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[00:07:53] <dauntless26> Any java developers here?
[00:08:07] <flogy> no
[00:08:22] <lordjone> only cobol
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[00:10:37] <sinistersnare> cobol4lyfe
[00:10:41] <sinistersnare> cobol4death
[00:11:00] <sinistersnare> i have a friend who had a summer internship doing cobol, he said its not that bad
[00:11:08] <sinistersnare> and compiles to superfast machine code
[00:12:17] <lordjone> that cobol, rules them all
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[00:26:57] <aegamesi> anyone? any way to have 1 bit textures?
[00:27:57] <LiquidNitro> what for?
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[00:41:45] <Xoppa> i don't think that there's 1 bit textures, however you could pack multiple bits in a single pixel (e.g. specify 8 pixels per byte) or perhaps use a stencil buffer instead, aegamesi
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[00:55:12] <dauntless26> What is love?
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[01:01:54] <Lecherito> baby dont hurt me
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[01:05:15] <mobidevelop> Got gdx-pay all gradle-ized and generating all the proper maven artifacts
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[01:26:11] <aegamesi> Xoppa: I thought opengl couldn't handle integers/bitshifting
[01:27:47] <Xoppa> sure you can
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[01:27:55] <Xoppa> never assume https://www.opengl.org/registry/doc/GLSLangSpec.4.40.pdf
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[01:29:35] <Xoppa> or at least you should have a printed and laminated copy of http://www.khronos.org/files/opengl-quick-reference-card.pdf :D
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[01:34:19] <aegamesi> Xoppa: looks like that's ES 3.0+, not 2.0
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[01:37:24] <Xoppa> opengl != opengl es, the versioning is a bit different, e.g. opengl es 3.0 is compatible with opengl 4.3 iirc and opengl es 2.0 is comparable with opengl 3.x (i don't there's a fully compatible version, but it's probably comparable since around 3.1 or something)
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[01:38:00] <Xoppa> thats why i linked to the reference card of 3.2 (which is the lowest version available on https://www.opengl.org/documentation/glsl/)
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[01:47:03] <aegamesi> Xoppa: well, yeah, but I mean, I thought full support for ints was only added in gl es 3.0
[01:47:07] <aegamesi> at least, wikipedia says that
[01:47:39] <wreed> hey Xoppa on the reference card you just sent are the gl prefixes for the methods (or functions that you call them in c?) not there because they are redundant?
[01:47:41] <Xoppa> what does full support mean?
[01:47:51] <Xoppa> wreed, yes
[01:47:57] <wreed> ok cool
[01:48:03] <wreed> i may just print one out
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[01:49:47] <aegamesi> Xoppa: I have absolutely no idea
[01:49:51] <Xoppa> aegamesi, even if you can't use bitwise operator then it's still possible to pack 8 x 1 bit pixels per byte
[01:51:23] <aegamesi> How would you read it, though?
[01:54:40] <Xoppa> well >>1 is the same as /2, so x/TWO_POW_THE_BIT_YOU_NEED % 1 or something like that should work
[01:55:00] <Xoppa> obviously you would need to multiply the normalized value back to 255
[01:57:06] <Xoppa> of course the real question is why you would go that road to begin with, i don't see an obvious usage for it
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[02:10:54] <Xoppa> ow, aegamesi, you're right, there are no bitwise operator in gles 2.0, didnt knew there was a reference card specific gles 2.0 https://www.khronos.org/files/opengles20-reference-card.pdf sorry wreed, now you'll have to print again... here are more cards https://www.khronos.org/developers/reference-cards/
[02:11:24] <wreed> its ok i hadn't printed it
[02:13:43] <dauntless26> I'm gonna get that cars tattooed on my belly.
[02:14:00] <dauntless26> Card*
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[02:19:44] <sirnickalot> https://streamup.com/Nick music and coding
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[03:13:57] <dauntless2425> Who let the dogs out?
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[04:37:21] <iveldesigns> i let my dogs out... they came back
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[05:20:52] <iveldesigns> I'm using Dialog and using the built in 'public Dialog show (Stage stage)' method. When it gets called it causes my whole stage to disappear, then fade back in with the Dialog. any ideas why?
[05:21:28] <iveldesigns> related, if i call hide(), it removes all Actors from my stage
[05:22:53] <iveldesigns> I'm not sure if this is a bug or I'm just not using it correctly. I have found overriding those methods with my own that simply pack() and setPosition(), or remove() without the other stuff seem to work just fine
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[05:38:32] <iveldesigns> this may be a newb question but my google-fu is failing me... in Java can i have a if(DEBUG_BUILD){do this} ?
[05:39:14] <cobolfoo> yes
[05:39:48] <cobolfoo> you can pass it by property at runtime or have some sort of global/static declaration somewhere
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[05:40:46] <cobolfoo> iveldesigns: about dialog, I guess you are doing something wrong, are you subclassing Dialog ?
[05:40:55] <iveldesigns> ok, so in IntelliJ, it looks like I can set "Program arguments" in the rub/debug config. that must be it
[05:41:22] <cobolfoo> nope, program arguments are passed to your Main class
[05:42:01] <cobolfoo> it is in VM options
[05:42:09] <cobolfoo> you set values like Dkey=value
[05:42:10] <iveldesigns> ahh ok, that's there too
[05:42:16] <iveldesigns> i'll have to poke around with it
[05:42:18] <cobolfoo> and in your code you could do System.getProperty("key")
[05:43:06] <cobolfoo> you can store your property in a static variable like KEY and re-use it in your code, instead of calling getProperty() everytime
[05:43:07] <iveldesigns> so in the VM options, just do something like: debug=true and then check System.getProperty("debug") ?
[05:43:25] <iveldesigns> ok, that makes sense
[05:43:55] <cobolfoo> it always make sense :)
[05:44:48] <iveldesigns> heh. so far java hasn't been bad. I've spent a lot of time with c#, but the last couple years in Ruby, so there has been a bit of adjusting
[05:45:07] <iveldesigns> regarding Dialog... I'm extending it. ie: public class MyMenu extends Dialog
[05:45:34] <cobolfoo> in your dialog show overrided function, do you call super.show() ?
[05:46:34] <iveldesigns> initially i wasn't overriding show() or hide()
[05:47:14] <iveldesigns> the only reason I am is so i could simplify what it's doing, and that removed the fade in of my stage on show, and removed the issue of removing all actors from my stage on hide()
[05:47:38] <cobolfoo> If you are doing this to control what in your dialog, you dont need to create a class just for that.
[05:48:07] <cobolfoo> dialog is a table
[05:48:36] <cobolfoo> you can create a bare Dialog and add everything you want to it, and only override the buttons callback
[05:49:07] <cobolfoo> I mean Dialog.getContentTable() is a table :)
[05:49:13] <iveldesigns> the reason I'm doing it is because I need additional data in the result method.
[05:50:17] <cobolfoo> you can do an anonymous class and override the result function but not the rest
[05:50:45] <iveldesigns> yeah, looking at it now, I'm wondering if I could do some refactoring
[05:51:08] <iveldesigns> initially i had a lot more going on in here since i was just PoCing the menu
[05:51:18] <cobolfoo> I mean Dialog dlg = new Dialog("Hello", skin) { protected void result(Object obj) { .. you code here } };
[05:51:18] <iveldesigns> but most of that has been moved to more appropriate places
[05:51:30] <cobolfoo> followed by dlg.getContentTable().add(my stuff here)
[05:51:34] <cobolfoo> and of course dlg.show();
[05:51:57] <iveldesigns> that second to last one, then .add(my stuff here), what do you mean by that?
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[05:52:13] <cobolfoo> the content in your dialog, the actors.
[05:52:38] <cobolfoo> My point is that the Dialog class is made in a way you really don't need to create a whole subclass :)
[05:52:51] <iveldesigns> oh, i think i see what you're saying
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[05:53:47] <iveldesigns> this is what i have: https://gist.github.com/LeviRosol/8919801ff4fba253881f
[05:54:07] <iveldesigns> how would i pass along the _dorf value to return?
[05:54:13] <cobolfoo> you know that you dont need _dorf, you could stillc all it dorf, and use: this->dorf = dorf in your constructor :)
[05:54:51] <iveldesigns> oh?
[05:55:39] <cobolfoo> I mean this.dorf, this->dorf is PHP :)
[05:56:36] <cobolfoo> if (action == "warp") I guess this line wont work? :)
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[05:57:22] <iveldesigns> what is the typical java syntax for a protected field like that? i've never used the _'s before, and i'd really rather not
[05:57:58] <iveldesigns> it works, but i did see intelliJ prompting to me to use .equals() in another place
[05:58:10] <cobolfoo> yeah .equals() is a string comparison
[05:58:21] <iveldesigns> damn java... :)
[05:58:26] <cobolfoo> == is used to compare objects or numeric values
[05:58:45] <iveldesigns> speaking of... strings can't be used in switch statements?
[05:58:50] <cobolfoo> nope
[05:59:03] <iveldesigns> i read that java 7 supports it though
[06:00:18] <cobolfoo> Maybe, last time I tried it was not working
[06:00:24] <cobolfoo> but I was targetting android, I think is is java 6
[06:01:10] <iveldesigns> ok, now that makes sense. because i was pretty sure i installed java 7 when i started this project, but intelliJ barked when i tried to use a string in a switch.
[06:01:19] <iveldesigns> either way, simple enough to work around
[06:02:19] <dauntless2425> Yep java 6 does not support it but 7 does.
[06:02:21] <iveldesigns> typically java developers don't use the _ prefix for private / protected fields?
