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   September 21, 2015  
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[00:54:47] <BeautiCode> Hello
[00:54:52] <lapinozz> Hello
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[00:58:39] <BeautiCode> :o its lapinozz!
[00:59:06] <lapinozz> of course it's me, it's alway me :D
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[01:05:48] <BeautiCode> Everywhere I go, lapinozz the pro... is already there
[01:05:52] <BeautiCode> :]
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[01:06:21] <lapinozz> hehe :p
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[01:44:20] <finkregh> hi
[01:45:26] <wulax> hi
[01:45:41] <finkregh> ehm does anyone has experience with cached isometric tilemaps? :|
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[03:39:30] <One3yed> is there a way to draw multiple strings using the same bitmapfont in different colors? I'm having trouble getting different colors, it seems to only use the last color set
[03:54:24] <cobolfoo> you set the color in the abtch
[03:54:27] <cobolfoo> batch
[03:59:23] <One3yed> i'm using font.draw, changing color using batch.setColor didn't work
[04:00:46] <One3yed> ahh, i was predrawing using a glyphlayout, setColor has to be before that
[04:02:14] <wulax> yeah, font.setColor(color); glyphLayout = font.draw(spritebatch, "", x,y); should work
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[04:27:09] <cobolfoo> which zombie is the best? http://imgur.com/5t1edjL
[04:28:50] <wulax> I like the right one best, but they are both really nice. depends on your other graphics I'd say.
[04:29:36] <cobolfoo> I fear that the left one is too cartonny
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[04:36:24] <semafour> right one
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[05:22:23] <ctepa> Yeah, right one
[05:22:49] <semafour> my first game is gonna be a crappy 2d scroller lol
[05:22:50] <ctepa> Left one looks like it has paper bag on his head
[05:22:52] <ctepa> Sorry
[05:22:55] <semafour> haha
[05:23:04] <semafour> yeah and a bit too gory
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[05:34:20] <del_sol> good evening. a quick question about an idea I have, please.
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[05:36:26] <cobolfoo> http://imgur.com/JaxfjBG
[05:36:29] <cobolfoo> walking animation :)
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[05:39:48] <del_sol> I currently have a mini map setup the way I like it. Now I want to make it "interactive", making the camera go on the map, where I click on the minimap. I believe I have the idea to do that, no problem. What I want to know is, since I'm not using anything like Scene2d for the minimap, hence I can't capture input events on map, I plan to put a "backing" bounding box where the minimap is. When someone clicks on this bounding box
[05:39:49] <del_sol> area, I process the mouse coords to map coordinates from the minimap ones. Is this a convoluted way to do things? Is there a better way? I skipped Scene2dUi, since I couldn't find a widget one can use as a canvas to draw on, and have the inputlistener and hit detectors too.
[05:41:16] <del_sol> at the moment, the minimap is drawn by a separate camera and a framebuffer, rendered by a sprite on the main spritebatch.
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[12:07:32] <Bernzel> What must I have in order to have registered users in an app? A server I know, but what kind etc? MySQL?
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[12:13:14] <mk1> Tomski: will you be at the Intel workshop tomorrow?
[12:13:24] <Tomski> Yup
[12:14:14] <mk1> have fun then. a friend of mine will maybe show you PewPewParadise (for whatever reason), a game that he and I have been/are working on
[12:17:44] <Tomski> Cool!
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[13:10:44] <rgr> need help seeing the wood for the trees here. I import sprites (well images) from RUBE editor and instantiate a AtlasSprite subclass based on the image referenced in RUBE (I have a property which is the atlas region name). All grand. AtlasSprite constructor does an atlas rotate test for the region and if its rotated it rotates it back using rotate90 in the AtlasSprite constructor, then it does a setbounds reversing the width and the
[13:10:44] <rgr> height. The problem comes in me then parsing the rube attributes. I need to call setBounds or setSize on my AtlasSprite subclass in order to resize it to the size specified in the rube editor and that doesnt take into account the rotate . Am I missing something or do I have to, in this case of resizing the sprite after its created, manually get the atlas rotate flag and re-rotate and swap width and height myself?
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[14:07:29] <Bernzel> Has anyone here used Parse for their apps and can maybe recommend it?
[14:18:36] <rgr> so the bottom line is also that the "unrotate" is only done in an AtlasSprite constructor. Which means its not invoked for Atlas findRegions() when fetching multiple regions from an atlas for an animation. Should it not be done in the AtlasRegion constructor?
