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Automatically exported from code.google.com/p/andengine
All AndEngine has been moved to: https://github.com/nicolasgramlich/AndEngine
What steps will reproduce the problem?
Create a scene with a ZoomCamera that you rotate onUpdate. Try using the
coordinates you get from onSceneTouchEvent to position a box under the finger.
This is what my example code does:
https://bitbucket.org/giszmo/andengineexamples/src/305bb63316a2/src/org/anddev/a
ndengine/examples/ZoomCameraExample.java
What is the expected output?
the onSceneTouchEvent's coordinates are correct.
What do you see instead?
the coordinates are off as soon as the camera is rotated.
What version of the product are you using?
rev. 9a6f67f0a158
Weird is, the problem gets fixed as soon as a HUD is added. <== HINT
P.S.: I would love to see a working version without the HUD-stuff of my
test-Example in the "official" API-examples as this is much more of a
ZoomCameraExample than the ZoomExample (SmoothCameraExample actually) that is
in now.
Original issue reported on code.google.com by [email protected]
on 8 Mar 2011 at 12:03
What steps will reproduce the problem?
1. Tried the example UpdateTextureExample, adding a TimerHandler which call
automatically the toggle function to change the textures (without tapping the
screen)
2. Substitute the textures with file much greater (Example: 768x1024)
What is the expected output? What do you see instead?
The time to toggle from a picture to the other is too long
My solution:
If we in BaseSprite remove the attribute "final" for mTextureRegion, we are
able to add a method setTextureRegion.
Using this new method in UpdateTextureExample in place of createTiledFromAsset
we reduce the time for each update.
Regards
Original issue reported on code.google.com by [email protected]
on 25 Feb 2011 at 3:32
Attachments:
It looks like to me that it is supposed to be a static method.
Original issue reported on code.google.com by [email protected]
on 3 Nov 2010 at 11:01
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
Fixing critical BUG: Recursive call to same function, pointing to the right
object mEngine
Original issue reported on code.google.com by [email protected]
on 24 Aug 2011 at 3:00
Attachments:
public FontManager getFontManager() {
return this.getFontManager();
//i think it may be:
//return this.mEngine.getFontManager();
}
Original issue reported on code.google.com by [email protected]
on 18 Aug 2011 at 7:20
I thought it might be useful to have a fullscreen camera factory, so here's a
patch. Please apply.
Thanks,
wt
Original issue reported on code.google.com by [email protected]
on 25 Feb 2011 at 7:12
Attachments:
Fix typo: prepareLettes to prepareLetters
Original issue reported on code.google.com by [email protected]
on 12 Jun 2011 at 3:13
Attachments:
It'd be nice to have constructors to specify differences between the actual
physics body size and the sprite, in the case of having a sprite with a
baked-in glow effect.
Original issue reported on code.google.com by [email protected]
on 2 Mar 2011 at 8:49
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
What steps will reproduce the problem?
1. Simply using a particle engine, nothing fancy. The only thing that may be
out of the ordinary is that I'm calling particleSystem.reset() on touch.
What version of the product are you using? On what operating system?
Latest as of July 18th.
Please provide any additional information below.
