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[00:00:02] <Xoppa> so it does has some use
[00:00:03] <meat> like x, y, bodyDef, fixtureDef, etc
[00:00:16] <wulax> make it abstract maybe
[00:00:27] <meat> But I want to put mutators and accessors in it
[00:00:33] <Xoppa> what if an entity doesnt have a bodyDef?
[00:00:46] <Xoppa> GhostEntity
[00:00:49] <meat> it does doesn't it?
[00:01:18] <Xoppa> you can have ¨entities¨ that dont have a physics body
[00:01:32] <Xoppa> or your game only consists of physics entities and nothing else?
[00:01:43] <meat> it's a 2d fighting ga,e
[00:01:51] <meat> so like street fighter
[00:01:58] <Xoppa> then you probably have things that dont need a bodyDef
[00:02:17] <meat> What would you suggests we use for structure?
[00:02:23] <meat> Entity -> Player, etc
[00:02:37] <Xoppa> dont over complicate your design
[00:02:54] <meat> well it's just easier to work with
[00:02:59] <meat> let rewriting later on
[00:02:59] <Xoppa> create your classes and move things that they have in common to super classes when you encounter them
[00:03:02] <meat> less*
[00:03:12] <Xoppa> dont try to solve problems that dont exists yet
[00:03:12] <meat> that's what we're doing
[00:03:32] <meat> we have a ton of code and want to break it down into a more dynamic design
[00:04:54] <Xoppa> ok, if that means that you need to have a RectangleEntity and CircleEntity then that is what you need
[00:05:13] <Xoppa> although I would remove the word ¨entity¨
[00:05:23] <Xoppa> and add a Shape to them
[00:06:10] <meat> To you, what is an entity?
[00:06:39] <Xoppa> a hype
[00:06:46] <Xoppa> :D
[00:06:48] <meat> lol
[00:06:57] <meat> but idk I want to design it logically
[00:06:58] <Xoppa> no seriously, call it however you want
[00:07:03] <Xoppa> focus on things that matter
[00:07:09] <meat> they sorta do right now
[00:07:24] <meat> we're repeating ourselves so much in this revision
[00:07:30] <Xoppa> let say you have: class GameObject { public Shape shape; otherstuff }
[00:07:40] <Xoppa> *GameObject = Entity
[00:07:51] <Xoppa> then you can attach any shape to it
[00:08:15] <Xoppa> I actually wrote a blog post about that, btw: https://xoppa.github.io/blog/using-collision-shapes/
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[00:08:31] <meat> ill read it
[00:08:33] <meat> sec
[00:08:45] <Xoppa> its for 3d, nothing to quickly jump into
[00:09:02] <meat> well so hmm
[00:09:11] <meat> is it fair to say an entity is essentially just a coordinate
[00:09:24] <Xoppa> it is whatever you make of it
[00:09:28] <meat> it exists, but it's not really representing anything
[00:09:36] <Xoppa> but if it is just a coordinate then you probably better rename it to that
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[00:10:03] <meat> Well it sorta defines a particular type of coordinate
[00:10:15] <meat> cant be less than 0 or greater than n
[00:11:35] <Xoppa> class CoordinateWithinARange { float x, y; }
[00:11:37] <meat> either way though by having a square have a radius, i'm violating best practices?
[00:12:30] <Xoppa> you could say that the radius is the length of half the extents
[00:12:44] <Xoppa> so if you be consistent and make sure it reflects that, then it could be okay
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[00:13:22] <meat> this is true
[00:13:31] <meat> squares do have radius i guess
[00:14:06] <Xoppa> ofcourse that would only apply for axis aligned uniformly scaled rectangles
[00:14:37] <___Joe> hey guys. a nother quick question. Do i have to write the "renderObject" method my self? is there no TileMapRenderer that draws objects by it self?
[00:14:38] <meat> yep just realized this
[00:14:39] <meat> shit
[00:14:45] <meat> what a mess lmao
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[00:16:56] <karkoon> I wanted to built a .jar of my game in intellij but it didn't work :C
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[00:17:29] <meat> is having a complicate tree bad practice
[00:18:03] <Xoppa> meat, it sounds like you would a fun time looking at ECS
[00:18:09] <meat> also do I lose game preformance by having to dig deep into a tree?