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[14:36:12] <mobidevelop> No
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[14:39:16] <rgr> so how can rotate work for set of regions returned from Atlas.findRegions? It cant. Since with an animation you set the region for a single sprite from this array.
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[14:43:00] <rgr> the rotate to "correct" a packed atlas where rotation is allowed should be done on the regions not on the sprite since a sprite has multiple regions assigned it in the course of an animation.
[14:43:15] <rgr> (thinking aloud)
[14:46:52] <mobidevelop> If you use an atlasregion directly, you are responsible for rotating and accounting for stripped whitespace (if you used that option)
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[14:56:36] <rgr> Maybe Im getting confused. Wouldnt be the first time. Im using an AtlasSprite since normal sprite doesnt take care of rotation and stripping done by the packer. but the problem is its done at the sprite level (ie single region) and not at the region level where it should be IMO. The region holds all the offset/stripping/rotate info so its the region that should take care of rotating the vertices back into place I think. As it is it
[14:56:36] <rgr> looks like I need apply the rotate myself to all the regions. which means duplicating all the code in Sprite which does that. "rotate90" etc.
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[15:09:27] <rgr> but now I wonder if I should use createSprites() rather than manually change the region every animation step. seems a lot of waste then. But seems thats the way to go.
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[15:14:25] <kdarknight1> mk1
[15:15:01] <kdarknight1> What did you do with pinball. It doesn't work since last 2 updates
[15:15:50] <rgr> actually no. I'll just turn rotate off in the packer. This is too painful ;) My head hurts.
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[16:05:04] <One3yed> i added a library jar using compile fileTree(dir: '../libs', include: '*.jar') under dependencies in my build.gradle... but Android Studio can't seem to recognize the classes/methods even tho it still compiles successfully
[16:05:52] <One3yed> anyone know what I need to do to recognize symbols from a library?
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[16:21:53] <rgr> youre sure your using gradle? I guess in AS it must be. But that is the way. If it doesnt recognise the classes how is it compiling?
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[16:49:52] <mutilator> oo
[16:49:59] <mutilator> hardland got some nice UI updates
[16:57:11] <rgr> oh hardland is windows only?
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[18:22:01] <rgr> Someone please have an example of animating sprites using trimmed and rotated regions in an Atlas?
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[20:20:14] <kdarknight1> Tomski
[20:22:12] <Xoppa> rgr, Animation is just an array of TextureRegion which you use to construct it. So that information should not be relevant for the animations itself. It should be same as using the array and randomly picking items from it.
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[20:32:11] <rgr> Yes I know that and have been using an Animation object and getKeyFrame. The issue is with packed and rotated regions. Before hand I would just setRegion for the keyframe on my Sprite subclass. But I cant see how to sort it for AtlasSprites.
[20:32:26] <rgr> (packed I mean trimmed)
[20:32:37] <rgr> (trimmed and rotated in the atlas)
[20:33:25] <rgr> The animation class has various types of "animation" with random being one.
[20:33:58] <Xoppa> my guess it that (judging from the method name) setRegion only sets the region, not the other info AtlasRegion has
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[20:35:15] <rgr> right. And unrotating etc each time I set that region is pretty poor. if you look at AtlasSprite it does that in the sprite constructor. But I dont want a seperate sprite for each and every frame. The normal way is to set the region from the current keyframe.
[20:35:37] <Xoppa> why do you want to use the (Atlas)Sprite class for this?
[20:35:59] <rgr> because thats what deals with unrotating and untrimming a packed region in a textureatlas.
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[20:36:43] <Xoppa> isnt that what AtlasRegion does?
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[20:36:57] <rgr> up til now I didnt allow trimming or rotating and using a Sprite sub class it was straightforward. I simply Atlas.fetchRegions("name") and setRegion from Animation.getKeyFrame().
[20:37:04] <Xoppa> ow guess not
[20:37:10] <Xoppa> didnt know that
[20:37:25] <rgr> no it doesnt. it stores the info but doesnt untrim or unrotate unless im missing something.
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[20:39:42] <Xoppa> consider contributing a AtlasSprite#setRegion or AtlasRegion#set(other_region) method
[20:39:45] <rgr> all the magic is done in the AtlasSprite constructor. Im now thinking I might need to call Atlas.getSprites() but thats pretty horrible. Im thinking there must be something obvious I'm missing here.
