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Automatically exported from code.google.com/p/andengine
For example this issue is a problem, if you have a directory maps in path asset
and there your tmx-files.
If this problem occurs the following exception is thrown:
"org.anddev.andengine.entity.layer.tiled.tmx.util.exception.TSXLoadException:
Could not load TMXTileSet from asset: test.png"
I would suggest the following solution:
- Create a sub context in method
org.anddev.andengine.entity.layer.tiled.tmx.TMXLoader.loadFromAsset
before calling TMXLoader.load to which the filepath is bound
- Respecting this filepath in the constructor of
org.anddev.andengine.opengl.texture.source.AssetTextureSource.AssetTextureSource
in line 46
Another similiar solution is to have a custom AndEngine.AssetManager which has
a improved handling of relative file paths.
But maybe i have lost sight of something and my ideas are not so good at other
corners of the engine and its besser to use the simple WORK AROUND by modifying
manually the image source in the tmx-file and adding the path relative to the
asset-directory.
Original issue reported on code.google.com by [email protected]
on 3 Sep 2010 at 3:00
What steps will reproduce the problem?
1. create a class than extends BaseSplashActivity
2. use a white image with a logo on a png
3. set white background
4. set scalefrom and scaleto with 0.8f and 1.0f
What is the expected output? What do you see instead?
The expected result should be a increased logo over white background. But I
getting a noticiable gray line on the image limit caused by the interpolation.
Please provide any additional information below.
I think that it's posible to fix with a DEFAULT interpolation instead a
BILINEAR interpolation.
Original issue reported on code.google.com by [email protected]
on 30 Sep 2010 at 5:23
Hello.
First of all, thank you for your OpenGL framework, which is very handy (BTW, I
have some suggestions concerning some minor architectural concerns that I will
take time to deliver to you).
I'm currently trying to make the RenderSurfaceView translucent, with no
success. Before invoking the "applyRenderer()" method, I invoke a
"getHolder().setFormat(PixelFormat.TRANSLUCENT)" on the RenderSurfaceView
instance (as suggested in the GLSurfaceView Android documentation), but this
does not seem to produce any effect.
Could you indicate how to achieve that, please? Thank you for your support and
your time. Regards,
Édouard
Original issue reported on code.google.com by [email protected]
on 22 Sep 2010 at 6:42
What steps will reproduce the problem?
1. Have a texture with 2 animations (one texture region)
2. Create 2 AnimationSprite's
3. Start first animation for first sprite and second animation - for second
sprite
What is the expected output? What do you see instead?
I want to see different different animations of the sprites using one texture
region, but see thats' the sprites have one animation
Original issue reported on code.google.com by [email protected]
on 7 Dec 2010 at 9:05
What steps will reproduce the problem?
1. happens in parallax scrolling example
What is the expected output? What do you see instead?
I see a flickering at the very end of the repeated texture - more noticable
with larger images.
What version of the product are you using? On what operating system?
current examples - mac os x/ android
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 25 Oct 2010 at 10:57
It looks like to me that it is supposed to be a static method.
Original issue reported on code.google.com by [email protected]
on 3 Nov 2010 at 11:01
Hello,
I am not a robot, but I suppose for the purpose of this visit I might as
well be. I just wanted to drop by real quick to check if you are at all
familiar with the jMonkeyEngine project. It seems our projects might have a
thing or two in common.
http://jmonkeyengine.com/blog/blog/2010/02/10/android-support-confirmed-
for-jme3/
http://www.jmonkeyengine.com/forum/index.php?topic=13176.0
http://www.jmonkeyengine.com/forum/index.php?topic=13217.0
We are on the lookout for an Android developer to help us bring jME3's
preliminary Android implementation to a mature, fully functional state.
http://docs.google.com/View?id=dhkt6vsf_251c54bg9hp
Maybe you could be that developer? or, maybe you know someone who might be.
Naturally we'd also appreciate having more testers or plain Android-savvy
people around in our community. Any reason at all for you to contact us,
feel free! Contact information can be found in the docs link above.
Thanks for your time,
~ Erlend Sogge Heggen
Original issue reported on code.google.com by [email protected]
on 27 Apr 2010 at 6:31
I add this LoopModifier, which is just like a SequenceModifier however it can
repeat its submodifier again and again. This is useful for game menu item.
Original issue reported on code.google.com by [email protected]
on 1 Jul 2010 at 9:48
What steps will reproduce the problem?
1. From org.anddev.andengine.examples package open BasePhysicsJoinExample.java.
2. Modify onLoadScene() by removing anything involving the "Shape ground"
object. This will cause a hole in the floor.
3. Run the application from the emulator.
4. From the application, go to "Physics",
5. Go to "Using a RevoluteJoint"
6. Continuously click on the screen, until the below issues are observed.
(Click 100 times).
==============================================
What is the expected output?
1. A continuously smooth framerate is expected.
2. The shapes created from the user's touch are expected to collide with the
revolving bodies.
==============================================
What do you see instead?
1. The frame rate drops to about 1 fps as more objects are created even though
they are falling off screen.
2. The shapes created from the user's touch pass through the revolving bodies,
instead of colliding.
==============================================
What version of the product are you using? On what operating system?
Android emulator. API Level 8. Platform 2.2.
==============================================
Please provide any additional information below.
It appears as though the collision detection system is not able to keep up with
the large number of moving objects within acceptable time so the falling object
moves through the revolving object without a collision. Sometimes a collision
happens when the two shapes are completely on top of one another.
Original issue reported on code.google.com by [email protected]
on 14 Aug 2010 at 2:46
What steps will reproduce the problem?
1. Checkout source
2. Attempt to build
What is the expected output? What do you see instead?
The library is expected to compile.
But there seem to be classes missing.
e.g. org.anddev.progressmonitor.IProgressListener
What version of the product are you using? On what operating system?
Latest from the GIT repo
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 24 Dec 2010 at 2:21
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