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View Code? Open in Web Editor NEWA 2d game framework for Monkey2
A 2d game framework for Monkey2
Can we get access to the TextureFilteringEnabled property for the canvas please. It could be provided with from your Game2d (Window) object.
We can currently override Render to set it but a general option would be great!
More control over the camera position:
Hi,
Found a little bug in the joystick code: if the _joystickDevice isn't recognized, _joystickDeviceMapping gets set to null.
But code such as JoystickHatValue doesn't check for this - it checks _joystickDevice, just not _joystickDeviceMapping - and you get a null object crash.
Bye!
Mark
The ability to set the image handle would be handy. It could be done either (or both) during load or via an additional function:
Examples
Method AddImage:Void(name:String, path:String, handle:Vec2f) Local image:= Image.Load(path) image.Handle=handle _images.Add( name, image ) End Method
Method SetImageHandle(name:String,handle:Vec2f) Local image:=GetImage(name) If (image<>Null) image.Handle=handle End Method
A game should be able to have a high score table:
I don't care about encrypting the config file. If people want to cheat on themselves, then fine.
We should be able to add entities that display text with effects (or not), with a certain life span. This will allow a game to show score or text effects in game.
The state of a windowed game should be saved, as well as the key controls configuration.
There is now a single ping-pong effect for interpolated float values. We should be able to use more variations and repetitions (once, forever, numbered)
When you chose to change the device to Joystick an Array index out of range error is shown.
Steps to reduce
The error appears to relate to returning the ButtonLabel (index is 1)
Note: I can play the game with the Joystick regardless of this selection so it is found/available.
When creating your own custom 'entity' types if the CheckCollision method could be overridable so you could provide your own custom collision checks.
Note: The other aspect of the collision stuff is it's spread across both the entity and imageentiy objects. That could be tidied up a little??
We should be able to track an entity, or look at a location in world coordinates. A camera entity that can be attached to another entity, and can perform tasks, like pan, shake, rotate, etc.
In addition to radius based collision, a rect based collision would also be good to have.
We should be able to check ImageEntity collisions in a pixel perfect manner.
Wiebo,
Not sure if you have seen this (it happens only occasionally) when playing a game (I've seen this on both my Asteroids and your Choplifter) the game will all of a sudden 'freeze'. If you hit ESC to display your menu and ESC to return to the game it continues to play fine.
Now not sure whether this is related to game2d or Monkey2? Also not sure how this could be debugged or even re-producible in a specific way without just playing and hoping?
This can be started once Mark has added reflection to Monkey2. I will then port the unit test module from M1 to M2 and start adding tests to this project. There is no timeline for reflection in Monkey2.
Volume, panning etc options should be added to the playsound function in the Game2d class.
The first initial provided 'State' (base/default ie. TITLESTATE in Asteroids) does not have it's Enter method called in the first initial start of your game. Once you return to this state page it will be called as expected.
Instead of a default font, any font should be able to be used. This might introduce unexpected menu layout issues, though.
We should be able to use gamepads, and analog sticks and buttons.
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