[06:02:27] <cobolfoo> never
[06:02:31] <cobolfoo> camel case every time
[06:02:33] <iveldesigns> fantastic
[06:02:50] <iveldesigns> i felt dirty doing it that way
[06:03:01] <cobolfoo> classes start with uppercase, everything else lower, but still camel case
[06:03:40] <iveldesigns> i feel just about as dirty using this.field, but i suppose in a constructor I'm ok with it
[06:04:00] <dauntless2425> _var is an ugly c implementation
[06:04:32] <cobolfoo> iveldesigns: this is the only place I use it anyway (constructor)
[06:05:51] <iveldesigns> time to do a little code clean up...
[06:06:48] <iveldesigns> so then setters also need to use this.field right?
[06:06:56] <cobolfoo> yeah
[06:07:11] <cobolfoo> I am lazy on setters/getters :)
[06:07:17] <iveldesigns> ok, just making sure I wasn't missing some other convention
[06:07:43] <dauntless2425> Setters and getters always reminds me of programming koans
[06:07:52] <iveldesigns> that is one thing i'm not a fan of in Java vs c# protected int blag {get; set;} is so much easier....
[06:10:19] <dauntless2425> A programming master goes up to one of the monks who makes fields public and offers him lunch. In the dining room he takes out a knife and points it at the monks stomach. The scared monk yells, "what are you doing?" The master replies "just as it doesn't make sense for me to cut your stomach open and pour this rice into your belly nor does it make sense for you to make fields public."
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[06:10:54] <cobolfoo> dauntless2425: a lazy person would still think opening the stomach to put the rice is the best solution
[06:11:09] <dauntless2425> Lol yes.
[06:11:35] <dauntless2425> But then he's got a lot of blood and guts to deal with.
[06:11:36] <iveldesigns> lol
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[06:12:49] <iveldesigns> ok, related question.. assume protected field, with a getter and setter. when you use that field in a method in your class, do you call the getter, or do you just go to the field directly?
[06:13:03] <cobolfoo> the field directly
[06:13:22] <mobidevelop> depends
[06:14:42] <dauntless2425> First question. Why are you using a protected field? Inheritance?
[06:15:21] <iveldesigns> i think i should have said private, not protected
[06:15:52] <dauntless2425> Ah ok. Then use the field directly.
[06:17:42] <Psyfire> Yesterday I started refactoring my app from a year ago ...
[06:18:01] <Psyfire> ...which wasn't bad until I decided I wanted to get rid of my excessive use of 'static' everywhere :P
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[06:18:17] <dauntless2425> How fun was that?
[06:18:51] <Psyfire> Well, lets jsut say ... immagine an app as a large puzzle
[06:19:03] <Psyfire> take that puzzle, throw it in a box, shake it up, and there you have it.
[06:19:06] <cobolfoo> one entry point, multiple exits
[06:19:23] <cobolfoo> in fact, using statics, no puzzle parts move at all :)
[06:19:34] <Psyfire> true
[06:19:42] <dauntless2425> Nothing wrong with static if used correctly. Can save you a lot of object creation.
[06:20:16] <Psyfire> What I'm doing is I have this "AppContext" class
[06:20:30] <Psyfire> which is similar to Spring's "autowire"
[06:20:32] <dauntless2425> I usually use static methods in utility classes.
[06:20:44] <Psyfire> Static for utility methods makes sense
[06:20:59] <Psyfire> Static for dynamic state is generally bad practice.
[06:21:16] <mobidevelop> Static everything always
[06:21:18] <dauntless2425> Entity factories and generators.
[06:21:24] <cobolfoo> lets talk about the superb Gdx object available everywhere :)
[06:21:57] <dauntless2425> It's convenient. I wish slick2d had something like that.
[06:22:42] <Psyfire> http://pastebin.com/XKiZu3g6
[06:22:58] <dauntless2425> Gotta pass that gamecontainer into everything lol.
[06:22:59] <iveldesigns> for a top down 2d game, is managing zIndex an ideal way to effectively have layers on a Stage?
[06:23:04] <Psyfire> I'm not quite done with that "AppContext" but that's basically how I'm managing app state.
[06:23:25] <cobolfoo> iveldesigns: There is no z-index handling in stage at all, you do everything yourself.
[06:23:48] <iveldesigns> ? http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html#setZIndex-int-
[06:23:54] <cobolfoo> not used.
[06:23:59] <mobidevelop> O.o
[06:24:04] <cobolfoo> you can define it but no sorting really happens
[06:24:35] <iveldesigns> so then how do you go about ensuring one actor is on top of another?
[06:24:36] <mobidevelop> Calling that simply moves the actor into that position in group's child array
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[06:25:02] <mobidevelop> which effectively makes it "above" the previous actors
[06:25:43] <dauntless26> Psyfire how many instances if that object do you use?
[06:26:21] <Psyfire> one
[06:26:26] <Psyfire> however, multiple can be used
[06:26:38] <Psyfire> i.e. - I can essentially run two instances of an app
[06:26:51] <dauntless26> Yeah that would be a good candidate for a utility class
[06:26:56] <Psyfire> or run different parts of the app in different contexts
[06:27:04] <cobolfoo> mobidevelop: right, last time I checked it was not implemented at all
[06:27:13] <mobidevelop> It should be
[06:27:14] <dauntless26> With a private constructor and static methods.
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[06:27:59] <dauntless26> It would also help decouple the classes that use it.
[06:28:04] <mobidevelop> cobolfoo, it is implemented
[06:28:14] <cobolfoo> mobidevelop: I mean back in < 1 era
[06:28:22] <Psyfire> There are several other use cases for multiple app costxts... such as having one for my libraries, and another for the app itse.f
[06:28:44] <cobolfoo> (I also checked Actor.java 2 minutes ago ::))
[06:28:45] * Psyfire typing fail
[06:29:21] <iveldesigns> this is the game I'm working with, and I just add Actors to the stage at will. the last thing to be added is the white box. if i move one of the dude actors over it, they stay behind it: https://www.dropbox.com/s/un3rkhhsp07eanr/Screenshot%202014-10-04%2023.27.44.png?dl=0
[06:29:32] <iveldesigns> are you saying Group might be a better way to go?
[06:30:27] <mobidevelop> cobolfoo, it has been for a very long time - like since mid-2012, lol
[06:31:00] <cobolfoo> ok ok ok, last time I checked I was in the wrong engine, let say AndEngine.
[06:31:07] <dauntless26> No idea what you're talking about iveldesigns
[06:31:40] <iveldesigns> heh, i was referring to my zIndex question
[06:31:56] <dauntless26> Wait this isn't slick2d irc?
[06:32:01] <cobolfoo> iveldesigns: ask mobi, look like I am unreliable on this subject :)
[06:32:31] <iveldesigns> what's an ideal way to ensure the little brown actors stay on top, the green tiles always on bottom, and the while box in the middle?
[06:32:56] <mobidevelop> Use multiple groups
[06:32:59] <dauntless26> Render them after the box is rendered
[06:33:44] <dauntless26> The brown guys I mean.
[06:34:06] <iveldesigns> mobidevelop: if i build the groups on game create, and i add actors to them throughout game play, are you saying that will do what i'm looking for?
[06:34:21] <mobidevelop> Yes
[06:34:28] <iveldesigns> dauntless26: any type of actor will be added in game at any time
[06:34:39] <iveldesigns> mobidevelop: ok, i'll give that a shot. thx
[06:34:53] <dauntless26> You can still design a system to render them in the order you want.
[06:35:49] <iveldesigns> while i'm at it for core questions... I rolled my own world / grid system for this. does libgdx have something along these lines I should look at?
[06:35:52] <dauntless26> I'm not versed with libgdx so I don't know what groups are but render order can simulate z depth.
[06:36:09] <mobidevelop> I've been moving this gdx pay stuff into a new repo all day and I still have no clue how it works
[06:36:57] <dauntless26> Lol mobi. Welcome to the world of project maintenance.
[06:37:05] <warmwaffles> mobidevelop: that sounds terrible. I hope you atleast understand some of that project
[06:37:27] <warmwaffles> dauntless26: yes, i, too, live in the deconstruction of a monolithic app world
[06:37:47] <cobolfoo> libgdx is a wrapper over unity, gradle hides everything
[06:38:07] <warmwaffles> yiss
[06:38:12] <mobidevelop> I have a basic understanding, but it is filled with reflection black magic to hide things from the user
[06:38:12] <dauntless26> Huh?
[06:38:31] <dauntless26> Oh lol
[06:38:37] <warmwaffles> http://memedad.com/memes/285099.jpg
[06:38:45] <warmwaffles> mobidevelop: that sounds fucking terrible
[06:38:55] <mobidevelop> It probably isn't that bad
[06:39:15] <mobidevelop> I just haven't looked too closely - I am moving it to another repo so I can ignore it
[06:39:21] <warmwaffles> heh
[06:39:30] <warmwaffles> sweep the dirt under the rug
[06:39:34] <mobidevelop> exactly
[06:39:36] <warmwaffles> lol
[06:40:05] <mobidevelop> This thing is already 10 projects and probably will get bigger
[06:40:20] <dauntless26> Main reason I don't use libgdx is gradle.
[06:40:31] <warmwaffles> dauntless26: lwjgl?
[06:40:48] <dauntless26> Slick2d
[06:40:53] <mobidevelop> Good thing we aren't in a libgdx channel
[06:41:07] <warmwaffles> I thought slick was no longer getting updates
[06:41:08] <warmwaffles> lol
[06:41:27] <dauntless26> Yeah isn't this #slick2d
[06:41:45] <dauntless26> It's not because 're pretty complete for what it does.
[06:41:46] <warmwaffles> #notmylibgdx
[06:41:56] <dauntless26> It's
[06:42:23] <mobidevelop> And the creater moved on to using libgdx :P
[06:42:34] <warmwaffles> personally, I think libgdx could be stripped down even further to just some core classes and then just require what you need in maven
[06:42:53] <warmwaffles> I use the term "some" very slopily
[06:42:54] <dauntless26> Libgdx has some interesting advantages I just can't get gradle to work on my computer.
