.gdx.graphics.g3d.test.KeyframedModelViewer.render(KeyframedModelViewer.java:131)、


the code are there                      
final float valSrc = src[srcIdx];
final float valSrc2 = src2[srcIdx++];

I 've no idea with what's wrong with the logic, because it works well for g3d 
models...

What is the expected output? What do you see instead?
To load md2 without any errors

What version of the product are you using? On what operating system?
the latest version of svn sources.
OS: windows 7

Please provide any additional information below.


Original issue reported on code.google.com by [email protected] on 8 Dec 2011 at 3:59

Attachments:

Soft-keyboard not picking up backspace on Android 4.2

On Android 4.2 the soft keyboard (displayed by 
Gdx.input.setOnscreenKeyboardVisible(true)) doesn't pickup backspace because 
they change how it works.
Tested with 5. february 2013 nightly version.

I believe the solution for this problem is described in 
http://stackoverflow.com/questions/14560344/android-backspace-in-webview-baseinp
utconnection

Original issue reported on code.google.com by [email protected] on 5 Feb 2013 at 2:17

PatternSyntaxException in AndroidFileHandle.java

What steps will reproduce the problem?
Trying to run the gdx-tests on an HTC Desire with Android 2.3.7.

What is the expected output? What do you see instead?
I see a "Force Close" when choosing an item from the testlist.

Problem comes from:
Package: com.badlogic.gdx.backends.android
File: AndroidFileHandle.java

I believe its the malformed regex "\\"
Row 36: super(fileName.replaceAll("\\", "/"), type);
Row 46: name = name.replaceAll("\\", "/");

Possible solution: use replace("\\", "/")
or rewrite the regex (escape the backslashes).

My logcat:
-------------
05-19 21:11:33.625: W/dalvikvm(26686): threadid=9: thread exiting with uncaught 
exception (group=0x40015560)
05-19 21:11:33.625: E/AndroidRuntime(26686): FATAL EXCEPTION: GLThread 10
05-19 21:11:33.625: E/AndroidRuntime(26686): 
java.util.regex.PatternSyntaxException: Syntax error 
U_REGEX_BAD_ESCAPE_SEQUENCE near index 1:
05-19 21:11:33.625: E/AndroidRuntime(26686): \
05-19 21:11:33.625: E/AndroidRuntime(26686):  ^
05-19 21:11:33.625: E/AndroidRuntime(26686):    at 
java.util.regex.Pattern.compileImpl(Native Method)
05-19 21:11:33.625: E/AndroidRuntime(26686):    at 
java.util.regex.Pattern.compile(Pattern.java:400)
05-19 21:11:33.625: E/AndroidRuntime(26686):    at 
java.util.regex.Pattern.<init>(Pattern.java:383)
05-19 21:11:33.625: E/AndroidRuntime(26686):    at 
java.util.regex.Pattern.compile(Pattern.java:374)
05-19 21:11:33.625: E/AndroidRuntime(26686):    at 
java.lang.String.replaceAll(String.java:1963)
05-19 21:11:33.625: E/AndroidRuntime(26686):    at 
com.badlogic.gdx.backends.android.AndroidFileHandle.<init>(AndroidFileHandle.jav
a:36)
05-19 21:11:33.625: E/AndroidRuntime(26686):    at 
com.badlogic.gdx.backends.android.AndroidFiles.internal(AndroidFiles.java:55)
05-19 21:11:33.625: E/AndroidRuntime(26686):    at 
com.badlogic.gdx.tests.ShadowMappingTest.setupScene(ShadowMappingTest.java:86)
05-19 21:11:33.625: E/AndroidRuntime(26686):    at 
com.badlogic.gdx.tests.ShadowMappingTest.create(ShadowMappingTest.java:70)
05-19 21:11:33.625: E/AndroidRuntime(26686):    at 
com.badlogic.gdx.backends.android.AndroidGraphics.onSurfaceChanged(AndroidGraphi
cs.java:292)
05-19 21:11:33.625: E/AndroidRuntime(26686):    at 
android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1356)
05-19 21:11:33.625: E/AndroidRuntime(26686):    at 
android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1118)

Original issue reported on code.google.com by [email protected] on 19 May 2012 at 7:41

HTML5 Build: application doesnt start with empty BitmapFont Constructor

What steps will reproduce the problem?
1. use the empty BitmapFont constructor in your program, e.g. ...new 
BitmapFont();
2. observe the application doesnt start when ran as web application and even 
after google compilation when the font is drawn inside a batch.