[00:18:15] <meat> yeah we wanted to use ashley
[00:18:19] <meat> but it seems complicated
[00:18:19] <wulax> karkoon: you can do it easily without an IDE by running "gradlew desktop:dist"
[00:19:04] <karkoon> i don't have gradle on my pc (I think?)
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[00:29:29] <___Joe> @karkoon: in intellij, you can go to view > gradle. Then you unfold the module you want to compile and run the "build" command as far as i remember
[00:30:07] <___Joe> in my case it would be "desktop>Tasks>build>jar"
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[00:40:07] <___Joe> can anyone answer my question?
[00:42:51] <karkoon> ___Joe: ok, thanks. I'll try.
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[01:57:57] <jivemeat> hey
[01:58:07] <jivemeat> should I use a vector for position over float x, float y
[01:59:04] <jeffol> yes
[02:00:18] <jivemeat> what are the benefits
[02:00:21] <jeffol> then you can just inherently do things like distance and other vector2 functions
[02:00:27] <jivemeat> true
[02:05:42] <jivemeat> how would I check a vector is above 0, 0 , 0
[02:06:21] <jeffol> above as in y?
[02:06:31] <jeffol> or just any digit
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[02:06:58] <jivemeat> x, y are above 0
[02:07:03] <jivemeat> so neither are negative
[02:07:13] <jivemeat> cant be 1, -1 or -1, 0
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[02:09:06] <jeffol> if (vect.x > 0 && vect.y > 0 && vect.z > 0)
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[02:14:26] <Ralphanese> Eyyyy
[02:14:53] <Ralphanese> Anybody willling to provide me with a second pair of eyes on my code? I think I may be going crazy
[02:16:07] <Ralphanese> It's most likely a pretty easy fix, but I can't seem to find where I'm making a mistake.
[02:16:14] <jeffol> pastebin it yo
[02:16:44] <jivemeat> should every picture get it's own spritebatch?
[02:17:03] <jeffol> jivemeat: no, you only need 1 spritebatch
[02:17:23] <Ralphanese> http://pastebin.com/gZz3Enb6 <=== my PlayScreen class
[02:18:13] <Ralphanese> http://pastebin.com/A4CSrswx <===== Player class.
[02:18:33] <Ralphanese> I'm getting an NPE at line 52 on my player class
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[02:19:44] <jeffol> Ralphanese: game is null. It is never set. anywhere.
[02:19:49] <jeffol> in player class
[02:20:50] <jeffol> you have MouseGame game, but that object is null. it is not set anywhere, nor is it publicly accessible to anything else to be set.
[02:21:21] <Ralphanese> Even if I imported the game class to grab my float value for scaling purposes?
[02:21:45] <jeffol> You've imported the game class, but the game class is an object. Your player class has no reference to your actual game object.
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[02:22:03] <jeffol> Try adding a MouseGame parameter to your player constructor, and passing the game to it.
[02:22:21] <jeffol> then setting the player's this.game to the actual game
[02:22:46] <jeffol> MouseGame game is just a variable that exists in your player class and is never set, is always null.
[02:23:51] <Ralphanese> Hahaha that did it. Thanks, man. Now I have to see if my player class is taking my box2d world and doing something with it
[02:25:28] <jeffol> :) yw
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[02:31:08] <jivemeat> should i use vector2 for player position
[02:31:42] <jeffol> yes
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[02:40:36] <Ralphanese> So, I changed a bit of code and just made the float value in my game final, and just imported the float value staticly so I don't have to initialize the game clasee
[02:40:38] <Ralphanese> class*
[02:40:49] <Ralphanese> static & final *
[02:40:58] <Ralphanese> But NOW
[02:41:34] <Ralphanese> My player's box2d body isn't reacting to the box2d world, even though it's being passed to it
[02:46:08] <Ralphanese> Aaaaaaand fixed it.
[02:46:30] <Ralphanese> It was a simple matter of floating a fraction.
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[04:45:18] <jivemeat> should i use a vector for height an width?
