GdxStudio | creating Games using libGDx and Java | Game Engine library

 by   pyros2097 Java Version: v0.7.1 License: Apache-2.0

kandi X-RAY | GdxStudio Summary

kandi X-RAY | GdxStudio Summary

GdxStudio is a Java library typically used in Telecommunications, Media, Media, Entertainment, Gaming, Game Engine applications. GdxStudio has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. However GdxStudio build file is not available. You can download it from GitHub.

GdxStudio is used for creating awesome games using libGdx. It has all the features of libgdx built-in so you can easily,start creating games with it. Tools like Font Editor, Particle Editor, Texture Packer, SceneEditor, MapEditor, ActorEditor, ImagingTools are already built into it. It also has a powerful Game Framework based on libGDX inbuilt which allows the game coder to concentrate on the logic of the game and not bother about setting up assets or configuration. Automatic Asset Loading including Atlas, TextureRegions, BitmapFonts, Music, Sound. It has the libGdx(v0.9.9) inside it so you don't need to download the libGdx at all, when exporting your game to jar for desktop it automatically loads these libraries into it. (Will update this project to latest libgdx since I might get some time to work on this again and fix those issues). Disclaimer This is not an official libdgx project so don't ask them for bug fixes.
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    Quality
      Security
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            kandi-support Support

              GdxStudio has a low active ecosystem.
              It has 39 star(s) with 4 fork(s). There are 13 watchers for this library.
              OutlinedDot
              It had no major release in the last 12 months.
              There are 0 open issues and 2 have been closed. On average issues are closed in 11 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of GdxStudio is v0.7.1

            kandi-Quality Quality

              GdxStudio has 0 bugs and 0 code smells.

            kandi-Security Security

              GdxStudio has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              GdxStudio code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              GdxStudio is licensed under the Apache-2.0 License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              GdxStudio releases are available to install and integrate.
              GdxStudio has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions are not available. Examples and code snippets are available.
              GdxStudio saves you 22780 person hours of effort in developing the same functionality from scratch.
              It has 44603 lines of code, 4053 functions and 287 files.
              It has high code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed GdxStudio and discovered the below as its top functions. This is intended to give you an instant insight into GdxStudio implemented functionality, and help decide if they suit your requirements.
            • Saves the current font to the given output file
            • Loads glyphs to the backing texture
            • Load a single glyph
            • Load the TTF font
            • Sets a property
            • Set the texture
            • Overriden to set property
            • Paints the component
            • Convert a point to a pixel
            • Main entry point
            • Initialize this panel
            • Compute a Catmull - Rom
            • Performs the action pressed
            • Returns true if the given offset is a linkable token
            • Print a document using a monospaced font
            • Prints a document using a monospaced font
            • Initializes this image
            • Render the particle panel
            • Compute a Catmull - Rom spline for RGB values
            • Initialize components
            • Resize pixels
            • Action called when a button is pressed
            • Print a document
            • Handle a hyperlink event
            • Replies the choices for the given parameter
            • Deserializes a compilation unit
            Get all kandi verified functions for this library.

            GdxStudio Key Features

            No Key Features are available at this moment for GdxStudio.

            GdxStudio Examples and Code Snippets

            Deprecated,Camera
            Javadot img1Lines of Code : 78dot img1License : Permissive (Apache-2.0)
            copy iconCopy
            /*
             *  This is to set the offsets of camera position when following the actor
             *  When the camera follows the actor its (x,y) position is set to actor's (x,y) position
             *  based on followSpeed. The offsets are used to position the camera in such a wa  
            Deprecated,Using
            Javadot img2Lines of Code : 29dot img2License : Permissive (Apache-2.0)
            copy iconCopy
             //This is our first Scene and it shows the libgdx logo until all the assets are loaded 
                //then it automatically switches to the Menu scene
                public class  Splash extends Scene {
            		
            		public Splash() {
            			splashDuration = 5f; // This will make   
            Deprecated,Scene
            Javadot img3Lines of Code : 24dot img3License : Permissive (Apache-2.0)
            copy iconCopy

