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andengine's Issues

TMXTileSet image source path is not interpreted correctly relative

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

BaseSplashActivity show pixel wrong behaviour with scale

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

Problem while attempting to create a translucent RenderSurfaceView

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

Is it correct sprite animation?

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

parallax scrolling flicker

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

jMonkey on the lookout for Android developers and affiliates

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

Collision detection failing; Slow framerate caused by non-on-screen shapes

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

Missing classes int he source

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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