2DGame | A simple 2D sprite bouncing around the screen

 by   treehousefrog Java Version: Current License: No License

kandi X-RAY | 2DGame Summary

kandi X-RAY | 2DGame Summary

2DGame is a Java library. 2DGame has no bugs, it has no vulnerabilities, it has build file available and it has low support. You can download it from GitHub.

A simple 2D sprite bouncing around the screen, written in Java for Android
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            kandi-support Support

              2DGame has a low active ecosystem.
              It has 14 star(s) with 7 fork(s). There are 4 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              2DGame has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of 2DGame is current.

            kandi-Quality Quality

              2DGame has 0 bugs and 0 code smells.

            kandi-Security Security

              2DGame has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              2DGame code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              2DGame does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              2DGame releases are not available. You will need to build from source code and install.
              Build file is available. You can build the component from source.
              2DGame saves you 92 person hours of effort in developing the same functionality from scratch.
              It has 236 lines of code, 16 functions and 11 files.
              It has low code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed 2DGame and discovered the below as its top functions. This is intended to give you an instant insight into 2DGame implemented functionality, and help decide if they suit your requirements.
            • Main loop
            • Update the velocity
            • Draws the character sprite
            • Draws the image onto the canvas
            • Update the sprite sprite
            • Invoked when a thread is destroyed
            • Set if running
            • Initializes this widget
            • Create a character sprite
            • On touch events
            Get all kandi verified functions for this library.

            2DGame Key Features

            No Key Features are available at this moment for 2DGame.

            2DGame Examples and Code Snippets

            No Code Snippets are available at this moment for 2DGame.

            Community Discussions

            QUESTION

            What is best Practice to save Game Progress in a Game made in Unity3D along different Versions for Android and iOS
            Asked 2020-Jul-25 at 00:33

            what is best practice so save game progress for a simple 2D game? With "progress" I mean really simple values like "number of collected items" (int), "highscore" (int), "amount of currency" (float) and "is avatar unlocked" (bool). There is no worldmap state or anything big to be saved. I used playerprefs but this is designed for preferences and should be avoided according to many experts. That's why I want to change this now.

            I read this thread: Stackoverflow Question, but I cannot identify the best solution for my case as there is no comparison of the proposed methods.

            My requirements are simply:

            • applicable for iOS and Android
            • not being deleted when a new Version of the App is published
            • easy to use in the script as we refer at many points to the variables

            Any suggestions?

            ...

            ANSWER

            Answered 2020-Jul-25 at 00:33

            Personnaly, I like to write directly into a file. It's applicable to all platforms, isn't removed on an app update, and you have full control over the way you access the data. It's easy to add, remove, edit the contents, and easy to handle multiple save states.

            You can do it with a simple class, such as this one :

            Source https://stackoverflow.com/questions/63082956

            QUESTION

            Webgl 2D rendering images too heavy
            Asked 2020-Jun-13 at 03:49

            I'm just getting started with webgl. I followed a simple beginners tutorial on youtube. Now, I'm trying to create a simple 2D game.

            In that game, I want to render a simple inventory with images. When I do this, my fps drops down to 2 after 10 seconds. If I remove the code for the inventory rendering, it stays at 60.

            I know that my problem is on line 82 in game/js/engine/inventory/inventory.js. There, I render 35 images with a sprite class that I made watching the tutorial. I think because I watched a simple tutorial in which the code that is rendering the image isn't optimized and probably isn't the best way to do it. The sprite class is located in game/js/engine/material.js:127. In the sprite class, I setup simple variables that can be parsed to my vertex and fragment shader.

            Sprite setup

            In the setup method I setup all the parameters for my image.

            ...

            ANSWER

            Answered 2020-Jun-13 at 03:49

            is a better way to render an inventory?

            There are a few ways to optimize off the top of my head.

            1. It might be faster to just use HTML for your inventory

              Seriously: You also gain easy international font rendering, styling, responsiveness with CSS, etc... Plenty of games do this.

            2. It's generally faster to use a texture atlas (a single texture with lots of different images), then generate vertices into a vertex buffer for all the parts of your inventory. Then draw all of it with a single draw call. This is how for example Dear ImGUI works to make all of these amazing GUIs. It doesn't draw anything itself, it just generates a vertex buffer with positions and texture coordinates for a texture atlas.

            3. Do #2 except instead of generating the entire vertex buffer every frame just update the parts that change.

              So for example let's say your inventory says

            Source https://stackoverflow.com/questions/62330231

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

            Vulnerabilities

            No vulnerabilities reported

            Install 2DGame

            You can download it from GitHub.
            You can use 2DGame 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 2DGame 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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            https://github.com/treehousefrog/2DGame.git

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            gh repo clone treehousefrog/2DGame

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            git@github.com:treehousefrog/2DGame.git

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