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[04:52:29] <TEttinger> jivemeat, that sometimes makes sense when you find yourself passing around width and height together a lot
[04:53:07] <TEttinger> the general advice though is to avoid using "new" in render
[04:53:40] <TEttinger> so if you are creating many vectors in each rendered frame, that's bad, and having separate height and width would avoid allocation with "new"
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[05:07:48] <lukass> hey guys, my application creates a big number of Client objects (of kryonet) iteratively. Each of these clients has a listener that overrides the "connected" method, which should be called after a successful connection. When I create 50 clients, the method is called around 40-45 times
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[05:08:25] <lukass> Does someone has an idea?
[05:08:43] <TEttinger> lukass: so it isn't being called once per Client?
[05:08:53] <lukass> yes
[05:08:57] <TEttinger> and the number varies seemingly at random?
[05:09:02] <TEttinger> could it be a network problem?
[05:09:50] <lukass> yes the number of failures is random
[05:10:07] <lukass> hmm maybe
[05:10:11] <TEttinger> what are you connecting to?
[05:11:08] <lukass> to a server (same machine) which I create in the same application before creating the clients
[05:12:34] <lukass> I use the debug version of kryonet and the output says the connection was successful
[05:13:19] <lukass> 00:22 INFO: Connecting: /xx.www.yy.kkk:29132/29133
[05:13:19] <lukass> 00:22 INFO: [kryonet] Connection 5 connected: /xx.www.yy.kkk
[05:13:25] <lukass> like this
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[05:14:01] <lukass> after that print the connected should be called
[05:14:36] <lukass> like connection 4 before:
[05:14:59] <lukass> 00:20 INFO: Connecting: /80.135.198.136:29132/29133
[05:14:59] <lukass> 00:20 INFO: [kryonet] Connection 4 connected: /80.135.198.136
[05:14:59] <lukass> 00:20 INFO: [kryonet] Connection 4 connected: /80.135.198.136
[05:15:01] <lukass> Connection.protocol.connected() Connection = 4
[05:15:07] <TEttinger> hm
[05:17:44] <TEttinger> well, I can ping that server just fine, which should screw with your data nicely :D
[05:18:00] <TEttinger> my ping takes 200ms to get to you and back though
[05:18:19] <lukass> haha I change the port :D
[05:18:19] <TEttinger> google.com is 25
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[05:18:30] <TEttinger> I didn't use a port
[05:18:46] <lukass> ah yes
[05:22:05] <lukass> I looked into the documentation and in the section for "disconnect()" method is that sentence: There is no guarantee as to what thread will invoke this method.
[05:22:15] <lukass> Maybe this applies to connected() also?
[05:24:11] <TEttinger> no idea how kryonet does its thing... hm
[05:24:59] <lukass> anyway, thanks :)
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[05:37:04] <lukass> okay this happens just when the server get spammed, so it skips one connection
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[13:38:56] <Sinusoidal> Hello LibGDX. Long time no see.
[13:39:11] <Sinusoidal> I have a weird error in Android Studio.
[13:39:34] <Sinusoidal> W/Adreno-ES20: <core_glUseProgram:1526>: GL_INVALID_VALUE
[13:39:41] <Sinusoidal> Hurgh...
[13:39:59] <Sinusoidal> The Internet tells me this has something to do with OpenGL.
[13:40:22] <Tomski> Whats the stacktrace
[13:40:24] <Sinusoidal> Which I kind of figured from the GL_INVALID_VALUE bit, but I use LibGDX so I don't have to directly deal with OpenGL...
[13:41:05] <Sinusoidal> Good question. Do you have an easy way for me to find that...
[13:41:19] <Tomski> well where do you see the rror?
[13:41:25] <Sinusoidal> In Logcat.
[13:41:31] <Sinusoidal> Android Monitor.
[13:41:57] <Sinusoidal> It does not crash the game.
[13:42:05] <Tomski> Why do you think its libgdx?
[13:42:51] <Sinusoidal> Well, it's the title screen of a game. It works fine the first time I boot er up. When I return to the title screen, the sprite does not appear this time.
[13:42:58] <Sinusoidal> I am not explaining this well...
[13:43:06] <Tomski> Static textures probably
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[13:44:12] <Sinusoidal> This also is a rather convoluted title screen. I have managed to get Csound API working within LibHGDX in Android Studio, which was no small feat in itself...
[13:44:40] <Sinusoidal> It's actually a title screen/theremin.