[06:43:02] <warmwaffles> don't use gradle then
[06:43:04] <warmwaffles> just use maven
[06:43:15] <dauntless26> I can't use mavens either
[06:43:27] <dauntless26> I work on a computer with no network access
[06:43:38] <warmwaffles> how the fuck are you on here
[06:43:41] <warmwaffles> magic?
[06:43:44] <dauntless26> Yes
[06:43:49] <dauntless26> Lol my phone
[06:44:01] * warmwaffles sighs
[06:44:06] <mobidevelop> lol
[06:44:18] <mobidevelop> I am on my phone
[06:44:27] <mobidevelop> and my laptop, double duty
[06:44:43] <dauntless26> Your name says it all mobi
[06:44:44] <warmwaffles> oh yea, I usually have my desktop, laptop, and cell phone running
[06:44:47] <warmwaffles> WAAAAA
[06:45:00] <warmwaffles> all the heat in the world will be in my office
[06:45:13] <mobidevelop> You don't have to use gradle or maven to use libgdx
[06:45:38] <warmwaffles> I used to use just jars for the longest time
[06:45:41] <dauntless26> I can only effectively get the desktop and get to work
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[06:45:53] <dauntless26> Gwt
[06:46:23] <dauntless26> Android project building gives me errors.
[06:46:50] <warmwaffles> Eating mexican food gives me gas
[06:47:20] <dauntless26> And if we're honest Android is the reason why most of us consider libgdx
[06:47:39] <warmwaffles> nah, I usually work desktop only. FuckaGWT
[06:47:59] <warmwaffles> use android sparingly. Can't handle the frustration that is the ecosystem of android
[06:48:09] <warmwaffles> rather, mobile
[06:48:26] <dauntless26> What your target audience like?
[06:48:50] <dauntless26> What's
[06:48:52] <warmwaffles> none right now. I am working on a game for self gratification
[06:49:01] <warmwaffles> toying with Java8
[06:49:07] <warmwaffles> lambda's ahoy
[06:49:26] <dauntless26> Lol lambdas are such a design flaw in my opinion.
[06:49:43] <warmwaffles> nah, they are fine
[06:49:57] <warmwaffles> really wish we had true immutability in Java though
[06:50:01] <dauntless26> Theyes force too much boilerplate code.
[06:50:07] <warmwaffles> () -> {} done
[06:50:09] <Psyfire> Did someone say scala?
[06:50:13] <warmwaffles> ahhahhaa
[06:50:34] <warmwaffles> I've debating picking up Clojure for funzies
[06:50:55] <warmwaffles> dauntless26: lambdas in java, are just syntactical sugar
[06:51:04] <Psyfire> After I'm done with my major refactor, I'm going to play with converting parts of my app into scala.
[06:51:13] <warmwaffles> oh yea?
[06:51:19] <dauntless26> Bback to the whole mobile development thing. Unfortunately t has where the money is at this time in indie development.
[06:51:35] <warmwaffles> I've heard nothing but horror stories about scala apps. They start out clean and pretty but then degrade in to a nightmarish hell
[06:51:42] <warmwaffles> source: former employee at Twitter
[06:51:51] <warmwaffles> at --> of
[06:52:11] <Psyfire> Any language can descend into unmaintainable hell.
[06:52:11] <dauntless26> You worked for Twitter?
[06:52:21] <warmwaffles> Nah, I got buddies that did
[06:52:33] <dauntless26> Oh
[06:52:54] <warmwaffles> only friends I know that used Scala on a big scale
[06:53:03] <dauntless26> I think we should all just code in assembly x86 and call it a day.
[06:53:05] <warmwaffles> Psyfire: yea I've seen ruby code go to shit
[06:53:16] <Psyfire> I've seen Java code go to shit too
[06:53:19] <warmwaffles> hahaha
[06:53:23] <warmwaffles> see slick2d
[06:53:26] <warmwaffles> :p
[06:53:33] <Psyfire> What determines if the code goes to hell or not is the persons writing it.
[06:53:41] <dauntless26> Really? I find slick so simple.
[06:53:44] <warmwaffles> I tease, slick2d was my first library
[06:53:47] <dnatstah> See the method I'm currently working on... I think I need to break it up, it's almost at 350 lines
[06:53:53] <warmwaffles> Psyfire: it's all subjective man
[06:54:13] <Psyfire> It's a continuum
[06:54:15] <warmwaffles> You still in Texas?
[06:54:18] <Psyfire> Yes
[06:54:23] <dauntless26> 350 lines?
[06:54:25] <warmwaffles> I just moved up to austin
[06:54:30] <Psyfire> Cool!
[06:54:37] <Psyfire> I remember you mentioning that back in the day.
[06:54:49] <Psyfire> that you were thinking of moving here
[06:54:49] <dauntless26> Yeah. Break that up not just into other methods but into other classes
[06:54:52] <warmwaffles> yea, was looking to buy that old trailer of yours
[06:55:12] <dnatstah> How do I break a method dedicated to doing a single thing into multiple classes?
[06:55:13] <Psyfire> I ended up selling that for $1k cash
[06:55:19] <Psyfire> Which was a fairly decent deal
[06:55:20] <warmwaffles> oh nice
[06:55:21] <warmwaffles> yea
[06:55:22] <Psyfire> But that was way back
[06:55:25] <mobidevelop> One line per class
[06:55:29] <Psyfire> over a year ago
[06:56:01] <dauntless26> Nah mobi, one character per class. Easier to read.
[06:56:09] <mobidevelop> True
[06:56:18] <warmwaffles> indirection man
[06:56:26] <Psyfire> I ended up leaving that web-dev job I hated so much :P
[06:56:33] <warmwaffles> haha
[06:56:36] <dauntless26> Layers of abstraction
[06:56:37] <mobidevelop> No you flip burgers?
[06:56:43] <mobidevelop> *Now
[06:57:00] <Qowface> Burger-dev
[06:57:05] <Psyfire> No, but there's an awesome taco-food-truck near my work
[06:57:13] <mobidevelop> lol
[06:57:36] <mobidevelop> At work last week we had food trucks, one was called Pho King
[06:57:42] <warmwaffles> Salt Lick BBQ is like 10 miles away
[06:57:49] <warmwaffles> best damn bbq in the world
[06:57:52] <dauntless26> I remember years ago how strick the mods were on here. You would get called out for joking like we are now
[06:57:53] <Psyfire> Salt Lick is waaaay overrated IMO
[06:58:02] <Psyfire> their brisket is so dry
[06:58:06] <warmwaffles> yea it is
[06:58:07] <dauntless26> I'm glad things have lightened up.
[06:58:21] <Psyfire> There's an awesome BBQ place near my work
[06:58:24] <mobidevelop> I still like to ban people, watch out
[06:58:26] <Psyfire> forgot the name, give me a sec.
[06:58:27] <warmwaffles> what's the name?
[06:58:48] <mobidevelop> what's the name?
[06:58:53] <dauntless26> :P how can your bans be real if our eyes aren't real?
[06:58:57] <warmwaffles> You ever been to Black's BBQ over in Lockhart
[06:59:08] <Psyfire> Franklin Barbecue
[06:59:11] <warmwaffles> oh man
[06:59:14] <warmwaffles> that place
[06:59:15] <Psyfire> haven't been to Black's
[06:59:32] <warmwaffles> Franklin is the ONLY bbq joint I have ever had to wait in line for 20 minutes
[06:59:43] <warmwaffles> totally worth it
[06:59:44] <mobidevelop> I hear there is only one true bbq place in austin
[06:59:50] <Psyfire> I hear wait times get even longer there
[07:00:13] <dauntless26> One bbq to rule them all?
[07:00:21] <warmwaffles> Psyfire: if you are ever over in the lockhart area, give Black's a try. Awesome place
[07:00:27] <dauntless26> My precious... cholesterol level.
[07:00:33] <Psyfire> La BBQ is also near my work
[07:00:55] <Psyfire> Cool, I will if I'm in the area
[07:01:01] <warmwaffles> dauntless26: if your blood is moving, you haven't eaten enough
[07:01:01] <mobidevelop> That's the one I hear is best Psyfire
[07:01:12] <Psyfire> The best brisket I've had in texas was one I smoked myself.
[07:01:33] <Psyfire> But sadly, I can't have a smoker at my appartment :P
[07:01:46] <warmwaffles> can you have a small bbq grill?
[07:01:54] <Psyfire> no not really
[07:01:58] <dauntless26> Fixture.setViscosity(Viscocity.MAX);
[07:02:00] <warmwaffles> bah
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[07:02:11] <warmwaffles> Heart.stop()
[07:02:27] <Psyfire> I love grilling
[07:02:47] <Psyfire> Every time I go to my friend's house, we all eat well :P
[07:02:47] <warmwaffles> yea it's awesome. I love it during this time of year and winter
[07:02:52] <warmwaffles> summer is terrible :(
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[07:03:18] <warmwaffles> step one foot out the door, and I feel like I just stepped into a sauna
[07:03:28] <Psyfire> right
[07:03:38] <dauntless26> A/s/l y'all? Lol totally kidding.
[07:03:51] <Psyfire> It's finally cooled down enough that my tomato plants are finally producing again.
[07:04:08] <mobidevelop> Ha, sauna. We step out into hair dryer air here in Phoenix.
[07:04:10] <warmwaffles> I remember coming back to texas from a trip in Denver, once the opened the doors to the plane, I really wanted to go back
[07:04:28] <Psyfire> Denver is nice.
[07:04:29] <mobidevelop> I'll take hot and dry over hot and humid any day of the week
[07:04:30] <warmwaffles> mobidevelop: dry heat == best heat
[07:04:33] <Psyfire> Almost no humidity there
[07:04:39] <dauntless26> Denver is so dry.