Full stacktrace, as shown in error report in android market:
java.lang.IndexOutOfBoundsException: Invalid index 3, size is 3
at java.util.ArrayList.throwIndexOutOfBoundsException(ArrayList.java:257)
at java.util.ArrayList.get(ArrayList.java:311)
at
org.anddev.andengine.entity.particle.ParticleSystem.onManagedUpdate(ParticleSyst
em.java:156)
at org.anddev.andengine.entity.Entity.onUpdate(Entity.java:882)
at org.anddev.andengine.entity.Entity.onManagedUpdate(Entity.java:1024)
at org.anddev.andengine.entity.scene.Scene.onManagedUpdate(Scene.java:250)
at org.anddev.andengine.entity.Entity.onUpdate(Entity.java:882)
at org.anddev.andengine.engine.Engine.onUpdateScene(Engine.java:488)
at org.anddev.andengine.engine.Engine.onUpdate(Engine.java:483)
at org.anddev.andengine.engine.Engine.onTickUpdate(Engine.java:459)
at org.anddev.andengine.engine.Engine$UpdateThread.run(Engine.java:685)
Original issue reported on code.google.com by [email protected]
on 26 Jul 2011 at 4:06
Hello,
I am developing a game, in that I want to move several objects on the screen
and I am getting this error,
08-23 15:46:50.343: ERROR/AndroidRuntime(6326): FATAL EXCEPTION: UpdateThread
08-23 15:46:50.343: ERROR/AndroidRuntime(6326):
java.lang.IndexOutOfBoundsException: Invalid index 2, size is 2
08-23 15:46:50.343: ERROR/AndroidRuntime(6326): at
java.util.ArrayList.throwIndexOutOfBoundsException(ArrayList.java:257)
08-23 15:46:50.343: ERROR/AndroidRuntime(6326): at
java.util.ArrayList.get(ArrayList.java:311)
08-23 15:46:50.343: ERROR/AndroidRuntime(6326): at
org.anddev.andengine.entity.layer.DynamicCapacityLayer.onManagedUpdate(DynamicCa
pacityLayer.java:74)
08-23 15:46:50.343: ERROR/AndroidRuntime(6326): at
org.anddev.andengine.entity.Entity.onUpdate(Entity.java:85)
08-23 15:46:50.343: ERROR/AndroidRuntime(6326): at
org.anddev.andengine.entity.scene.Scene.updateLayers(Scene.java:519)
08-23 15:46:50.343: ERROR/AndroidRuntime(6326): at
org.anddev.andengine.entity.scene.Scene.onManagedUpdate(Scene.java:306)
08-23 15:46:50.343: ERROR/AndroidRuntime(6326): at
org.anddev.andengine.entity.Entity.onUpdate(Entity.java:85)
08-23 15:46:50.343: ERROR/AndroidRuntime(6326): at
org.anddev.andengine.engine.Engine.onUpdateScene(Engine.java:430)
08-23 15:46:50.343: ERROR/AndroidRuntime(6326): at
org.anddev.andengine.engine.Engine.onUpdate(Engine.java:425)
08-23 15:46:50.343: ERROR/AndroidRuntime(6326): at
org.anddev.andengine.engine.Engine.onTickUpdate(Engine.java:402)
08-23 15:46:50.343: ERROR/AndroidRuntime(6326): at
org.anddev.andengine.engine.Engine$UpdateRunnable.run(Engine.java:544)
08-23 15:46:50.343: ERROR/AndroidRuntime(6326): at
java.lang.Thread.run(Thread.java:1096)
When I am moving more than one objects on the screen at a time. For, moving
objects I am using fling operation. Please help me out in this situation.
Thanks & Regards,
Lalit Poptani T.
Original issue reported on code.google.com by [email protected]
on 23 Aug 2011 at 10:23
What steps will reproduce the problem?
1. new strange font with stroke
What is the expected output? What do you see instead?
same character have part of previous character at left side
Original issue reported on code.google.com by [email protected]
on 12 May 2011 at 2:26
What steps will reproduce the problem?
1. Happens on my Tablet (Dual core - Nvidia Tegra 2)
2. Just make a scene with sprites and wait for it to happen
3. Screen blinks - probably this is threading issue?
What is the expected output? What do you see instead?
No black screen blink
What version of the product are you using? On what operating system?
Latest. Honey Comb 3.0 and 3.1
Please provide any additional information below.
Original issue reported on code.google.com by Oren.Bengigi
on 3 Jun 2011 at 12:48
Currently LinearGradientFillTextureSourceDecorator is using Android's
LinearGradient 2nd constructor which allows for only two colors on a gradient,
I'm attaching a patch which adds the ability to use the 1st constructor which
allows for multiple colors and positions for gradients, and is of course
backwards compatible.
Original issue reported on code.google.com by [email protected]
on 7 Jun 2011 at 3:05
Attachments:
removed mediaPlayer.prepare() in createMusicFromeResource() because
MediaPlayer.create() automatically calls prepare() causing exception at
mediaPlayer.prepare().
Original issue reported on code.google.com by [email protected]
on 4 Feb 2011 at 1:10
Attachments:
I have noticed that the vast majority of the lib is totally undocumented. I am
going to try to add some Javadoc for the parts that I am playing with. So, I
have a question.