[20:40:29] <rgr> atm I think I'll just not allow trimming or rotation but that sucks really.
[20:40:29] <Xoppa> well you could also create an array of AtlasSprite and use that for the animation
[20:40:51] <rgr> thats what createSprites() does.
[20:41:07] <rgr> Ill try that.
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[20:41:49] <Xoppa> yeah just new Animation(atlas.createSprites(¨animationname¨));
[20:42:32] <Xoppa> but i think you´re right in that it would be nice to override the setRegion method, so perhaps contribute that to have a better fix
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[20:49:27] <intrigus> I think I've written the ugliest code I've ever written ^^
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[20:50:56] <Lecherito> intrigus: wait a few days and you will override it
[20:54:47] <wulax> Xoppa: I made a triangle raycast test for Bullet since I didn't find any. I thought it might be a useful example for someone at some point https://github.com/jsjolund/libgdx/commit/3c8d979d3f452de4c9c232f5a9355853afde3558
[20:55:02] <wulax> I was thinking about making a pull request maybe
[20:56:32] <Xoppa> wulax, cool! please do so, i´ll be happy to pull it in
[20:56:43] <wulax> great!
[20:56:52] *** Xoppa changes topic to "Welcome to the #libgdx channel. libGDX 1.7.0 released: http://www.badlogicgames.com/wordpress/?p=3758 - Logs: http://echelog.com/?libgdx - Submit your game to our gallery: http://libgdx.badlogicgames.com/gallery.html - If you have a question, just ask"
[20:59:58] <wulax> I sent it
[21:01:08] <rgr> ah b*x. even createSprites doesnt do it.
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[21:01:24] <rgr> break time.
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[21:41:13] <Xoppa> thanks wulax! I´ll have a look at it
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[21:41:59] <Xoppa> rgr, you need to cast it back, e.g. ((AtlasSprite)(animation.getthingy(t))).draw(batch);
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[21:49:49] <rgr> totally confused now. Im setting the region for "my sprite" which has had its x,y set from a box2d body. that region I am getting from my Animation subclass which was instantiated with the output of createSprites(). createSprite called newSprite which reconstructs the correct region and adds white space and unrotates from the way it was stored in the packed atlas. Surely I shouldn't be calling draw on the sprites from createSprite?
[21:49:49] <rgr> Just using their region that has been reconstructed from the atlas as the region for "my sprite"? Otherwise I need to copy all the other attributes over to the keyFrame sprite such as pos, color, opacity etc etc.
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[21:52:16] <rgr> Hopefully you follow me there ;)
[21:52:43] <Xoppa> not really
[21:52:50] <rgr> heh.
[21:52:54] <Xoppa> perhaps rephrase in one short sentence
[21:54:21] <rgr> createSprites returns a bunch of sprites. I can get one based on time thanks to Animation class. They have no link to my "GameSprite" whose position is set from a box2d body. I would need to set the position color, opacity etc for each each time.
[21:55:44] <Xoppa> gamesprite...
[21:55:50] <Xoppa> wait let me pastebin something
[21:55:53] <rgr> i thought I could just take the region from my "sprite animation frame" and use that as the region for my "GameSprite" then gameSprite.super.draw(batch,batch.getColor().a);
[21:56:04] <rgr> (to paraphrase)
[21:57:43] <rgr> by "gamesprite" here IM taking about an Instance of a Sprite subclass, GameSprite in this case, where its position etc is set from a box2d body. Those sprites in the animation are not positioned or set with the correct opacity etc etc. I thought the onley reason we use them is since they are subclasses of textureregion and do recode the rotate and trim/crop parameters from the Atlas packing algorithm.
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[21:59:05] <zambo> When my game’s dispose method gets called (after leaving the activity containing the game and going to another activity in my app), sometimes the elements that need to be disposed are null. I know I can prevent the nullpointer by not disposing the assets, but I’m concerned that the natively allocated components won’t get cleaned up
[21:59:13] <Xoppa> rgr, http://pastebin.com/ynZqYcf2
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[22:01:10] <Xoppa> you could create an AnimatedGameObject with an update method which does: ((SpriteDrawable)drawable).setSprite = (AtlasSprite)(animation.getthingy(t));
[22:01:24] <Xoppa> *setSprite(..) instead of =
[22:01:53] <Xoppa> zambo, dont set them to null if you dont want them to be null
[22:02:10] <zambo> I’m not nulling them, I think they get garbage collected before dispose()
[22:02:31] <Xoppa> the gc never sets anything to null
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[22:03:54] <zambo> Ahhh okay. I’ll check it out then. Thanks
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[22:07:15] <intrigus> Enough GWT for today ....