[07:04:43] <warmwaffles> yea it is
[07:04:54] <Psyfire> lived in Denver several years
[07:05:00] <dauntless26> Like my girlfriends vagina when I take off my shirt.
[07:05:05] <Psyfire> I wouldn't complain about going back.
[07:05:22] <warmwaffles> Yea the wife and I were seriously debating living there instead of austin
[07:05:43] <warmwaffles> I miss snow
[07:05:44] <warmwaffles> so much
[07:05:54] <Psyfire> I don't miss snow at all
[07:06:10] <Psyfire> it doesn't snow much in denver actually. Most of the precipitation skips denver.
[07:06:15] <warmwaffles> yea
[07:06:16] <dauntless26> I've never seen snow.
[07:06:30] <warmwaffles> dauntless26: that is sad
[07:06:48] <dauntless26> Been living in south Florida all my life.
[07:06:49] <Psyfire> Having lived in the Detroit area, I won't be sad if I never see snow again.
[07:07:14] <warmwaffles> I thought I knew what cold was...visited michigan and minnesota...
[07:07:17] <warmwaffles> boy was I wrong
[07:07:30] <Psyfire> humidity + cold = death
[07:07:38] <warmwaffles> double death
[07:07:44] <dauntless26> Pneumonia
[07:07:54] <Psyfire> In denver, you can go outside when there's snow on the ground and be comfy
[07:08:19] <Psyfire> Michigan? You're freezing your ass off when it's not even cold enough to snow.
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[07:08:33] <warmwaffles> Psyfire: it was that way in oregon too where I lived
[07:08:44] <TEttinger> warmwaffles, the mountains?
[07:08:45] <warmwaffles> it would be 23 outside and no fucking snow or ice
[07:08:56] <warmwaffles> nah, east side of oregon
[07:09:03] <warmwaffles> the shitty tumbleweed
[07:09:05] <warmwaffles> area
[07:09:05] <TEttinger> i was just there, near bend
[07:09:06] <warmwaffles> Fuck
[07:09:11] <warmwaffles> oh fuck bend
[07:09:12] <warmwaffles> lol
[07:09:19] <dauntless26> East side notorious b I g side
[07:09:20] <TEttinger> haha what's wrong with it
[07:09:22] <iveldesigns> when i lived in denver we got something like 35" of snow over a couple days. it was pretty crazy seeing the city pretty much shut down
[07:09:32] <warmwaffles> My old high school's rival
[07:09:37] <TEttinger> wait 3 feet of snow
[07:09:52] <Psyfire> That's rare for denver, but does happen
[07:09:58] <dauntless26> That's Cray Cray
[07:10:05] <warmwaffles> Psyfire: it melts away by noon :p
[07:10:20] <iveldesigns> yeah, it doesn't happen often. something about gulf air coming up from the south east hitting the mountains
[07:10:23] <Psyfire> In michigan, it mud-slusshies before noon
[07:10:28] <TEttinger> I live in southern california, and I have had 1 snow day when I couldn't get home from the mountains due to all roads being closed after maybe half a foot of snow and some landslides
[07:10:30] <Psyfire> and re-freezes before midnight
[07:10:40] <dauntless26> 3 feet melting? Floods everywhere.
[07:10:58] <warmwaffles> wish it would flood here...we need the water
[07:11:07] <TEttinger> the rea; danger here in so cal is fire
[07:11:07] <Psyfire> Hah
[07:11:14] <dauntless26> Just per
[07:11:16] <TEttinger> also earthquakes rarely
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[07:11:24] <warmwaffles> fire is pretty bad in Denver as well
[07:11:30] <warmwaffles> well surrounding areas
[07:11:34] <warmwaffles> last year was bad
[07:11:51] <TEttinger> it depends where you live, closer to the wild is flaming hot cheetos time for your surroundings
[07:12:00] <dauntless26> Venus project for life!
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[07:13:20] <dauntless26> Alright ladies. I'm heading to bed.
[07:13:44] <warmwaffles> I'm going to try and get some work done. I've been talking too much
[07:14:01] <cobolfoo> 1h30 AM here, you have the rights to do nothing
[07:14:04] <dauntless26> Good night and remember program to an interface not an inheritance.
[07:14:19] <warmwaffles> fuck that, concrete objects all day
[07:14:44] <dauntless26> Has a vs is a biotch
[07:14:57] <Psyfire> static all the things
[07:15:07] <warmwaffles> singletons fo lyfe
[07:15:24] <dauntless26> One line per class. Still laughing about that one mobi.
[07:15:30] <dauntless26> Lol
[07:15:57] <dauntless26> Ok bye
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[07:22:48] <sinistersnare> cobolfoo, where do you exist? DC area?
[07:22:57] <sinistersnare> oh canada?
[07:22:59] <warmwaffles> who?
[07:23:08] <cobolfoo> Quebec City, Canada.
[07:23:11] <sinistersnare> damnit!
[07:23:15] <sinistersnare> i always forget
[07:23:23] <cobolfoo> Yeah there is a world outside of USA :)
[07:23:24] <sinistersnare> and ive wanted to do a DC area LibGDX meetup forever :D
[07:23:49] <warmwaffles> Psyfire: so are there libgdx meetups in Austin?
[07:23:58] <cobolfoo> I could tell you that here there is no meeting of that sort hehe
[07:24:35] <sinistersnare> lets do GDXCON :D
[07:24:43] <sinistersnare> do it near my house, so I dont have to do much :)
[07:24:46] <mobidevelop> We have lots and lots of meetups here, none are libgdx related.
[07:24:52] <sinistersnare> oh oh o h
[07:24:54] <sinistersnare> ConGDX
[07:25:12] <warmwaffles> libcondx
[07:25:22] <warmwaffles> libcondom
[07:26:43] <sinistersnare> perfect
[07:27:22] <sinistersnare> nexsoftware, whatdya say about a trip to DC?
[07:27:33] <mobidevelop> You paying?
[07:27:34] <sinistersnare> we can get everyone together and party!
[07:27:38] <sinistersnare> i dont have a job!
[07:27:44] <mobidevelop> Then no
[07:27:49] <sinistersnare> :( what if mario comes?
[07:27:57] <mobidevelop> Not even then
[07:28:00] <sinistersnare> and xoppa? we will all be cool without you
[07:28:03] <mobidevelop> Unless he is paying
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[07:28:16] <sinistersnare> he won that award he should throw a party in DC for everyone
[07:29:41] <sinistersnare> he should go on IRC more D:
[07:45:49] <iveldesigns> mobidevelop: your suggestion of using Groups worked swimmingly: https://www.dropbox.com/s/u0d5pti6i5mjhow/Screenshot%202014-10-05%2000.45.47.png?dl=0
[07:45:51] <iveldesigns> thx!
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[07:46:47] <mobidevelop> Glad to help
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[07:47:15] <iveldesigns> FWIW, DC is expensive for conferences. Vegas is cheap.
[07:47:23] <Psyfire> warmwaffles - no libgdx meetups in austin that i know of
[07:47:32] <sinistersnare> Vegas is cheap? Ok Im in!!
[07:47:44] <sinistersnare> Ive been conviced. hows that sound mobidevelop ?
[07:47:51] <iveldesigns> heh
[07:48:11] <mobidevelop> Vegas is just a short drive for me
[07:48:41] <iveldesigns> between southwest and allegiant, you cover most of the US for cheap flights. i'm naive when it comes to international
[07:49:27] <iveldesigns> is typical to roll your own "World" class, and use it to store various global bits?
[07:49:40] <sinistersnare> iveldesigns, i usually use the Game class for that
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[07:49:53] <sinistersnare> sharing the Batch, the Skins and that stuff
[07:50:19] <sinistersnare> and all my global state, i need usually, which hopefully isnt much
[07:51:40] <iveldesigns> hmm, i could see that too. the firs thing I do in create() is new up a World, so maybe it's just an unneeded layer of abstraction
[07:52:03] <iveldesigns> but then again, it's making for some fairly readable / easy to follow code in my head
[07:53:34] <mobidevelop> new Line1();
[07:53:40] <mobidevelop> new Line2();
[07:53:48] <sinistersnare> mobidevelop, pastebin!
[07:54:20] <mobidevelop> sinistersnare, new Line3();
[07:54:22] <mobidevelop> sinistersnare, new Line4();
[07:54:25] <mobidevelop> sinistersnare, new Line5();
[07:54:29] <sinistersnare> damnit, man!
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[07:56:22] <sinistersnare> trying to compile the rust compiler gets me a rust compiler internal compiler error.... time for bed
[07:56:54] <sinistersnare> im 18 now, so i can totally vegas, we should do that. like next summer or some shit
[07:57:02] <sinistersnare> or like now. whenever, really.
[07:57:08] <mobidevelop> Vegas isn't very cool until you are 21
[07:57:11] <sinistersnare> i like ConGDX :D
[07:57:14] <mobidevelop> Even then it isn't really
[07:57:31] <sinistersnare> i know mobidevelop, but who knows what ill be doing in 3 years!
[07:57:44] <sinistersnare> oh D: my father went there for a firefighter convention, and said it was really hot
[07:57:48] <sinistersnare> thats all ive got
[07:57:52] <mobidevelop> lol
[07:58:05] <iveldesigns> i suppose that's one way to describe it
[08:00:21] <mobidevelop> Alrighty, I'm off. See you folks.
[08:00:28] <iveldesigns> cya
[08:00:31] <sinistersnare> me too, bai
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[09:39:16] <TEttinger> sinistersnare, you're only 18? you seem like you have a good deal of experience with various languages
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[10:15:48] <evident> hi everybody :)
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[12:07:01] <[[derek]]> I want to make a game based off a platformer, does anyone know of a really good open source platformer made in libgdx I could learn from / base my game on?