Are the sequences of lines like the following comment:
// ===========================================================
// Final Fields
// ===========================================================
absolutely necessary? They seem really redundant, and I'd like to just get rid
of them to remove cruft. Would that be okay?
Also, I have attached a patch with a small Javadoc addition.
Thanks,
wt
Original issue reported on code.google.com by [email protected]
on 25 Feb 2011 at 1:04
Attachments:
loading a matrix of sprites (16x16) for the entire screen size.
1. One Async function loads a class "framework"
2. The class "framework" to load the class "Object"
3. The class "Object" load the texture in the pool and creates the sprite, then
clone the texture on the sprite
4. Attach the sprite to the scene
the end of the loading matrix containing the Class "Subject ", shows the scene
Result:
Often certain sprites are not drawn on the screen.
Android 2.3 on Samsung Galaxy S
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 30 Mar 2011 at 10:46
- split out the creation of bin file to a package target.
- TODO convert standard ant build.xml
Original issue reported on code.google.com by ddrscott
on 16 Feb 2011 at 3:41
Attachments:
I'm trying to use and actually extend andengine for an augmented reality
project (and if everything works at the end I'll most likely make everything
publicly available).
But nevertheless how great andengine seems to be, it is a pain to work with the
code when there is no code documentation at all. I know there is the forum,
which probably has lot's of hints (e.g.
http://www.andengine.org/forums/tutorials/andengine-core-terminology-t316.html).
But I guess the last thing a developer wants to do during programming is
reading forum threads.
So, please please add some comments to classes and methods. I'd say this
project could grow even faster (meaning people like to work with and on the
code) with high code quality (including comments!).
Original issue reported on code.google.com by [email protected]
on 11 Jul 2011 at 8:42
I add this LoopModifier, which is just like a SequenceModifier however it can
repeat its submodifier again and again. This is useful for game menu item.
Original issue reported on code.google.com by [email protected]
on 1 Jul 2010 at 9:48
What steps will reproduce the problem?
1. I'm using Eclipse 3.6 and Mac OS X
2. With any code I try to run on the emulator
3. Running many diferent options of emulator (1.6, 2.2 ... )
What is the expected output? What do you see instead?
I expect the application running, however I just see an error that says the
application have to shout down.
What version of the product are you using? On what operating system?
Mac OS X 10.6, Eclipse 3.6 and the last version of andengine (at day today)
Please provide any additional information below.
I attach a screen shot and an example code in the same zip. It happens with any
code (examples from your repository, code from tutorials that runs in the
computers of other people... )
Original issue reported on code.google.com by [email protected]
on 27 Jul 2011 at 9:06
Attachments:
What steps will reproduce the problem?
1. Use Physics extension
2. Pause the game
3. Resume it
What is the expected output? What do you see instead?
Physics should continue disregarding the time passed when we were out of the
game.
What version of the product are you using? On what operating system?
Latest
Please provide any additional information below.
It seems like the tick count is not being reset after resuming the game,this is
causing the game to call the onUpdate method with a large amount of the time
that passed,
thus causing the physics acting crazy.
Original issue reported on code.google.com by Oren.Bengigi
on 10 Apr 2011 at 11:02
By default, eclipse wants to generate javadocs in doc/** for project. Here's a
patch to add that path to the .hgignore. Please apply.
Thanks,
wt
Original issue reported on code.google.com by [email protected]
on 23 Feb 2011 at 5:13
Attachments:
What steps will reproduce the problem?
1. Create a class that herits from LayoutGameActivity
2. Display an AlertDialog upper
3. Dismiss the dialog
What is the expected output? What do you see instead?
Expected output : go back on the scene
Real output : freeze then crash (often but not everytime)
What version of the product are you using? On what operating system?
I'm using the 02/16/2011's version
Please provide any additional information below.