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[22:10:48] <Xoppa> sure, intrigus
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[22:16:15] <rgr> and this drawable is the sprite itself?
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[22:16:35] <rgr> no
[22:16:50] <Xoppa> you can use whichever Drawable you like: https://github.com/libgdx/libgdx/find/master
[22:17:05] <Xoppa> euhm, thats not what i wanted to link to
[22:17:23] <Xoppa> a well, you get it
[22:17:42] <rgr> Im not sure I follow. We have an Animation packed with sprites. I need to call the drawmethod for those sprites setting their pos to that of my "gamesprite" or gameobject in your paste.
[22:18:43] <Xoppa> wait, let me make a more clear paste, one sec
[22:18:46] <rgr> tiredness has set in. Im not seeing where Drawable comes from here.
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[22:21:06] <scellow> Xoppa, why changing texture, isn't better to just change the origin position from the spritesheet ? ?
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[22:25:13] <rgr> (and am staying up for next paste btw ;))
[22:26:09] <Xoppa> scellow, i dont have a clue what you mean
[22:26:10] <Xoppa> rgr, http://pastebin.com/2VbHNJTH
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[22:28:30] <scellow> Xoppa, my animation code: https://gist.github.com/Scellow/699999a8eb63f6d26972 and how i use it: https://gist.github.com/Scellow/32dd46b709ee36d9f50c
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[22:30:16] <Xoppa> scellow, you are using Texture instances directly?
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[22:31:24] <Xoppa> scellow, do you have a question about that or you mean it is relevant to rgr´s question?
[22:32:12] <scellow> Yes, well i was just curious, since im a newbie, i tought storing multiple texture to animate an entity wasn't the right thing to do
[22:32:20] <rgr> hmm. I havent actually tinkers with SpriteDrawable or such before. My object *is* a Sprite subclass. I think I'll save your paste and look later.
[22:32:43] <rgr> scellow: no it isn't. its the worse thing to do ;)
[22:32:57] <rgr> look up TexturePacker
[22:33:00] <Xoppa> rgr, dont restrict youself extending Sprite
[22:33:05] <Xoppa> *by extending
[22:33:42] <Xoppa> scellow, you typically have one class that deals with textures, which is TextureAtlas
[22:34:02] <rgr> see the wonderful videos here : https://www.codeandweb.com/texturepacker/tutorials
[22:34:06] <Xoppa> of course, if you like to use textures directly, then no one is stopping you from that
[22:35:02] <rgr> can you explain how extending sprite is restricting myself?
[22:35:16] <scellow> rgr, thanks ill watch it
[22:35:44] <rgr> (this is a phase in my project where I see a lot of steps back before I go forward again : everyting was going well tell I decided to use rotate and trim options in texturepacker ;)
[22:35:54] <Xoppa> rgr, because it doesnt extend AtlasSprite...
[22:36:58] <rgr> but that doesnt matter since Im not drawing that sprite now ..... I should be drawing the ones from createSprites(). But there is no such method on Sprite as you had in your paste. Thats seems to be a SpriteDrawable thing. and that is new to me.
[22:38:20] <Xoppa> if you prefer to extend Sprite and not use the Drawable thing then you could override its #draw method
[22:40:45] <rgr> I have my own draw on my Sprite subclass : in it I access the Sprite from the current animation but I dont see how to call that draw(x,y,ox,oy,w,h,scalex,scaley,rotation) . Sorry. Im probably raving now.
[22:41:40] <Xoppa> wait... what...
[22:41:47] <Xoppa> so you already have it working?
[22:42:12] <rgr> no.
[22:42:17] <Xoppa> so you´re calling: ((Sprite)(animation.getFrame(t))).draw(batch) ??
[22:42:29] <Xoppa> perhaps show some code
[22:42:41] <rgr> That I had working a while ago. brb.
[22:42:55] <rgr> (but un-rotation still not working)
[22:44:39] <rgr> and cant do that because the position is wrong : need to set the position to the "gameobject" (or the sprite instance draw is being called for). But there is no Sprite.draw(batch,x,y,ox,oy etc etc ...