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[12:20:17] <lordjone> nexsoftware: are you there ?
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[12:24:13] <megasoft78> hi everyone
[12:25:05] <megasoft78> I'm trying to use BitmapFontWriter to automatically generate the font files (fnt and png) where I run the desktop project in libgdx
[12:25:05] <[[derek]]> p/
[12:25:21] <megasoft78> I'm using the example in the following link : http://ilearnsomethings.blogspot.it/
[12:25:48] <megasoft78> The problem is that I want to run it on desktop but Gdx.files is null
[12:26:12] <megasoft78> could you help me?
[12:26:58] <[[derek]]> humm
[12:27:13] <[[derek]]> are you trying to run it before libgdx is initilised?
[12:27:18] <megasoft78> yes
[12:27:24] <[[derek]]> that wont work then
[12:27:39] <[[derek]]> you need to have a libgdx instance to accsess Gdx.files
[12:27:59] <megasoft78> I have in my desktop an argument "pack" to pack everything in assets folder
[12:28:22] <megasoft78> I'm actually using TexturePacker perfectly to automatically pack the images
[12:28:35] <megasoft78> I want to do a similar things with font
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[12:28:45] <[[derek]]> try using FontRenderrer?
[12:28:59] <[[derek]]> I think it's called freetype.
[12:29:13] <megasoft78> I'm using FreeTypeFontGenerator
[12:29:22] <siondream> hey guys im having trouble with libgdx+ashley+gwt whenever i run a basic demo i get "Couldn't find Type for class 'com.badlogic.ashley.signals.Listener"
[12:29:28] <[[derek]]> But in order to accsess Libgdx functions you need to have a libgdx window open and running
[12:29:31] <megasoft78> but how can I save it
[12:29:42] <[[derek]]> you want to save it from ingame?
[12:29:47] <megasoft78> no
[12:29:51] <siondream> apparently here https://github.com/junkdog/artemis-odb/issues/153 the solution was to avoid annonymous classes
[12:29:58] <megasoft78> I want to save it locally to use fnt and png files
[12:30:03] <siondream> i've removed the one i had implementing Listener but the problem is still happening
[12:30:11] <siondream> something funky is happening with GWT
[12:30:13] <siondream> any ideas?
[12:30:19] <megasoft78> I'm targeting gwt/html5 project and FreeTypeFontGenerator is not supported
[12:30:24] <[[derek]]> megasoft78: have you tried using the libgdx font generator app thing?
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[12:31:00] <megasoft78> I did but I want to do it automatically
[12:31:58] <[[derek]]> I'm pretty sure thats not supported in libgdx without using freetype.
[12:32:42] <megasoft78> ok, the idea is very simple
[12:32:51] <[[derek]]> what you could do instead is generate a number of font sizes using hiero and then use the most appropiate one during run time
[12:32:52] <megasoft78> http://ilearnsomethings.blogspot.it/
[12:32:53] <[[derek]]> https://github.com/libgdx/libgdx/wiki/Hiero
[12:33:05] <siondream> im not using reflection near Listener, but i am in other places, (using the Libgdx reflection API)
[12:33:12] <siondream> and this used to work at some point
[12:33:12] <megasoft78> this link generate the fonts using FreeTypeFontGenerator
[12:33:28] <megasoft78> I want to do it from desktop app
[12:33:44] <megasoft78> probably is not possible that way :(
[12:34:04] <[[derek]]> git pull hiero and imlpement its functioninallity in libgdx?
[12:34:22] <megasoft78> yes, probably it's that the way
[12:34:24] <megasoft78> thank you ;)
[12:34:48] <[[derek]]> When you run a game in GWT it converts it into Javascript, for some reason FreeTypeFontGenerator is not supported
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[12:40:26] <megasoft78> yes, I know
[12:40:29] <megasoft78> :)
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[12:41:46] <InspiredNotion> Hello
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[12:43:47] <siondream> so any ideas on how to fix the GWT cou;dn't find class issue?
[12:44:04] <siondream> it's actually this issue on github
[12:44:05] <siondream> https://github.com/libgdx/ashley/issues/73
[12:44:24] <nooooooone> hhmmm, reminds me of the reflection stuff
[12:45:34] <siondream> yeah but i'm not using reflection in that part
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[12:47:39] <siondream> they said on an artemis issue tracker entry that it can be cause of annonymous classes
[12:47:41] <siondream> like this
[12:47:42] <siondream> https://github.com/libgdx/ashley/blob/master/ashley/src/com/badlogic/ashley/core/Engine.java#L92
[12:47:54] <siondream> but i got rid of that and it's still happening
[12:48:09] <siondream> unless i'm a total idiot and it didn't recompile properly
[12:48:22] <lordjone> why there is no way to send an event down a Group hierarchy ?
[12:49:10] <nooooooone> I think this is happening all the time?
[12:50:06] <siondream> it happens as soon as you instantiate Engine
[12:50:37] <nooooooone> my last comment was @lordjone
[12:51:10] <lordjone> nooooooone: mmm not from what i understand, the fire method acts on the actor and ancestors not the inverse
[12:52:14] <nooooooone> what are actors ancestors?
[12:52:17] <siondream> @nooooooone any ideas for my issue?
[12:52:57] <lordjone> nooooooone: i mean the actor parent, i would like to send an event to the entire hierarchy starting from the current actor
[12:54:06] <nooooooone> lordjone: so you want to send it... upwards?
[12:54:18] <lordjone> no, downards
[12:54:25] <nooooooone> but parent = up
[12:54:31] <lordjone> yes exactly
[12:54:52] <lordjone> i want to se the event to all children of the Actor, which in this case would be a Group
[12:55:26] <nooooooone> yeah, actors don't have children, only groups have, and they send the event always down to the children, that's the default behaviour
[12:56:43] <nooooooone> siondream: I haven't used ashley so far... so I cannot try and check it myself right now. but my first try would be to add your whole package to the gwt xml thingy, if this won't help it might be the anonymous class, but I'm not sure this is really an issue for GWT
[12:57:13] <nooooooone> but it does not necessarily need to be only in the Engine class, could be any other class using anonymous Listeners as well, in case they are referenced by Engine
[12:57:20] <lordjone> nooooooone: let’s say i have a Window and i need to send an event to all the actors inside the window when it is dragged, how can i do that ?
[12:57:56] <nooooooone> lordjone: so you just want to programmatically fire an event?
[12:57:58] <siondream> im removing all annonymous classes just in case
[12:58:06] <siondream> and everything is in the xml file
[12:58:08] <Scrittl> I have a more java concentrated question, but I hope someone can help we anyway. I want to extend the actor class for a collision system. Something like actor.collide(anotherActor). And further extend that to use it in groups too. myGroup.collide(Actor). But I am not sure where I should do that. If I just extend the classes, I can not use all those other Actors for that system. So is there a way to inject it somehow into the
[12:58:08] <Scrittl> current structure? (Besides editing the framework itself)
[12:58:26] <siondream> ashley 1.1.1 definitely worked on gwt
[12:59:24] <nooooooone> Scrittl: you want Window to collide?
[12:59:39] <lordjone> nooooooone: yes i want to send a custom event on touchDragged event captured on the Window
[12:59:58] <siondream> im out of ides here
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[13:00:19] <Scrittl> I want to check if two actors are intersecting. (Bounding box / or polygon). And fire an event to actors who were hit
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[13:01:11] <nooooooone> Scrittl: Actors aren't that good for collision handling, they are only axis aligned rectangles
[13:01:46] <nooooooone> at least the standard ones in scene2d.ui which you said you care about using as well
[13:02:36] <nooooooone> lordjone: what's wrong with window.fire(event)?
[13:03:17] <lordjone> nooooooone: it’s not reaching the children actors
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[13:04:43] <Scrittl> I really like the design with "actions". Any other suggestions for more useful gameObjects besides actors? (I am aware that I would have to add my code to check for collisions)
[13:05:31] <nooooooone> Scrittl: you can use Actors, but what's wrong with creating a CollisionActor extends Actor?
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[13:06:32] <nooooooone> lordjone: hhmmm looking at the code I can see what you mean
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[13:07:56] <lordjone> i damn need to notify the children of a window about dragging because i have a custom widget, a bezier curve which needs to be updated and it depends on the positions of other 2 Actors
[13:08:15] <Scrittl> I couldnt use any other extended actor in the system without extending it too. Hmm... i.E. an Image with proper setBounds could be used without extending it if it were allready implemented in Actor
[13:09:15] <nooooooone> Scrittl: you should definetely not use anything from scene2d.ui in this case
[13:10:12] <gentlemandroid> lordjone, Can't you add a listener for those events on the child actors?
[13:10:16] <Scrittl> Hmm ok, because of the simple rectangle implementation?
[13:10:53] <nooooooone> Scrittl: no, just because UI usually doesn't collide with anything
[13:11:27] <lordjone> gentlemandroid: i did, but this event is generated from an ancestor
[13:11:34] <nooooooone> you actually shouldn't use scene2d for anything else but input handling and UI...
[13:12:20] <nooooooone> lordjone: the event should still reach the children though... but I suppose it's handled before that
[13:12:25] <Scrittl> Hmm ok.. thanks. I need to rethink my approach then
[13:12:28] <nooooooone> maybe try it with a capture listener?
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[13:13:34] <nooooooone> Scrittl: you can use TweenEngine to replace Actions
[13:14:13] <nooooooone> some work necessary to achieve the same, but in the end it's even more powerful
[13:14:23] <Scrittl> Thanks! Going to check that
[13:15:00] <gentlemandroid> lordjone, http://libgdx.badlogicgames.com/nightlies/docs/api/com/badlogic/gdx/scenes/scene2d/Actor.html#fire-com.badlogic.gdx.scenes.scene2d.Event-
[13:15:04] <gentlemandroid> Doesn't it start at the root?