Original issue reported on code.google.com by Elviish
on 18 Feb 2011 at 12:40
Just started using andEngine, downloaded the code, and the head repository has
a runtime error:
The class GameBaseActivity, line 137 is:
(http://code.google.com/p/andengine/source/browse/src/org/anddev/andengine/ui/ac
tivity/BaseGameActivity.java#137)
public FontManager getFontManager() {
return this.getFontManager();
}
Its wrong... it should point to mEngine. Like this:
public FontManager getFontManager() {
return this.mEngine.getFontManager();
}
Already submitted a patch :)
Original issue reported on code.google.com by [email protected]
on 24 Aug 2011 at 3:01
What steps will reproduce the problem?
Using the TMX Tile Map example:
1. upgrade it to use the latest version of Andengine
2. add some sprites to the map
What is the expected output? What do you see instead?
The sprites flicker slightly when the camera is scrolling. Also the background
paving texture flickers quite dramatically.
What version of the product are you using? On what operating system?
Samsung Galaxy GT I9000
Sony Ericson Experia
Please provide any additional information below.
When using the older version of Andengine which is bundled with the examples
the flickering is less pronounced.
This flickering also occurs when adding floating objects with transparency to
layers on top of the background TMX Layer.
Original issue reported on code.google.com by [email protected]
on 21 May 2011 at 11:05
Attachments:
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
Render to Texture could be used to do some pseudo Scene flipping things.
Original issue reported on code.google.com by [email protected]
on 16 Jun 2011 at 7:10
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
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
AndEngine is a library and should be marked as such so that one doesn't have to
manually copy to lib into one's projects that depend on it. Here's a patch to
do just that. Please apply.
After application of this patch one can include AndEngine in the same workspace
as other projects. The other projects can then declare that they use AndEngine
as a library. This seems to work ok for my little projects.
Thanks,
wt
Original issue reported on code.google.com by [email protected]
on 23 Feb 2011 at 3:55
Attachments:
What steps will reproduce the problem?
1. Scaled a Sprite
2. Sometime I notice texture bleeding
3. Can also be noticed on Farm Tower Menu
What is the expected output? What do you see instead?
No bleed, no matter what is scaling
What version of the product are you using? On what operating system?
Latest
Please provide any additional information below.
Padding the texture with a few pixels fix it, but the correct way is to prevent
the textures from bleeding
Original issue reported on code.google.com by Oren.Bengigi
on 3 Jun 2011 at 12:55
I have come across two concurrency issues:
E/AndroidRuntime( 2602): FATAL EXCEPTION: GLThread
E/AndroidRuntime( 2602): java.lang.IndexOutOfBoundsException: Invalid index 1,
size is 0
E/AndroidRuntime( 2602): at
java.util.ArrayList.throwIndexOutOfBoundsException(ArrayList.java:257)
E/AndroidRuntime( 2602): at java.util.ArrayList.get(ArrayList.java:311)
E/AndroidRuntime( 2602): at
org.anddev.andengine.entity.Entity.onManagedDraw(Entity.java:898)
E/AndroidRuntime( 2602): at
org.anddev.andengine.entity.scene.Scene.onManagedDraw(Scene.java:230)
E/AndroidRuntime( 2602): at
org.anddev.andengine.entity.Entity.onDraw(Entity.java:782)
E/AndroidRuntime( 2602): at
org.anddev.andengine.engine.Engine.onDrawScene(Engine.java:507)
E/AndroidRuntime( 2602): at
org.anddev.andengine.engine.Engine.onDrawFrame(Engine.java:499)
E/AndroidRuntime( 2602): at
org.anddev.andengine.opengl.view.RenderSurfaceView$Renderer.onDrawFrame(RenderSu
rfaceView.java:148)
E/AndroidRuntime( 2602): at
org.anddev.andengine.opengl.view.GLSurfaceView$GLThread.guardedRun(GLSurfaceView
.java:617)
E/AndroidRuntime( 2602): at
org.anddev.andengine.opengl.view.GLSurfaceView$GLThread.run(GLSurfaceView.java:5
49)
E/AndroidRuntime(23153): java.lang.IndexOutOfBoundsException: Invalid index 9,
size is 1
E/AndroidRuntime(23153): at
java.util.ArrayList.throwIndexOutOfBoundsException(ArrayList.java:257)
E/AndroidRuntime(23153): at java.util.ArrayList.remove(ArrayList.java:406)
E/AndroidRuntime(23153): at
org.anddev.andengine.opengl.texture.TextureManager.updateTextures(TextureManager
.java:134)
E/AndroidRuntime(23153): at
org.anddev.andengine.engine.Engine.onDrawFrame(Engine.java:493)
E/AndroidRuntime(23153): at
org.anddev.andengine.opengl.view.RenderSurfaceView$Renderer.onDrawFrame(RenderSu
rfaceView.java:148)
E/AndroidRuntime(23153): at
org.anddev.andengine.opengl.view.GLSurfaceView$GLThread.guardedRun(GLSurfaceView
.java:617)
E/AndroidRuntime(23153): at
org.anddev.andengine.opengl.view.GLSurfaceView$GLThread.run(GLSurfaceView.java:5
49)
This happens because detachChildren() and TextureManager.unloadTexture()
are not synchronized with the entity or the engine. So, when these are
called, the GL thread and TextureManager.updateTextures() or onManagedDraw()
can be in the process of looping through the elements... - boom!