What is the expected output? What do you see instead?
GWT Application exception

What version of the product are you using? On what operating system?


Please provide any additional information below.
I believe it has something todo with arial-15p and how it is setup, especially 
how it cant be on html5 (read/write stuff)

Original issue reported on code.google.com by [email protected] on 27 Feb 2013 at 1:22

SpriteCache.draw (int cacheID, int offset, int length) can't draw Sprite normally

What steps will reproduce the problem?
1. Create several Caches in one SpriteCache
2. Call SpriteCache.draw (int cacheID, int offset, int length) to draw all 
Caches.
3. Call SpriteCache.draw (int cacheID, int offset, int length) to draw all 
Caches with an big length value (eg. 1000).

What is the expected output? What do you see instead?
Screen shall render normally but it not.

What version of the product are you using? On what operating system?
SVN revision 3737. Win XP.

Please provide any additional information below.
Below is my fix FYI.


Index: SpriteCache.java
===================================================================
--- SpriteCache.java    (revision 3737)
+++ SpriteCache.java    (working copy)
@@ -924,8 +924,12 @@
                if (!drawing) throw new IllegalStateException("SpriteCache.begin
 must be called before draw.");

                Cache cache = caches.get(cacheID);
-               offset = offset * 6 + cache.offset;
+               int verticesPerImage = mesh.getNumIndices() > 0 ? 4 : 6;
+               offset *= 6;
                length *= 6;
+               length = Math.min((cache.maxCount / (verticesPerImage * VERTEX_S
IZE) * 6 - offset), length);
+               offset = offset + cache.offset / (verticesPerImage * VERTEX_SIZE
) * 6;
+
                Texture[] textures = cache.textures;
                int[] counts = cache.counts;
                if (Gdx.graphics.isGL20Available()) {


Original issue reported on code.google.com by [email protected] on 29 Mar 2012 at 10:05

decal.faceMe() method

I'd like to use the 3D decals as sprites in a scene, but have them always 
rotated to face the camera. Image is something like a forest, with lots of 
sprite trees. i want to take advantage of the z-ordering and scaling but not 
have the trees rotate and look "flat".

so need a kind of inverse lookAt function eg 
{{{  sprite.faceMe(camera);   }}}

camera lookAt function is maybe not relevant

{{{
    public void lookAt(float x, float y, float z) { 
        direction.set(x, y, z).sub(position).nor();
    }
}}}

I guess its just a case of calculating the angle between camera and object, and 
rotating the decal by that amount, using this method:

{{{
    public void rotateY(float angle) {
        rotator.set(Y_AXIS, angle);
        rotation.mul(rotator);
        updated = false;
    }

}}}

Original issue reported on code.google.com by [email protected] on 16 Aug 2011 at 8:56

setListener (addListener) removed from ButtonGroup

What steps will reproduce the problem?
1. in previous versions there was existing method setListener, now in the 
latest nightlies is raplaced with addListener in other scene2d.ui classes. Why 
it's not the case for ButtonGroup? 


What is the expected output?
addListener method in ButtonGroup

Original issue reported on code.google.com by [email protected] on 26 Aug 2012 at 5:26

The project was not built since its build path is incomplete. Cannot find the class file for org.robovm.cocoatouch.uikit.UIApplicationDelegate$Adapter.

Hi there!

I'm really keen to try libGTX. Just having a bit of trouble getting past this 
little guy...

What steps will reproduce the problem?
1. Install Eclipse with Android SDK (from developer.android.com)
2. Install GTW libraries and add them to the build path
3. Add JRE 6 to the build path

What is the expected output? What do you see instead?
The project was not built since its build path is incomplete. Cannot find the 
class file for org.robovm.cocoatouch.uikit.UIApplicationDelegate$Adapter. Fix 
the build path then try building this project   my-gdx-game-robovm      Unknown Java 
Problem

What version of the product are you using? On what operating system?
Eclipse 4.2, JRE6, libGDX 0.9.9, latest RoboVM from github, Windoes 8

Any help would be much appreciated,

Thanks!