[13:15:43] <lordjone> gentlemandroid: starts from the actor and goes up
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[13:15:48] <lordjone> i need the inverse
[13:16:03] <gentlemandroid> Yea the capture
[13:16:37] <gentlemandroid> As nooooooone said, try addCaptureListener
[13:16:44] <gentlemandroid> That should be the first phase which starts with the root
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[13:22:49] <lordjone> gentlemandroid: i ll try after i finish my lunch
[13:24:17] <nooooooone> I cannot find any code in Stage related classes that would propagate an event "downwards"
[13:24:46] <nooooooone> they always search for the "deepest" actor and then fire the event on that one, which will propagate it to the root
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[13:29:39] <nooooooone> lordjone: I think your best option is to add an EventListener to Window which will update the bezier curve actor
[13:38:23] <lordjone> nooooooone: i hope not, but maybe it’s the only way
[13:39:27] <Oebele> hi guys
[13:39:47] <Oebele> does anybody know how to get javadoc and/or source support for libGDX in netbeans?
[13:40:54] <gentlemandroid> lordjone, You're just trying to update the bezier curve to connect between two actors?
[13:41:40] <lordjone> gentlemandroid: between two actors which are in different Windows
[13:41:52] <lordjone> gentlemandroid: when the Window moves
[13:42:31] <gentlemandroid> Why not just add a reference to each actor in the curve and update if they move?
[13:45:26] <lordjone> gentlemandroid: they have a reference to the connections but they are not getting the dragged event from the parent containing them
[13:46:38] <gentlemandroid> You could cache the actor's screen position and watch if it changes on the curve's draw method
[13:46:42] <gentlemandroid> Maybe that's just hacky
[13:47:37] <lordjone> gentlemandroid: mmm don’t like this approach
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[13:58:00] <gentlemandroid> Where are you firing the event now?
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[13:58:51] <ravenlord> hi
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[14:03:59] <ravenlord> it would be nice if Actors would have an integer property, something like "tag". I know there is setName(), but in case of an array of objects it would be cool if you could simply do myArray.get(touchedObject.tag()) for example
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[14:13:10] <lordjone> gentlemandroid: k solved, but it could have been done better
[14:13:29] <gentlemandroid> How'd you solve it?
[14:16:06] <lordjone> gentlemandroid: i have a NodeListener on the Window, and some other listeners on my other actors inside these windows
[14:16:56] <lordjone> gentlemandroid: when a connection is created between the 2 actors, they will fire an event towards the ancestors which will contain the connectionWidget, which inside contains the two actors involved in the connection
[14:18:04] <lordjone> gentlemandroid: the NodeListener handle the event and stores the ConnectionWidget, so when it is dragged it will fire a updateconnectionevent on the source and destination actors contained inside the ConnectionWidget, and it’s working
[14:19:36] <lordjone> gentlemandroid: now the bad thing is Window toFront method, which is not required, i guess i ll endup coding my custom window widget
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[14:57:30] <gentlemandroid> How many bones are allowed in the g3d format?
[14:59:12] <gentlemandroid> Are there any specs on the format somewhere?
[14:59:49] <gentlemandroid> Maybe it's limited by bone weight not bone count?
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[15:09:03] <Ragzzy-R> Hello y'all
[15:09:17] <nexsoftware> ravenlord: there is get/setUserObject but you'd have to cast if you store an integer in there
[15:09:27] <Ragzzy-R> is it ok to use threads inside a libgdx game?
[15:09:37] <lordjone> gentlemandroid: the bones shouldn’t be limited, but the amount of bone matrices should be limited to 4-6 iirc
[15:09:49] <nexsoftware> Ragzzy-R: Depends, do you care about gwt?
[15:09:59] <Ragzzy-R> no only android and desktop
[15:09:59] <lordjone> gentlemandroid: i mean the bone matrices passed to the shader
[15:10:15] <nexsoftware> Then, you can use threads.
[15:10:20] <Ragzzy-R> but using threads make the visuals sluggish
[15:10:26] <Ragzzy-R> like flickering etc
[15:10:28] <gentlemandroid> lordjone, Meaning per vertex? The weights?
[15:10:44] <nexsoftware> Multi threading is hard
[15:11:25] <gentlemandroid> Is there a reference for the spec on g3d format? I've seen a hangouts brainstorming sheet somewhere but that didn't really seem concrete
[15:11:44] <nexsoftware> Speaking of threading being hard, whatever happened to enrico?
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[15:11:53] <Ragzzy-R> can anyone say why this is happening?
[15:12:01] <Ragzzy-R> i mean is there a fair way to use them?
[15:12:14] <Ragzzy-R> or its just like how i do in normal java programs?
[15:12:23] <nexsoftware> You haven't provided any information except you are using threads
[15:12:53] <lordjone> gentlemandroid: don’t know about the reference, but inside the shader you will need the bone matrices and the weights
[15:13:12] <Ragzzy-R> well not much of a thing i e use thread to have a timer the good old run method thats it
[15:13:21] <nexsoftware> gentlemandroid: this is the closest thing to a spec... https://github.com/libgdx/fbx-conv/wiki/Specification
[15:14:15] <gentlemandroid> Oh thanks, duh I should have looked at the wiki there
[15:14:35] <nexsoftware> Ragzzy-R: what does said method do? What sort of synchronization do you have, if any?
[15:14:49] <gentlemandroid> The wiki link on github is so incognito, and I've kind of grown accustomed to projects not bothering with it
[15:16:24] <gentlemandroid> Can I add a note to look at the wiki on the main page description?
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[15:17:46] <gentlemandroid> Er, can someone do that? Right now it just says "hey look at these hangouts notes that we compiled in a coke induced brainstorming session years back"
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[15:23:16] <nexsoftware> gentlemandroid: submit a pull request :P
[15:24:01] <gentlemandroid> I should just for the practice
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[15:35:43] <WillBeCoding> ...
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[15:46:55] <gentlemandroid> Okay what about re-using an animation from one skeleton on other skeletons?
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[15:57:12] <lordjone> does anybody have trouble running texturepacker gui on osx ?
[15:59:17] <mobidevelop> Never used texturepacker gui
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[16:03:10] <lordjone> mobidevelop: think i found the problem, i just need to recreate the jar now
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[16:19:46] <lordjone> mobidevelop: https://github.com/oakes/play-clj/issues/6 i have a similar error
[16:20:25] <lordjone> mobidevelop: i tried renaming and packing the jar again but i get the same error
[16:21:09] <mobidevelop> Silly java 8
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[16:27:56] <mobidevelop> I can't use LWJGL on Mac (VMware) at all, but I guess it would be a LWJGL issue as opposed to libgdx. The latest builds of LWJGL have the proper dylib naming, but since they haven't done a release we don't get that.
[16:28:30] <lordjone> i see
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[16:34:43] <HunterD> how can I draw lines with libgdx?
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[16:35:05] <lordjone> HunterD: ShapeRenderer
[16:35:14] <HunterD> is there extra API to support line drawing or the old GL_LINES
[16:35:18] <HunterD> oh :) cool
[16:35:18] <mobidevelop> Gah, my son is playing that silly Amazing Frog game on Ouya again.
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[16:39:17] <Lecherito> damn, I tried to rename the project and now I can't export it :C
[16:39:34] <Tomski> Lecherito, why not
[16:39:54] <Lecherito> it says it doesnt find the icons/32.png (internal file)
[16:40:05] <Lecherito> even tho with eclipse runs
[16:40:10] <Tomski> What did you rename?
[16:40:56] <mobidevelop> Rename nothing, ever.
[16:41:06] <Lecherito> everything
[16:41:11] <Lecherito> :c
[16:41:57] <mobidevelop> You shut your dirty fingers Lecherito
[16:42:28] <mobidevelop> Rename nothing, ever. Trust me, it is for the best.
[16:43:02] <Lecherito> I did not know xD
[16:45:19] <mobidevelop> I am guessing your assets directory isn't being bundled into the jar when you export?
[16:45:44] <Lecherito> it seems so
[16:46:09] <mobidevelop> You're using eclipse export?
[16:46:51] <Lecherito> yes
[16:47:33] <Lecherito> https://dl.dropboxusercontent.com/u/74953508/Screenshots/2014-10-05%2016_47_18.png
[16:47:37] <Lecherito> it's beign exported
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[16:48:29] <mobidevelop> Look at the actual jar
[16:48:33] <mobidevelop> *in
[16:48:58] <progrmor> Im using a ImagebuttonStyle to apply an image to a button. That style holds an image. But can I make the style hold multiple images? So I dont need to make multiple ImageButtonStyles ?
[16:49:13] <Lecherito> no assets there
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[16:53:22] <mobidevelop> Lecherito: way to break it
[16:53:48] <mobidevelop> So, maybe you need to redo your linked source for that assets directory
[16:54:13] <shadowrunner> Hey all. I have a question related to artemis-odb framework, maybe you could help: Is there a way to register a Component to a Manager so the Manager will only respond to events trigered by Entities that have that component??
[16:54:30] <Lecherito> Im retard :D
[16:55:29] <Lecherito> i was sending it to the old folder, and i was reopening the old .jar
[16:55:43] <Lecherito> thanks
[16:56:16] <Oonej> progrmor: not that i know of
[16:57:48] <mobidevelop> progrmor: nope, an image button style defines one image per state (up, down, ...)