When looking through the code, it is evident that there are many similar
concurrency issues in AndEngine that need fixing.
Original issue reported on code.google.com by [email protected]
on 17 Jul 2011 at 5:14
If TouchAreaBinding is enabled, this will allow the scene touches to also
maintain their stickiness.
You might want to add a different flag to to enable this feature, but I believe
it is consistent with the overall touch binding design.
Original issue reported on code.google.com by ddrscott
on 16 Mar 2011 at 2:28
Attachments:
Text(pX, pY, pFont, pText, pHorizontalAlign, pCharactersMaximum) and
Text.updateText(pText) are protected and thus inaccessible outside Text
Original issue reported on code.google.com by [email protected]
on 11 Aug 2011 at 10:27
Attachments:
As someone who loves to keep permissions minimal, it'd be nice if acquiring a
wakelock could be made optional. I just want to have the screen stay on, and
there's a very nice way to do this without needing a wakelock:
http://stackoverflow.com/questions/2131948/force-screen-on
Could acquiring a wakelock be made optional, or at the very least, the helpful
error message be eliminated?
Original issue reported on code.google.com by g1adrift
on 29 Dec 2010 at 3:19
What steps will reproduce the problem?
1. Checkout and compile with a current eclipse
What is the expected output? What do you see instead?
Most of the API interface method implementations have a @Override annotation.
This is actually not correct in jdk 1.5 and Eclipse will not compile the code
when set to 1.5 (required by Android SDK).
This is related to the fact that the ASDK needs a 1.5 class compatibility, and
the use of @Override is only valid in 1.6. Temp solution is to set the compiler
compliance to 1.6 but the generated class compatibility to 1.5.
Original issue reported on code.google.com by [email protected]
on 28 Dec 2010 at 4:13
What steps will reproduce the problem?
1. Create SpriteGroup
2. Try to attach/detach children to it dynamically
3. Dynamically detach all of attached children one by one.
More detailed here:
http://www.andengine.org/forums/bugs/sprite-group-sprite-setvisible-has-no-effec
t-t3751.html?hilit=SpriteGroup#p19176
What is the expected output? What do you see instead?
Last detached sprite is not erased until another sprite is attached to this
SpriteGroup.
What version of the product are you using? On what operating system?
Latest andengine.jar (last commit is be48c1bde557), android 2.2
Please provide any additional information below.
I found the cause, it is also described here:
http://www.andengine.org/forums/bugs/sprite-group-sprite-setvisible-has-no-effec
t-t3751.html?hilit=SpriteGroup#p19176
Original issue reported on code.google.com by [email protected]
on 21 Jul 2011 at 12:29
What steps will reproduce the problem?
1. append a menuscene on main scene
What is the expected output? What do you see instead?
the main scene modificator don't work.
Original issue reported on code.google.com by [email protected]
on 12 May 2011 at 2:27
What steps will reproduce the problem?
run "drawing a sprite"-example
What is the expected output? What do you see instead?
Face-box should fade from one position to another. Instead a box on the
background in the upper left corner "fades" and meanwhile the face-box jumps
once.