[13:44:48] <Sinusoidal> Yeah yeah, I know...
[13:44:53] <Sinusoidal> Two projects kind of became one...
[13:45:19] <Sinusoidal> I don't think Csound is buggering things up.
[13:47:22] <Sinusoidal> Yes, it is a static texture. There is one measly sprite on this screen. I didn't feel like making an atlas..
[13:47:35] <Sinusoidal> Once you load up the game, there is an atlas.
[13:47:41] <Sinusoidal> Hmm..
[13:47:42] <Tomski> You dont have to make it an atlas for it to be not static
[13:47:54] <Tomski> static is a java keyword
[13:47:56] <Sinusoidal> Ahh, well, I am an English teacher, not a programmer...
[13:48:09] <Tomski> You should avoid using statics for textures
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[13:48:40] <Sinusoidal> Is static a default thing, or do you have to specify that something is static to make it so?
[13:49:16] <Tomski> As in, public static Texture myTexture
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[13:50:21] <Sinusoidal> Ahh, well, I did not declare my texture as static.
[13:50:54] <Sinusoidal> Perhaps I am incorrectly implementing screens...
[13:51:29] <Bernzel> For some reason I can't enter the java channel, so anyone here that's up to just confirming a java question?
[13:51:37] <Tomski> Sure
[13:51:40] <Sinusoidal> When you switch between classes using screens, the create() method is the same name as the class or something..
[13:51:45] <Tomski> You want ##java probably btw
[13:51:50] <Sinusoidal> Probably...
[13:52:06] <Sinusoidal> Yeah, I just picked this back up after ignoring it for a few months.
[13:52:10] <Sinusoidal> Rusty to say the least.
[13:52:21] <Tomski> Sinusoidal, what is your issue?
[13:53:12] <Sinusoidal> That GL_INVALID_VALUE error that is not crashing my game, but is making it sit there until Android says that it's no longer responding...
[13:53:56] <Bernzel> Tomski , tried ##java both via HexChat and the freenode IRC. Not working
[13:54:14] <Sinusoidal> I boot the game up. Title screen works fine. I hit the go to game button, game works fine. I return to the title screen via menu and it's borked.
[13:54:27] <Tomski> Bernzel, ./join ##java works in hexchat
[13:54:30] <Tomski> whats your q anyway?
[13:54:48] <Tomski> Sinusoidal, try getting the log and pastebining it
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[13:56:09] <Bernzel> Tomski well I have a backend value that is stored in an object, I want to write the value from the object into preferences as a float. Can I cast the object value to a float like this? http://pastebin.com/MXVZLUQZ
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[13:58:53] <Sinusoidal> WTF? I go to log my error and now it's working fine...
[13:59:00] <Sinusoidal> Huuurrggghhhh
[13:59:22] <Tomski> Bernzel, parseObject.get returns what? Object?
[14:00:42] <Bernzel> Tomski , yes. But the key that it holds contains a float value. It's just that syntax prevents me from using the object like that.
[14:00:56] <Sinusoidal> Oh hunga bunga, it's gotten worse...
[14:01:08] <Tomski> Bernzel, the value is a float you mean?
[14:01:12] <Sinusoidal> heap corruption detected by dlfree?
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[14:01:44] <Bernzel> Tomski yes the object is getting "positionX_old" which was stored as a float.
[14:01:48] <Tomski> But yeah you can, as long as parseObject values contain items that can be casted
[14:02:20] <Bernzel> Tomski hehe how do I know if it's cast-able?
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[14:06:13] <Tomski> Bernzel, well you know what you are putting into the map right?
[14:07:54] <Tomski> And you know what primitive types and their wrappers can be casted to others safetly, (some with loss of precision)
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[14:08:55] <Sinusoidal> I feel like I'm in a Lovecraft novel. The main menu button from the pause screen returns to a working title screen. The main menu button from the 'success' menu returns me to a non-working title screen with a mish-mash of errors involving some horrifying computer words I don't understand. The code for each main menu button is literally copy-pasted.
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[14:10:24] <Sinusoidal> The only difference between the two buttons would be a gameState variable would be 2-paused instead of 5-success...
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[14:10:43] <Sinusoidal> I can see no reason for this at all..