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[17:00:36] <progrmor> Ok thanks Mobi
[17:03:43] <mobidevelop> If you want to make things hard on yourself, make composite drawables that contain multiple images and pick the right one based on some state :)
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[17:04:03] <mobidevelop> I'd just create multiple styles myself
[17:04:27] <dauntless26> Good day sirs and madams
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[17:04:36] <Tomski> hiya
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[18:22:24] <evident> hi everybody... what would I choose in libgdx to store 2D tile data? Basically, I don't need all the tiled maps stuff from libgdx... just a way to store a 2D grid of Tile objects... what's preferred there? Array<Array<Tile>>? Map<Vector2, Tile>? What's the best solution?
[18:22:42] <evident> sizes are about 50 by 80 tiles maximum
[18:27:30] <mobidevelop> Just use a normal Tile[][]?
[18:27:56] <evident> hmm probably the best idea^^ thx
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[18:31:46] <[twisti]> evident: will it be filled or sparse ?
[18:33:15] <ravenlord> is there a way to make an entire row of a table to behave like one of its actors was touched?
[18:33:34] <evident> [twisti]: mostly filled, sometimes only up to 80%...
[18:33:50] <[twisti]> array like that is fine thren
[18:35:01] <ravenlord> evident: I use a simple array and a function to consistently convert to x,y (basically: index = x + y *gridX)
[18:35:47] <[twisti]> but if you would have needed a sparse solution, your second guess would have been my avice too, Map<Point, Tile> where Point is a mini class with x, y and equals/hashcode (dont use vector, since it uses floats, so they are bad for comparing)
[18:38:12] <ravenlord> evident: I think something like this should help: http://pastebin.com/NwBhsFHL
[18:44:18] <mobidevelop> Libgdx has a GridPoint2 class that uses ints
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[19:00:42] <evident> ravenlord: yeah that's probably the best solution... I am wrapping the grid anyways, so it would be easy to change the data structure anytime
[19:01:38] <ravenlord> so anyone have any ideas how to make an entire row of a table to behave like a single actor, including space between columns?
[19:02:26] <mobidevelop> You don't
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[19:05:19] <ravenlord> mobidevelop: i could always draw a transparent actor on top of each visible row, but I'm thinking there might be an easier way
[19:06:02] <mobidevelop> Table has no built in way, so any way you accomplish it isn't going to be "easy"
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[19:10:15] <ravenlord> yupp, i think i agree. maybe i can extend Table in some way, to make it seem less hacky.. for example override row() to add a transparent actor which can be get via some new method
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[19:16:35] <ravenlord> basically it should work like a ListView
[19:17:46] <mobidevelop> Why are you using table?
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[19:19:43] <ravenlord> mobidevelop: do you have a better idea? basically i want something like a listview but which I can put in a ScrollPane
[19:20:43] <mobidevelop> Just use a VerticalGroup with a bunch of buttons as rows
[19:21:47] <ravenlord> mobidevelop: I don't want buttons as I want the items selectable, not just clickable
[19:22:03] <mobidevelop> Buttons are selectable
[19:22:27] <ravenlord> can I put in buttons different stuff?
[19:22:42] <ravenlord> i mean just a sec to make a screenshot
[19:22:53] <mobidevelop> A button is a table, you can put anything you want in it
[19:23:12] <mobidevelop> Button had a checked state which you can use as selected state
[19:23:17] <mobidevelop> *has
[19:24:37] <mobidevelop> To limit selection to a single item (if you need that), you can use ButtonGroup.
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[19:27:42] <ravenlord> http://imgur.com/DNWBA2M -> http://imgur.com/MkcTTN8
[19:27:59] <ravenlord> right now only the clicks on the images themselves are registered
[19:28:00] <ravenlord> for example
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[19:29:00] <ravenlord> but maybe you're right, I could use buttons inside a verticalgroup
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[19:40:36] <InspiredNotion> Hello
[19:42:11] <esvee_> what would be the best way to go about this problem: i have entity_0 moving with constant velocity in direction_0; entity_0 can emit another entity, say entity_1 at an arbitrary direction. i have a box2d world with some static fixtures. i want to determine the direction of the shot such that the 'shot' entity will 'come back' to entity_0 at the shortest amount of time.
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[19:43:16] <esvee_> 1st naive idea: raycast uniformly distributed rays from the emitting entity, and solving for t (from 2 parametric line equations).
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[19:43:28] <esvee_> but if a ray misses a fixture i'm screwed :|
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[19:46:37] <nooooooone> do a QueryAABB and shoot to the body which has the shortest distance
[19:47:34] <esvee_> i won't know the angle to shoot
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[19:47:53] <esvee_> (my bodies are very large)
[19:48:48] <esvee_> (simple example: a very long line, where the emitting body is moving to the left of it with a constant direction parallel to the line..)
[19:50:49] <nooooooone> hmm
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[19:52:38] <esvee_> if i can do a large amount of raycasts it actually might solve the problem. the question is how performant are raycasts :|
[19:53:17] <nooooooone> pretty much I think
[19:53:28] <nooooooone> box2dlights is based on them
[19:54:09] <esvee_> hmm
[19:54:13] <esvee_> lemme do a brute force test
[19:54:22] <esvee_> this actually determines if my game is viable for android or not :(
[19:55:24] <nooooooone> if your bodies are very big, I think the possibility of your raycasts missing them is pretty low
[19:55:52] <esvee_> that coupled with large amount of rays sounds like a win
[19:56:34] <Xoppa> why not sweep test in that case?
[19:57:04] <esvee_> Xoppa, sweep test?
[19:57:19] <esvee_> sorta scan-line algorithm?
[19:57:23] <Xoppa> i'm sure that box2d supports sweep test as well
[19:57:56] <Xoppa> simply said: sweep test is raycast with shapes instead of lines
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[19:58:22] <Xoppa> although you could do an axis sweep (more like a scan-line)
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[19:59:46] <nooooooone> I think the closest thing box2d supports is queryaabb
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[20:00:42] <nooooooone> it actually has nothing but that and raycasts...
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[20:06:12] <mobidevelop> I don't think I get what it is you want to accomplish.
[20:07:08] <ravenlord> mobidevelop: you were right, works as a charm, and i could even get rid of some ugly hacks i did for selecting the rows
[20:08:37] <mobidevelop> Cool glad to hear it ravenlord
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[20:10:41] <ravenlord> mobidevelop: thanks for your help, it seems I still have a lot to learn abot libgdx. But this makes it more fun, and rewriting the code makes it better :)
[20:11:23] <warmwaffles> need to learn more about slick2d
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[20:15:47] <Xoppa> interesting http://forum.xda-developers.com/ouya/general/rom-android-tv-ouya-t2895293
[20:17:50] <mobidevelop> Why would you want that?
[20:18:07] <mobidevelop> Android TV has pretty much nothing on it
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[20:21:37] <Xoppa> i think i'm gonna wait until it is officially released, but overall it is nice to see that it is possible (mostly because kitkat doesnt support usb audio and navigating with remote control doesn't work well)
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[20:23:46] <googz> hi I have question: I installed genymotion emulator free version. Can I use it while I am working on my game which i want to sell in google play?
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[20:27:19] <ravenlord> well, thanks for the help, time to wrap today up
[20:27:58] <ravenlord> bye
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[21:08:11] <Hovaku> Hi, I get his error when importing a Gradle project with the latest version of IntelliJ Idea: "The project is using an unsupported version of the Android Gradle plug-in (0.10.4)" but it's fine with desktop projects, this is with libGDX 1.3.1
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[21:11:49] <Tomski> Hovaku, what version of IDEA?
[21:12:16] <Hovaku> 13.1.5
[21:12:26] <Hovaku> Community
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[21:16:55] <trashcoder> I'm trying to resize Table Cells in the resize() method of a screen, but nothing happens? Does someone have an idea why?
[21:19:20] <Tomski> Hovaku, what version of gradle are you using?
[21:19:27] <Tomski> check gradle/wrapper/gradle-wrapper-properties
[21:20:04] <Hovaku> in Users/User?
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[21:21:09] <Tomski> in project dir
[21:21:15] <Hovaku> I've seen 1.11 pop up a lot
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[21:21:57] <Hovaku> can't find the directory you've asked me to go into though
[21:22:37] <Hovaku> nvm found it
[21:22:44] <Hovaku> it is 1.11: "services.gradle.org/distributions/gradle-1.11-all.zip"
[21:23:41] <Tomski> try just bumping up the gradle plugin to 0.1
[21:23:43] <Tomski> 0.11+
[21:23:54] <Tomski> I cant upgrade to 13.1.5 -.-
[21:24:19] <Hovaku> in settings.gradle?
[21:24:52] <Tomski> The the root build.gradle file
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[21:25:51] <Hovaku> it appears to already be that "classpath 'com.android.tools.build:gradle:0.10+'"
[21:26:00] <Hovaku> oh nvm
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[21:27:26] <Hovaku> nope :Z
[21:27:34] <Hovaku> the error message changed
[21:28:02] <Hovaku> instead of the unsupported version being 0.10.4 it's now 1.11.2
[21:28:47] <Hovaku> the latest version of gradle is 2.1, how would I set that in build.gradle?
[21:29:11] <Tomski> Its unsupported in IDEA
[21:29:19] <Tomski> 13.x
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[21:30:13] <Hovaku> maybe it's not working because I'm using the latest version of Android's build-tools (20)?
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[21:30:37] <Tomski> I use it with 13.1.3 with no issue
[21:30:48] <Tomski> Ill update to 13.1.5 and see whats going on
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[21:30:56] <Hovaku> okay thanks
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[21:43:40] <Hovaku> is there anyway to use freetypefontgenerator with a ui skin specified with a json file?
[21:45:28] <Tomski> Hovaku, looks like they moved to 2.1 support already in .5
[21:46:58] <Hovaku> so what would I change 0.11 to?
[21:47:04] <Hovaku> 0.21?
