A Pure Java Game Engine. In Development.
Notable Features: - GPU Acceleration
Audio Support: - .WAVE .AU .AIFF .AIFC .SND <- Only - Supported file formats can be either 8-bit or 16-bit, with sampling rate from 8 kHz to 48 kHz.
Short Comings (In Development): - Sprite Transparency not supported yet - Work Around: When creating graphics for your application, set pixels that would otherwise be set to transparent. To a fluro pink/green and 'Override' the 'setPixel' method in the Surface class. Force the function to not render the fluro pink/green pixels.
public void setPixel(int x, int y, int colour){
/*
A { R G B }
Colour Format (integer) -> 0x FF 00 00 00 -> 0xFF000000
*/
int colour = 0xFFFF00FF <- Fluro Pink
int colour = 0xFF00FF00 <- Fluro Green
int colour = 0xFF00EE00 <- What ever you want, realy.
if(colour != pink/green/your_chosen_colour){
int location = x + (y * bounds.width);
if(location > 0 && location < pixels.length){
this.pixels[(x - camera.x) + ((y - camera.y) * bounds.width)] = colour;
}
}
}
General Usage:
public static void main(String[] args){
Window window = new Window(new Engine(new Dimensions(width, height)){
@Override
public void initialise(AssetLoader assets){
}
@Override
public void update(Input input, int delta){
}
@Override
public void render(Surface surface){
}
}, "Window Title");
window.engine.start();
}