Original issue reported on code.google.com by [email protected] on 19 Dec 2013 at 5:01

[error] Unable to create directory __libgdx_setup_tmp

What steps will reproduce the problem?
1. Download lib gdx
2. Run gdx-setup-gui
3. Pressed Generate

What is the expected output? What do you see instead?

I wanted to make another lib gdx project (i do one before a few months ago), 
but this error appears


[error] Unable to create directory __libgdx_setup_tmp

What version of the product are you using? On what operating system?

Windows 8, version 3.0.0 for gdx setup

Please provide any additional information below.

no matter where i placed this destination of the file or the location of the 
gdx files, desktop, my documents ect. this will appear

Original issue reported on code.google.com by [email protected] on 7 Nov 2013 at 2:22

Refactoring for help / info screen

This snippet from DecalWall.java should be refactored to a screen overlay when 
pressing "I". The user should be notified having this opportunity by a bottom 
line of text "Press I for key bindings." that is permanently visible.


        case Keys.I:
            Log.out("Key Info (I):");
            Log.out("ESC = quit demo");
            Log.out("----------------------");
            Log.out("A, D = move cam left / right");
            Log.out("W, S = move cam forward / backward");
            Log.out("Q, E = yaw (turn) cam left / right");
            Log.out("U, J = pitch cam up / down");
            Log.out("H, K = roll cam counter-clockwise / clockwise");
            Log.out("N, M = orbit cam around origin (TODO: player) counter-clockwise / clockwise");
            Log.out("C, SPACE = print cam / player position");
            Log.out("----------------------");

Original issue reported on code.google.com by [email protected] on 16 Aug 2011 at 10:56

pinch/zoom touch camera

would be great to have a utility camera class that could be controlled through 
pinch to zoom, like most smartphone image apps...

Original issue reported on code.google.com by [email protected] on 16 Aug 2011 at 9:22

QuadRenderTest from 3-tier demo packages displays nothing

What steps will reproduce the problem?
1. start demos
2. press "." until you reach the QuadRenderTest

Eric's QuadRenderTest from 3-tier demo packages displays nothing since 
integration in demo package (extends DemoWrapper now...).


There is no error message.



It should display a quad (with texture and tinted)

Original issue reported on code.google.com by [email protected] on 23 Aug 2011 at 8:40

java.lang.NumberFormatException in class com.badlogic.gdx.graphics.g2d.TextureAtlas

What steps will reproduce the problem?
1. packed textures + one 9patch
2. assets.load("skins/uiskin.atlas", TextureAtlas.class)
3. error

What is the expected output? What do you see instead?
Error:
setScreen LoadingScreen
skins/uiskin.atlas
class com.badlogic.gdx.graphics.g2d.TextureAtlas
java.lang.NumberFormatException: For input string: "20, 20, 19"

in uiskin.atlas is this line:
split: 19, 20, 20, 19

-> in 9patch image.

What version of the product are you using? On what operating system?
0.9.8

Please provide any additional information below.
whole atlas attached


Original issue reported on code.google.com by [email protected] on 2 Mar 2013 at 12:10

Attachments:

fill TODOs in Glossary page

There are some "TODO" markers on glossary page:

http://code.google.com/p/libgdx-users/wiki/Glossary


These have to be replaced by a short sentence describing the term.



Additionally: Some terms do not have a Wiki page, yet.
-> Klick the question mark next to it and save at least a stub page for them.

Original issue reported on code.google.com by [email protected] on 4 Sep 2011 at 2:48

SpriteBatch needs an interface

Please put the libGDX SpriteBatch class behind an interface. This will allow us 
to more easily unit-test our code, without worrying about dependencies on the 
libGDX code.