[21:47:30] <Tomski> use 0.13+ for com.android.tools.build:gradle:0.13+
[21:47:48] <Tomski> and in the gradle-wrapper.properties try 2.1 in the dist url
[21:50:28] <Lecherito> Rename complete, mission successful
[21:50:40] <Tomski> Lecherito, now rename it again
[21:51:02] <mobidevelop> Indeed, IDEA 13.1.5 now works with the latest android plugin/gradle version
[21:51:07] <Lecherito> Fk the police, not gonna ever rename anything again
[21:52:02] <Tomski> Lecherito, you're under arrest
[21:52:21] <Lecherito> you must say my rights
[21:52:28] <Tomski> you have none
[21:52:46] <Qowface> You have the right to remain under arrest
[21:52:50] <Qowface> Or something
[21:52:51] <Lecherito> arrest all the things
[21:53:28] <Hovaku> it works, thanks tomski
[21:57:31] <Tomski> Weird that wasn't announced :/
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[22:01:55] <warmwaffles> TIL: winkey + arrow keys == bad ass window management
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[22:21:23] <dauntless26> Any java developers here?
[22:21:56] <nooooooone> nope
[22:22:23] <warmwaffles> none
[22:22:33] <warmwaffles> We are all ObjC devs here
[22:22:52] <nooooooone> yep, every single one of us
[22:23:01] <nooooooone> even ChanServ
[22:23:56] <dauntless26> Oh darn. I had a shiny new jvm I wanted to give to a lucky winner.
[22:23:56] <nooooooone> dauntless26: what's your question?
[22:24:17] <nooooooone> what's a jvm?
[22:24:24] <dauntless26> my question is what is love?
[22:24:45] <dauntless26> what your java codes run. java virtual machine.
[22:24:45] <iveldesigns> pain and suffering and giving away half of your stuff
[22:24:50] <nooooooone> does the new iOS support these jvm things?
[22:25:10] <dauntless26> runs on*
[22:25:14] <nooooooone> I've heard it doesn't even support phone calls anymore
[22:25:56] <dauntless26> I heard thy moved all the phone capabilities to the watches.
[22:26:08] <nooooooone> but sshhhh, don't let Apple hear that I said that, or they will leak my iCloud pictures
[22:26:14] <dauntless26> You can only tell time with your iPhones now.
[22:26:47] <nooooooone> that makes sense
[22:27:26] <nooooooone> srsly, what was your question? ^^
[22:28:06] <dauntless26> My question was what do you thinks Richard Stallman picked off his foot and ate in that video?
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[22:29:15] <dauntless2425> Lol rms kicked me off the internet
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[22:32:00] <dauntless2425> No one knows who Richard Stallman is?
[22:32:06] <dauntless2425> Or the foot incident?
[22:32:17] <nooooooone> no clue
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[22:33:20] <dauntless2425> Do you know what gnu is?
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[22:36:35] * nooooooone hides behind mobidevelop
[22:36:45] <mobidevelop> O.o
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[22:38:13] <dauntless2425> Just schooling the youngens about programming history.
[22:41:07] <warmwaffles> dauntless2425: I choose to ignore Stallman
[22:41:11] <warmwaffles> guy is super crazy
[22:41:24] <warmwaffles> his views on free software are a bit extreme
[22:41:37] <warmwaffles> believes in a single user system instead of a multi user system
[22:41:40] <Lecherito> nooooooone knows
[22:41:58] <dauntless2425> Lol sadly you're right. He's gone a bit off his rocker in resent years.
[22:42:03] <dauntless2425> Recent
[22:42:32] <dauntless2425> Part of the reason why he's no longer the head of fsf or gnu.
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[22:46:57] <Psyfire> warmwaffles - agreed\
[22:47:34] <Java2hu> Does anybody know why 2 models (1 below, 1 above) containing just a transparent texture, don't blend correctly? The top model ignores it's transparency and every pixel that is transparent becomes black. But it only happens if about half of the top model is visible on the perspective camera, any more and it works fine.
[22:49:42] <Java2hu> Looks like this: http://coppy.me/P6rw19mS5.png the model with the same texture on the bottom is above the other.
[22:52:07] <warmwaffles> Someone needs to make me a real time DEFCON game...would love to play against my co workers ;)
[22:55:12] <dauntless2425> Sure waffles I'll get it to you by the end of the day.
[22:55:14] <Xoppa> Java2hu, make sure to have blending enabled (the blended member of the material attribute) and if needed customize the renderablesorter
[22:56:23] <Java2hu> The blending attribute is set, I'll try the renderable sorter, thanks
[22:56:29] <warmwaffles> dauntless2425: must be implemented using OpenAL
[22:56:32] <warmwaffles> make it happen
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[22:57:22] <dauntless2425> No doby worry this has real time audio. No need to program it. You just open up your bedroom window.
[22:57:28] <dauntless2425> Dont
[22:57:42] <warmwaffles> Well it is defcon, so I mean all you would be doing is issueing orders
[22:57:47] <Xoppa> Java2hu, another quick solution would be to modify the origin of the model so that the one in front is actually in front
[22:57:50] <warmwaffles> and we would simulate the real fog of war
[22:58:20] <dauntless2425> I got an old fog machine somewhere.
[22:59:04] <dauntless2425> Its so old you can't tell if the engine is smoking or if it's actually producing fog.
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[23:02:00] <dauntless2425> I just found it. Opened it up to check out the motor inside. Turns out there's no motor. Its just a midget smoking a cigar.
[23:03:35] <sharkman> hi all, first timer here. i'm following this: https://github.com/libgdx/libgdx/wiki/Gradle-and-Intellij-IDEA and i'm stuck in this step: "click on the button of the Main class field and select the DesktopLauncher class."
[23:04:17] <sharkman> when i attempt to choose a main class, there are a few options but none of them are "DesktopLauncher." any ideas?
[23:04:34] <Tomski> What are the options?
[23:05:16] <Tomski> did you set the classpath to the desktop module?
[23:07:09] <sharkman> Yep, I set classpath to "desktop". the five classes i can pick are Box2DBuild, CacheLineSize, GdxBuild, Intersector, and XPMFile (these are under the Search by Name tab)
[23:08:06] <sharkman> oh wait, it might be related to this Warning: No JDK specified for module 'desktop' hmm
[23:08:40] <Tomski> You can deselect "Include non-project classes" too so you dont see all the others
[23:08:56] <Tomski> But yeah, fix your JDK issue firts
[23:09:50] <mobidevelop> Alright changed all the gdx-pay projects to not plain old java projects
[23:10:09] <mobidevelop> Now we can publish plain old jars
[23:10:11] <sharkman> Ok thanks Tomski! I'll look into that first
[23:10:30] <Tomski> mobidevelop, to plain old java projects?
[23:10:56] <mobidevelop> As in the Android libraries are no longer Android libraries
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[23:11:07] <Tomski> Have you pushed to your repo?
[23:11:18] <mobidevelop> Not yet, my PC is acting slow
[23:12:32] <mobidevelop> I think because I ran "clean build uploadArchives" like 50 times
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[23:16:15] <mobidevelop> Tomski: I did end up having to pull in that android.jar though
[23:16:28] <Tomski> Yeah :(
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[23:17:07] <mobidevelop> Made me very sad
[23:17:24] <mobidevelop> And it is all Eclipse's fault
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[23:19:58] <Java2hu> Xoppa, thanks :) the renderable sorter fixed it.
[23:20:14] <Xoppa> yay! pics or it didnt happen
[23:20:17] <sharkman> Tomski do you have any suggestions on fixing JDK issues? I definitely installed the latest JDK for my system; not sure where else I can configure anything
[23:20:31] <Tomski> In IDEA sharkman, hit Ctrl + Alt + Shift + S
[23:20:46] <Tomski> Then you can select project SDK, and module specific SDKs
[23:21:20] <Java2hu> Xoppa, here: http://coppy.me/PROeFkUBr.png :) Thanks so much
[23:21:38] <dauntless2425> Is there any place I can get a picture of badlogic? I need it for my shrine.
[23:21:51] <sharkman> sorry I'm on a Mac and using command/control doesn't seem to work--what's the menu that corresponds to?
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[23:22:15] <Xoppa> looks much better now Java2hu, great job!
[23:22:15] <Tomski> Project Structure
[23:22:47] <sharkman> Ok, got it. It says <No SDK> in red right now, yeah.
[23:23:24] <sharkman> I imagine I should click New... -> JDK, and browse to where?
[23:24:12] <Tomski> Wherever you've installed the version of java you want to use
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[23:25:40] <sharkman> Got it. Tomski I cannot thank you enough
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[23:48:11] <mobidevelop> Gah, Tomski halp!
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[23:48:45] <Tomski> Delete eclipse
[23:48:55] <mobidevelop> Gradle question
[23:49:30] <mobidevelop> When generating the pom, it is giving the root project name as the groupid on project dependencies
[23:49:47] <mobidevelop> And no version
[23:49:55] <Tomski> which plugin are you using?
[23:50:14] <Tomski> "maven" one?
[23:50:30] <mobidevelop> Yeah
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[23:52:07] <nexsoftware> Tomski, pom looks like this: https://gist.github.com/MobiDevelop/51abaaab5763e2bec067
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[23:53:46] <Tomski> I see
[23:53:51] <Tomski> Wassa script look like?
[23:54:08] <warmwaffles> wait, gradle can generate poms?
[23:54:13] <Tomski> Yup
[23:54:18] <warmwaffles> oh that's awesome
[23:54:23] <warmwaffles> I've been managing mine by hand
[23:54:26] <warmwaffles> =/
[23:55:19] <nexsoftware> Tomski, added the publish.gradle
[23:56:29] <warmwaffles> need to keep that gradle file for example use
[23:59:37] <Tomski> nexsoftware, each project has their own version property I assume?
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   October 5, 2014  
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