[14:13:09] <Sinusoidal> Wait, gameState case 5 would also be calling different drawing methods in render...
[14:13:19] <Sinusoidal> And my error seems to be OpenGL related...
[14:14:16] <Sinusoidal> I like ellipses...
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[14:16:19] <Sinusoidal> The cats are getting very impatient for their evening fancy meal...
[14:24:07] <Sinusoidal> I ended a Spritebatch after an if-statement that when triggered would skip ending the batch...
[14:24:32] <Sinusoidal> I have no brain.
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[14:24:55] <badlogic> happens to the best of us
[14:27:02] <Sinusoidal> Hmm, did not fix my problem though...
[14:31:16] <Lecherito> Tomski: is back :o
[14:31:33] <Tomski> Lecherito, beep
[14:31:42] <Lecherito> how was usa
[14:31:49] <Tomski> Sweet, how was london?
[14:32:00] <Lecherito> it did not rain
[14:32:02] <Lecherito> imagine
[14:32:08] <Tomski> shame
[14:32:45] <Lecherito> i had fun, i may ask my boss to go to the london's office to wrk
[14:32:47] <Lecherito> but i am not sure
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[14:38:08] <Tomski> Lecherito, ooo
[14:38:48] <Bernzel> Tomski , yes well it didn't work anyway so I have to rethink it all.
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[14:51:56] <Sinusoidal> Well, fixed some problems, introduced others. Pretty typical coding session...
[14:52:02] <Sinusoidal> Goodnight.
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[16:42:15] <Bernzel> Anyone got a good idea, third party library or something for making a basic gallery of images? I thought Picasso looked cool but not sure how well it works?
[16:45:22] <mk1> shouldn't be too hard to code it yourself
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[18:59:30] <intrigus> Yeah, let's debug retrolambdas without line numbers :(
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[19:16:02] <Durvin> is there a way to force a redraw from outside your main draw loop?
[19:20:25] <[twisti]> 'redraw' ?
[19:20:35] <[twisti]> you realize that your draw loop runs like 60 times a second, right ?
[19:20:47] <[twisti]> why would you want to make it 61
[19:20:55] <Durvin> im in the middle of a long image load, and I want to post updates while im doing it
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[19:21:02] <Durvin> I could do it in another thread I guess
[19:21:04] <[twisti]> then look at assetmanager
[19:21:18] <[twisti]> dont do long lasting operations on the main thread
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[19:22:32] <IWantToLearnIt> Hello could anybody help me with a Libgdx Array? Somehow I can't get it to work. Just a simple example. Heres what I have:
[19:22:40] <IWantToLearnIt> private Array<MyInt> myTestArray = new Array<MyInt>(); MyInt myA = new MyInt(); myTestArray.insert()<-- Dont work
[19:22:48] <[twisti]> IWantToLearnIt: please use a pastebin to paste code
[19:23:09] <IWantToLearnIt> Ok I will do it next time, I'm sorry
[19:23:10] <[twisti]> and how could that possibly work ? how would that know what to insert ?
[19:23:19] <[twisti]> try myTestArray.insert(myA)
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[19:24:53] <IWantToLearnIt> I want it on position 0 for index so it looks like this : myTestArray.insert(0,myA); and it give me the following error: Constructor Header Name Expected
[19:25:26] <EvilEntity> wut
[19:25:32] <EvilEntity> did you import correct Array?
[19:26:12] <Tomski> You'll need to put it in the constructor or a method
[19:26:15] <Tomski> Or some body block
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[19:26:37] <cris2000> hello guys
[19:26:46] <[twisti]> you may want to start with a basic java tutorial before trying your hand at libgdx, IWantToLearnIt
[19:27:09] <cris2000> I have a problem
[19:27:10] <cris2000> http://pastebin.com/eb8wdVBx
[19:27:15] <cris2000> Game manager class
[19:27:21] <cris2000> http://pastebin.com/4EbZRh2W
[19:27:24] <cris2000> Enemy class
[19:27:35] <cris2000> I'm trying to move the enemy in a circula fashion
[19:27:40] <cris2000> but the enemy doesn't move
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[19:27:42] <[twisti]> methods should start with lower case letters
[19:27:45] <EvilEntity> sounds complicated
[19:28:01] <[twisti]> you need to narrow down your problem
[19:28:25] <IWantToLearnIt> hmm yes i have imported the right Array (import com.badlogic.gdx.utils.Array;) And I have already Collection classes in Java but somehow here I don't get it to work :(
[19:28:43] <Tomski> IWantToLearnIt, you cant just put lines of code anywhere in a class
[19:28:49] <EvilEntity> sadly
[19:29:06] <Tomski> As I said above, use a block, or use it in the constructor or a method
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[19:30:45] <IWantToLearnIt> okay thanks
[19:31:09] <EvilEntity> do yourself a favor and do some beginner java tutorials
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[19:32:35] <pr4xxx> hello everybody!
