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2d-game-engine

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arthuro555
arthuro555 commented Apr 18, 2020

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 Until now it was outdated, but ok.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

JoeCreates
JoeCreates commented Jun 27, 2019

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(

sujiniku
sujiniku commented Jan 20, 2018

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

dlight
dlight commented Oct 23, 2019

For an ui element made out of graphics::Canvas, is it better to

  1. build a new ui::Canvas

  2. make it so that ui::Image can accept either graphics::Image or graphics::Canvas

  3. make it so that there's a Drawable trait that has fn draw<Q: IntoQuad>(&self, quad: Q, target: &mut Target), so that ui::Image accepts a &dyn Drawable trait object.

1 is the most logical given t

suchipi
suchipi commented Apr 12, 2020

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 = u
XANOZOID
XANOZOID commented Jan 6, 2020

Commit 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:

ct-js
CosmoMyzrailGorynych
CosmoMyzrailGorynych commented Nov 26, 2019

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

ObEngine
Shadowblitz16
Shadowblitz16 commented Jan 28, 2020

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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