            It consists of a single Stage2d, Stage3d, Camera2d, and Camera3d which are all initialized based on the config file. The root of the stage can be accessed in a statically {@link Scene#getRoot()} and methods related to camera like moveTo, moveBy,

            Community Discussions

            QUESTION

            Unity 3'nd Person Controller Camera Acting Weird
            Asked 2022-Apr-08 at 23:22

            I'm very new in Unity and Stackowerflow. If i did something wrong, please don't judge me ^^ I used Unity's TPS Controller asset for my game. In first, it worked very well. But then It broke. But i didn't do anything :( (i don't even touch scripts or prefabs). After that, i deleted asset and re-download it but it didnt work again. Here is one example from my broken scene and these are the codes from my controller. Thanks For Any Kind of Help.

            Starter Assets Input ...

            ANSWER

            Answered 2022-Apr-08 at 23:22

            I had the same problem too. I researched a lot of documents about that and finally, I solved this problem. The problem is not about your codes or events or smth else. The problem is related to Unity. I don't know the exact reason for the problem but you can solve it this way: First, go Edit > Project Settings and select Input System Package from the Left tab. And then, change the Update Method with Process Events In Dynamic Update. And that's all! Dynamic update means the usual Update method that you see in the scripts void Update().

            Images

            Source https://stackoverflow.com/questions/71804001

            QUESTION

            OpenTK doesn't render the color of my triangle
            Asked 2022-Apr-03 at 07:08

            I am learning to program a game engine which is why I followed a tutorial, with that tutorial I have gotten this far and even though my code is identical to theirs (theirs did work in the videos) its not working the way it is meant to. The triangle stays black no matter what. There is not any errors.

            Main Program Script:

            ...

            ANSWER

            Answered 2022-Apr-03 at 07:08

            You actually assign the shader program to a local variable in the event callback function's scope. You need to assign it to the variable in scope of Main:

            Source https://stackoverflow.com/questions/71723584

            QUESTION

            How to create a first-person "space flight" camera
            Asked 2022-Mar-15 at 13:43

            I'm currently attempting to create a first-person space flight camera.

            First, allow me to define what I mean by that.

            Notice that I am currently using Row-Major matrices in my math library (meaning, the basis vectors in my 4x4 matrices are laid out in rows, and the affine translation part is in the fourth row). Hopefully this helps clarify the order in which I multiply my matrices.

            What I have so Far

            So far, I have successfully implemented a simple first-person camera view. The code for this is as follows:

            ...

            ANSWER

            Answered 2022-Mar-02 at 23:15

            The problem is that two numbers, pitch and yaw, provide insufficient degrees of freedom to represent consistent free rotation behavior in space without any “horizon”. Two numbers can represent a look-direction vector but they cannot represent the third component of camera orientation, called roll (rotation about the “depth” axis of the screen). As a consequence, no matter how you implement the controls, you will find that in some orientations the camera rolls strangely, because the effect of trying to do the math with this information is that every frame the roll is picked/reconstructed based on the pitch and yaw.

            The minimal solution to this is to add a roll component to your camera state. However, this approach (“Euler angles”) is both tricky to compute with and has numerical stability issues (“gimbal lock”).

            Instead, you should represent your camera/player orientation as a quaternion, a mathematical structure that is good for representing arbitrary rotations. Quaternions are used somewhat like rotation matrices, but have fewer components; you'll multiply quaternions by quaternions to apply player input, and convert quaternions to matrices to render with.

            It is very common for general purpose game engines to use quaternions for describing objects' rotations. I haven't personally written quaternion camera code (yet!) but I'm sure the internet contains many examples and longer explanations you can work from.

            Source https://stackoverflow.com/questions/71328720

            QUESTION

            How do I make copies of a Node in Godot
            Asked 2022-Feb-19 at 01:11

            I'm new to Godot coming fresh from unity and I cant figure out how to duplicate an object/node. I've tried the duplicate function to no effect. My most recent attempts try to create child nodes with the same property as the parent. I cant seem to get anywhere, help would be appreciated. Here is my code that tries to create a child node:

            ...