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[19:34:07] <pr4xxx> maybe someone can explain to me how for example rpg maker xp enables the player to walk behind a tree?
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[19:34:19] <pr4xxx> and how I can do this in libgdx/tiledmap?
[19:34:50] <Tomski> pr4xxx, sorting your game objects, then drawing in that sorted order
[19:36:34] <pr4xxx> Tomski: is there any example/test which provides some code to render a map like some rpg maker game or like a pokemon game?
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[19:39:14] <EvilEntity> fucking cone lights, pain the dick!
[19:39:17] <EvilEntity> https://www.youtube.com/watch?v=AL3M_JE6R1k
[19:40:45] <Tomski> pr4xxx, I dont know of one off hand sorry, gotta head for a bit
[19:41:11] <Tomski> You should be able to google up some good results using keywords like, 2D Z/depth sorting
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[19:44:57] <pr4xxx> Tomski: thank you.
[19:46:03] <[twisti]> wow, i am terrible at making decisions
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[19:46:30] <[twisti]> less than 5 seconds after i started my phones system wipe i realized that its 8pm on a weekday and i need my phone set up and working in the morning
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[19:47:27] <pr4xxx> Tomski: I cant get my head around this 2d stuff. Like the editor from tiled/rpg maker: to show overlapping trees for example I have to use multiple layers right? Because each 32x32 tile of a tree is just a little image. But I could another way in the game by drawing whole images, there I could easy draw them orderes by y axis right?
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[19:56:40] <pr4xxx> Okay another question, how do I order all actors within a stage group by y axis?
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[20:16:50] <noone__> I really really enjoy my new internet connection :D
[20:17:22] <TEttinger> streaming pornography into all the APKs?
[20:17:35] <noone__> from 2Mbit to 50Mbit download, and from 0.05Mbit to 10Mbit upload xD
[20:17:47] <CypherEA> Hmmm... anyone here seen Defold?
[20:18:00] <TEttinger> is that a user or a game?
[20:18:11] <noone__> maybe a movie?
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[20:29:38] <pr4xxx> wow it seems that such a simple problem has no simple solution, or I am just very dumb. How do I achieve a rendering like a simple pokemon game does?
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[20:36:46] <Xoppa> what does a simple pokeman game look like pr4xxx?
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[20:37:52] <kdarknight> Xoppa, never seen a Pokémon game
[20:37:56] <pr4xxx> Xoppa: a ground (grass), a building, and a player which can walk in front or behind the building
[20:38:06] <kdarknight> like legend of Zelda
[20:38:12] <pr4xxx> roughly a 45 degree angle
[20:38:39] <Xoppa> ow tile maps or something?
[20:39:13] <kdarknight> xoppa just leave everything and play legend of Zelda
[20:39:30] <kdarknight> you disappointed me
[20:39:53] <Xoppa> i think i played that once on a gameboy
[20:40:07] <kdarknight> oh, than its fine
[20:40:13] <pr4xxx> Xoppa: I dont know which way is the best. The building may be on big sprite or splitted in multiple tiles.
[20:40:41] <Xoppa> pr4xxx, sounds like a plan
[20:40:51] <kdarknight> multiple tiles
[20:41:21] <pr4xxx> why multiple?
[20:41:47] <Xoppa> you would use multiple tiles if you want it to be larger than one tile
[20:41:59] <kdarknight> Google tile sheets, and look how games do that, multiple tiles will give you flexibility
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[20:42:33] <pr4xxx> okay yeah that makes sense, but how do I render a player to walk behind/between/in front of tiles then?