What version of the product are you using? On what operating system?
Current version (don't know exactly the revision)
Android 2.2 on Samsung Galaxy S
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 28 Dec 2010 at 6:52
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
Excuse me, do not download jar or source it?
Original issue reported on code.google.com by [email protected]
on 24 Jun 2011 at 6:32
What steps will reproduce the problem?
public void setRenderer(final Engine pEngine) {
this.setOnTouchListener(pEngine);
this.mRenderer = new Renderer(pEngine);
this.setRenderer(this.mRenderer); // !!!
}
What is the expected output? What do you see instead?
When using with BaseAugmentedRealityGameActivity :
ERROR/AndroidRuntime(7772): Caused by: java.lang.IllegalStateException:
setRenderer has already been called for this instance.
The call to setRenderer in setRenderer is too much I guess.
Original issue reported on code.google.com by [email protected]
on 5 Jul 2011 at 9:12
What steps will reproduce the problem?
1. getting the tile at the users touch coordinates
2.
3.
What is the expected output? What do you see instead?
the touch coordinates should correspond to their respective tile in the tilemap.
What version of the product are you using? On what operating system?
current jar from examples
Please provide any additional information below.
shouldn't one divide by the tile height for within the getTileAt method to get
the tile row?
Original issue reported on code.google.com by [email protected]
on 4 Aug 2011 at 4:44
What steps will reproduce the problem?
1. Create a PathModifier with a given Path
2. Try to reset any of the values
3.
What is the expected output? What do you see instead?
Expected behavior is the ability to reuse a modifier, particularly PathModifiers since movement/paths are such a common aspect of games. However, you cannot reuse a PathModifier object unless you use exactly the same path with exactly the same duration, which is not useful in many situations.
For example, you may want to move a character from where he is to where the user taps. PathModifiers would work very well here except that in order to use a PathModifier for this purpose, one
would have to allocate a new PathModifier every time the user taps the screen.
This is performance-killing and, realistically, not an option for a
smooth-running game.
This affects other modifiers as well because crucial fields are private and
final.
What version of the product are you using? On what operating system?
AndEngine still doesn't have version numbers! This is the latest version as of March 2011.
Please provide any additional information below.
None.
Original issue reported on code.google.com by [email protected]
on 10 May 2011 at 7:01
What steps will reproduce the problem?
1. Run an AndEngine application. Note the heap size with for example ddms.
2. Re-run it. Note the heap size. the heap grows for each run of the
application.
An analysis with MemoryAnalzyer reveals the culprit: BufferObjectManager.
Solution:
Maybe add BufferObjectManager.getActiveInstance().clear() in onDestroy() of the
base activity.
The problem is the references that this singleton retains.
Clearing them fixes the leak.
Original issue reported on code.google.com by [email protected]
on 10 Jul 2011 at 2:58
What steps will reproduce the problem?
1. load two PNG textures, one (A) with colors to the edge (like a box), another
(B) with transparency around edges (like a cloud), in adjacent locations within
a Texture using TextureRegion.createFromAsset(). So, if texture (A) is 32 x 32
loaded at (0,0), then texture (B) would be loaded at (32,0).
2. Load a sprite using (A), setScale 2.0f, or higher,
3. Load a sprite using (B), and animate it on a dark background
4. (B) shows a 1 or 2 pixel edge, on the side adjacent to where (A) is loaded
in the Texture. Edge on (B) becomes more visible, i.e. 2 pixels thick or more,
if (A) is scaled to a higher value.
What is the expected output? What do you see instead?
Expected output is that as long as loaded textures are not overlapped in the
createFromAsset() calls, a texture should not show any visible effect from any
neighboring textures.
What is seen instead is, adjacent assets bleed over to next texture when
scaled, causing critical artifacts especially if neighboring texture has
transparency at edges and is animated.
What version of the product are you using? On what operating system?
Current build of library as taken from the Examples.
Issue has been replicated on Android 2.1 and 2.2 on different devices.
Please provide any additional information below.
Work-around: Leave a 2 to 4 pixel buffer between textures in loading from
assets.
Original issue reported on code.google.com by [email protected]
on 13 Feb 2011 at 7:11
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
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
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