Original issue reported on code.google.com by [email protected] on 14 Jun 2013 at 11:37

Freetype natives problem in applet

What steps will reproduce the problem?
1. I deployed game as applet (I made sure to include the paths to 
gdx-freetype.jar and gdx-freetype-natives.jar in the applet parameters, and 
then I jarsigned everything)
2. Libdgx refuses to load the native dll's out of gdx-freetype-natives.jar
3. I moved the natives into the gdx-freetype.jar
4. Applet loads the natives, but then immediately crashes the VM dead. The 
console window even disappears, that's how dead the VM is killed.
5. I turned off freetype and replaced the fonts with bitmapfonts in the game, 
and the applet loads and runs fine.

What version of the product are you using? On what operating system?
Windows 7 - 64bit - Chrome 17.0.963.83 m - Java version 6 update 24 (build 
1.6.0_24-b07

Original issue reported on code.google.com by [email protected] on 3 Apr 2012 at 7:09

crash in emulator: "Can not use IndexBufferObject with GLES 1.0, need 1.1 or 2.0"

Running my libgdx (latest sources from SVN) project in an Emulator with Android 
4.0.3 crashes with "Can not use IndexBufferObject with GLES 1.0, need 1.1 or 
2.0".

When in IndexBufferObject.java i replace

throw new GdxRuntimeException("Can not use IndexBufferObject with GLES 1.0, 
need 1.1 or 2.0");

with 

return 0;

it works again. 


Original issue reported on code.google.com by [email protected] on 15 Feb 2012 at 5:30

Demo packages architecture in 3 tiers

I would appreciate demo packages working in both desktop AND Android backend 
with the 3-tier-setup described on the project's setup page at
http://code.google.com/p/libgdx/wiki/ProjectSetup

demos-android
demos-desktop
demos-main

Original issue reported on code.google.com by [email protected] on 16 Aug 2011 at 10:38

[error] Unable to create directory __libgdx_setup_tmp

What steps will reproduce the problem?
1. Open gdx-setup-ui.jar
2. Config
3. Press "Generate project"

What is the expected output? What do you see instead?
Decompressing projects...
[error] Unable to create directory __libgdx_setup_tmp

What version of the product are you using? On what operating system?
libgdx-nightly-latest.zip/LibGDX Project Setup v2.0.2. Windows 7 Ultimate SP1 
64bit and Windows 7 Ultimate SP1 32bit

Please provide any additional information below.

Original issue reported on code.google.com by [email protected] on 22 Aug 2012 at 3:42

Attachments:

setup issues

after initial install

- gen folder is not in repo
can we check an empty folder into repo somehow?

- gdx-helloworld-android
this is an old project i made but seems to have libs path messed up:

Description Resource    Path    Location    Type
Archive for required library: 'libs/gdx-backend-android.jar' in project 
'gdx-helloworld-android' cannot be read or is not a valid ZIP 
file    gdx-helloworld-android      Build path  Build Path Problem
Archive for required library: 'libs/gdx.jar' in project 
'gdx-helloworld-android' cannot be read or is not a valid ZIP 
file    gdx-helloworld-android      Build path  Build Path Problem



Original issue reported on code.google.com by [email protected] on 15 Aug 2011 at 8:22

Sound + request for new feature (no hurry)

What steps will reproduce the problem?
1. Set up quadrafonic setup
2. play some sound SoundName.play();

What is the expected output? What do you see instead?
Output from all 4 boxes, but I only get output from rear boxes

What version of the product are you using? On what operating system?
Windows 7

Please provide any additional information below.
Would also be cool if you could get number of speakers and play music at 
left/right(/front/rear) speakers only.

Original issue reported on code.google.com by FireFighter90NL on 29 Aug 2013 at 3:01

TestCollection needs InputMultiplexer instead of InputProcessor

Running IsoCamTest consumes SPACE bar input from keyboard
without passing it to the TestCollection to handle it.

Perhaps using an InputMultiplexer for TestCollection helps out here.
IsoCamTest() should return FALSE then to indicate that SPACE bar input was not 
handled yet and has to be handled by TestCollection.

See
http://code.google.com/p/libgdx/source/browse/trunk/gdx/src/com/badlogic/gdx/Inp
utMultiplexer.java

Original issue reported on code.google.com by [email protected] on 15 Aug 2011 at 4:54

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