2d-game-engine
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Create a tutorial about using ImagineEngine in an actual project with adding assets to a project instead of a folder in a playground.
language, profileName, fullscreen, etc. are properties that should have get() set() and Property() as per JavaFX convention.
Call FlxG.gamepads.firstActive.firstJustPressedID() with an xbox controller plugged in. It will always return GUIDE when nothing is pressed.
The reason is simply that the the raw ID for the guide button on xbox controllers is -1, which is also the id flixel uses for NONE. We hit https://github.com/HaxeFlixel/flixel/blob/master/flixel/input/gamepad/mappings/XInputMapping.hx#L34 when doing getID(
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May 4, 2020
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Jan 8, 2018 - Java
I think that it is better tat there are the documents like about Flare textbooks.
It is not a INI programming textbook with using Flare, but a textbook to the reader able to coding Flare-engine self with C++ program.
For example,at IT companies, writing jobs is required not only for writing code but also for making collaborators and successors easier to understand the code.
Therefore Flar
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Jun 7, 2018 - C++
Canvas ui element
For an ui element made out of graphics::Canvas, is it better to
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build a new
ui::Canvas -
make it so that
ui::Imagecan accept eithergraphics::Imageorgraphics::Canvas -
make it so that there's a
Drawabletrait that hasfn draw<Q: IntoQuad>(&self, quad: Q, target: &mut Target), so thatui::Imageaccepts a&dyn Drawabletrait object.
1 is the most logical given t
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Jun 22, 2020 - TypeScript
It would be nice to have a component that can expose the frames of an animated GIF image using the Animation interface; I'm picturing something like this:
import { useType, useNewComponent, GIF, useDraw } from "@hex-engine/2d";
import someGifFile from "./whatever.gif";
function MyComponent() {
useType(MyComponent);
const gif = uCommit in question
#574 -> Updated Scene to return empty containers
Comment
I feel like it makes sense to use some form of memoization
If we're querying the existing entity types and someone attempts to get a qualifying Entity, then cache the result as empty
much like adding an entity of that type, but with no actual allocation other than the array
Ben Morris's suggestion:
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Jun 20, 2020 - JavaScript
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Jun 22, 2020 - C
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May 19, 2020 - Swift
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Jun 23, 2020 - Pascal
Describe the current state of the problem
Currently, ct.fittoscreen does not work in nw.js, as well as it fails in the debugger. Nw.js has controls to enter/exit fullscreen without FullscreenAPI, occupying the whole screen.
Describe the solution you'd like
ct.fittoscreen should toggle fullscreen in an nw.js app as well. With a debugger, caution is needed, as well as additional means l
ÖbEngine currently uses a homemade argument parser which isn't really well-made nor feature-complete.
Here is a list of possible candidates :
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Nov 26, 2019 - CMake
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setting window size should apply both width and height immediately disregarding fps.
right now it slowly applys width and height one at a time and it takes about 2 seconds to do so.
using Love;
using System;
namespace PureCore
{
public static class Sys
{
static SysRunner Scene { get; set; }
public static void Init()
{
Scene = new -
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Jun 2, 2019 - Crystal
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So, it was said many times already, but the documentation system for the GDJS Runtime game engine has to be changed. Until now it was outdated, but ok. But now, the documentation begins to become more complete and includes interfaces. The current documentation is generated using JSDoc and the Jaguar template. Jaguar is not supporting interfaces, making the documentation incomplete.
The solutio