[22:48:38] <Xoppa> perhaps i didnt i understand. i thought you meant that you had it working and that (when you had it working) you override the draw method where you render a sprite (which is not the thing instance you are extending, but one you get from the animation)
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[22:49:38] <Xoppa> but that rotating/whitespace stripping didnt work
[22:50:45] <Xoppa> if that´s not the case, then what exactly does work when you´ve overridden the draw method? e.g. why did you override it?
[22:50:55] <rgr> correct. But the Sprite I get from the animation only has two draw methods : not that big fancy spritedrawable one. Thanks a lot for your patience help. I'll take ten minutes away now as I'm getting too mixed up! :)
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[22:51:56] <Xoppa> sure, dont forget to show the result. Ow and dont forget that libgdx is open source, e.g. https://github.com/jsjolund/libgdx/blob/master/gdx/src/com/badlogic/gdx/scenes/scene2d/utils/SpriteDrawable.java#L47 its no black magic or something
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[22:53:07] <rgr> its the first time Ive seen SpriteDrawable. As I said, could be steps backwards here now.
[22:55:43] <One3yed> whats the deal with all these different coordinate systems for Rectangle, Cam, Batch.draw, and Box2d
[22:56:21] <Xoppa> One3yed, they all have the same coordinate system
[22:57:12] <rgr> except when drawing fonts...
[22:57:15] <One3yed> it seems some start at top left, some start at bottom left, some are cartesian (in the middle)
[22:57:51] <One3yed> and box2d is scaled
[22:58:06] <Xoppa> nope, all the same
[22:58:23] <Xoppa> all cartesian
[22:58:42] <One3yed> so its the origin that changes?
[22:59:17] <Xoppa> which origin?
[22:59:30] <One3yed> (0,0) for some is in the center of screen
[22:59:35] <One3yed> but others its top left of screen
[23:00:10] <Xoppa> 0,0 is where you want it to be. if you dont move the camera, it will be exactly in the center
[23:00:21] <Xoppa> if you move the camera then the origin moves as well of course
[23:00:46] <Xoppa> OrthographicCamera has an option to move the camera so that the origin is in the bottom left corner
[23:01:11] <Xoppa> but you have to call that (afaik that isnt the default)
[23:01:19] <rgr> almost there ;) just opacity screwed at the moment...... come on!
[23:02:18] <One3yed> ok, its making a bit more sense
[23:02:19] <rgr> camera defaults to 0,0 on the viewport.move it to vp.w/2,vp.h/2 and bottom left is 0,0 again.
[23:03:00] <Xoppa> iirc viewport.update(width, height, true/false) => the true/false moves the camera or not
[23:04:20] <Xoppa> ofcourse many games dont want 0,0 to be at a fixed location during the game, it would get a bit boring if mario moves all the way to the castle and the camera doesnt follow
[23:04:45] <One3yed> i'm using two cameras, one for GUI and one for world
[23:05:31] <One3yed> i was reusing some code, and they had moved the position to w/2, h/2
[23:05:42] <One3yed> i left it at 0,0, and it works better
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[23:07:25] <rgr> Xoppa : ! :)
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[23:11:55] <Xoppa> !\
[23:12:00] <Xoppa> yay!
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[23:14:07] <rgr> in the end it was down to me being reluctant to "do things every frame". But I guess the overhead is little. I copied the SpriteDrawable constructor stuff to my draw to set the sprite I recieve from Animation (createSprites()) and Bob's your uncle as they say. eg. https://gist.github.com/rileyrg/e9fcba581b45965d0e38
[23:14:29] <rgr> but boy was that hard work....;)
[23:15:51] <rgr> https://www.youtube.com/watch?v=OaM7jikDJOY&feature=youtu.be : if you watch the googleplay thing that hoves into view from the bottom left that was trimmed and rotated. but all working now. Many thanks. You help me see the wood for the trees as they say.
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[23:17:08] <Xoppa> cool! now you only have to publish the game and wait for the millions to come...
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[23:18:59] <rgr> I need to to a clean up now I think. a good times to do so. Knowing im really using optimised atlas is quite a nice step.
[23:20:04] <rgr> The other reason I use a Sprite that I dont actually draw is of course just convenience for things like tweening. but thats another issue. so thianks again. checkin time.
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   September 21, 2015  
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