            ANSWER

            Answered 2022-Feb-19 at 01:11

            • The base node class is invisible (gray) so you cannot see if they were added or not. You can switch from the local to the remote tab in the scene tree while running to see only one invisible node added.
            • If you change the code to AddChild(copynode).Duplicate(); you can see it adds all 5 invisible nodes.

            Source https://stackoverflow.com/questions/71180866

            QUESTION

            Coming from OO languages to C, how can I avoid circular dependencies?
            Asked 2022-Feb-13 at 13:14

            When I say "Entity" below, I'm not specifically referring to anything relating to the ECS pattern, I just mean a general game entity.

            I'm trying my hand at game development in C, after having done previous game dev in TypeScript. I'm looking for a C idiomatic way to reuse a pattern with which I'm familiar: each tick, the game iterates through a list of entities, telling each one to update itself, then draw itself. Each entity knows how to update itself, but requires information about the game as a whole to make this update.

            ...

            ANSWER

            Answered 2022-Feb-13 at 13:14

            Don't #include "entity.h" from game.h and vice versa. Just forward declare what you need a pointer to. Also add header guards if you haven't already.

            Example:

            Source https://stackoverflow.com/questions/71100649

            QUESTION

            SpawnObject for ak(Clone) (UnityEngine.GameObject), NetworkServer is not active. Cannot spawn objects without an active server
            Asked 2022-Feb-10 at 07:54

            helloI'm making an object in Unity that gives players random weapons when they hover over it, but it always gives me this warning and doesn't create it.

            ...

            ANSWER

            Answered 2022-Feb-10 at 07:54

            This is because of you are calling the spawn function from client. You should call it in server.

            Source https://stackoverflow.com/questions/71010816

            QUESTION

            Detecting if an enemy was shot by bullet
            Asked 2022-Feb-06 at 03:20

            I am trying to learn Godot by making a simple 2D shooter, but am running into a problem. I do not know how to detect if an enemy has been shot by a bullet. My bullets are Area2D nodes with a Sprite, and CollisionShape2D node attached. My enemies are KinematicBody2D nodes with a Sprite, and CollisionShape2D node attached. The enemy also has a timer attached, but that is not important.

            Here is the enemy code:

            ...

            ANSWER

            Answered 2022-Feb-06 at 03:20

            On your _on_PlayerBullet_body_entered you a body that has a reference to whatever the Area2D collided with, you can use it to communicate with it.

            For example, you can call a method on it. Which could, of course could be queue_free:

            Source https://stackoverflow.com/questions/71003599

            QUESTION

            Phaser.js: How to get or remove all sprites in one scene
            Asked 2022-Jan-29 at 09:00

            I used to handle a group of sprites by push them into an array or sprite group which is build-in class in the Phaser. But I am seeking another simple way could get or remove all sprites in an scene. Does anyone have any idea to resolve this? Thanks a lot!

            ...

            ANSWER

            Answered 2022-Jan-29 at 09:00

            The Scene has a property children (link to documentation)

            You can get all Sprites, with the command:

            Source https://stackoverflow.com/questions/70903111

            QUESTION

            Phaser3, Creating Rounded Rectangle, Not Staying Put Relative To Window
            Asked 2022-Jan-21 at 00:26

            I'm trying to create a scoreboard using phaser3. It creates the board when I do the following in create function:

            ...

            ANSWER

            Answered 2022-Jan-21 at 00:26

            YourGraphic.setScrollFactor(0,0);

            Source https://stackoverflow.com/questions/70794747

            QUESTION

            Ursina Python Engine: Lighting, Shadows And Bloom Effects
            Asked 2022-Jan-17 at 07:34

            I Am New To Ursana Engine And I Don't Know It Properly. But I Can Make Games In It. But The Problem Is That My Game Doesn't Have Any . So My Game Looks Dead.

            Is There Any Way To Make My Game Look Good Using In Ursana Engine?

            ...

            ANSWER

            Answered 2021-Dec-11 at 20:32

            You have to add lights and also apply lit_with_shadows_shader to entities that will receive shadow.

            See more here: https://www.ursinaengine.org/cheat_sheet.html#DirectionalLight

            Source https://stackoverflow.com/questions/70139918

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install GdxStudio

            You can download it from GitHub.
            You can use GdxStudio like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the GdxStudio component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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