[20:43:34] <JC> 'lo all
[20:45:45] <Xoppa> pr4xxx, iirc tiles are already rendered per layer and top to bottom, so that should be okay. but im not very experienced with tiles so i might be wrong. tl;dr just give it a try
[20:46:05] <kdarknight> xoppa is right
[20:46:39] <kdarknight> if you are using Tiled maps, create different layers and then render them manually
[20:46:47] <kdarknight> according to overlays
[20:47:39] <pr4xxx> and how do I render a player? Do I just render a simple sprite with the sprite batch? Or how do I get that into the map
[20:47:55] <kdarknight> simple batch
[20:48:30] <kdarknight> pr4xxx, start developing, don't just get scared by sitting and thinking
[20:48:46] <kdarknight> things work out as you progress automatically
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[20:49:48] <pr4xxx> but by using a simple batch, the player will always be in front of the map..
[20:50:00] <kdarknight> no
[20:50:09] <kdarknight> render each layer manually
[20:50:22] <kdarknight> instead of just calling .render()
[20:50:25] <TEttinger> back to front
[20:51:37] <kdarknight> you can get a tile layer, say layer1 render it, then render player and then maybe layer2
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[20:52:04] <pr4xxx> so I would have 2 layers on the map, one for the ground and one with a single tree, at first I would render the ground, then what? the player or the tree?
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[20:52:09] <Xoppa> kdarknight, afaik pr4xxx want them to be on the same layer
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[20:52:15] <Xoppa> bttom to top
[20:52:55] <Xoppa> *euhm top to bottom
[20:53:33] <pr4xxx> so top to bottom would make sense, but I guess that the tilemap renderer does that for me
[20:54:12] <Xoppa> just give it a try
[20:54:42] <kdarknight> tilemap rendere has a default method to render everything in one go, instead of calling it. render manually, so that you can insert any number of sprite in between layers
[20:54:55] <kdarknight> let me show you some code
[20:55:02] <kdarknight> I have on github
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[20:56:59] <pr4xxx> that would be nice
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[20:57:45] <pr4xxx> another question regarding tile maps, If I want to have 5 tree in front of each other, maybe each one a little bit with offset to left, I guess I need 5 different layers?
[20:58:50] <kdarknight> https://github.com/kushsharma/ProfessorK/blob/master/core/src/utils/LevelGenerate.java
[20:58:53] <[twisti]> or z/depth sorting
[20:58:57] <kdarknight> look at line 781
[20:58:59] <[twisti]> @ pr4xxx
[20:59:29] <kdarknight> I am online from cellphone so don't mind if you need to look at a line above or below to be exact
[21:00:01] <pr4xxx> twisti: but then I wouldn use the tilemap way??
[21:00:47] <[twisti]> im not terribly familiar with tilemap
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[21:03:37] <kdarknight> let me know if you find it, I am feeling sleepy now
[21:04:29] <pr4xxx> thank you very much
[21:04:39] <pr4xxx> Im trying things now
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[21:05:24] <kdarknight> keep in mind, my code may not be the best way to accomplish what you are trying but will surely get you started for now
[21:07:36] <pr4xxx> so I have this now:
[21:07:36] <pr4xxx> http://snag.gy/pkryr.jpg
[21:07:56] <Ashiren> woo chest in tree
[21:07:58] <Ashiren> neat
[21:08:03] <pr4xxx> at first rendering the ground, then the tree layer and then the chest (the player)
[21:08:11] <pr4xxx> of course this is stupid
[21:08:24] <pr4xxx> so now I change the player to be before the tree layer
[21:08:43] <kdarknight> first ground, then items and player, then tree
[21:09:00] <pr4xxx> http://snag.gy/CNSkz.jpg
[21:09:06] <pr4xxx> so then this happens
[21:09:36] <Ashiren> huh looks like position changed
[21:09:48] <kdarknight> looks fine to me, just move it a little
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[21:11:06] <pr4xxx> oh wait, I think I misunderstood something really stupid
[21:11:14] <kdarknight> by the way, did you drew that or stolen art? :P
[21:11:58] <pr4xxx> its the rpg maker xp tileset ;)
[21:12:16] <kdarknight> Okay
[21:12:22] <pr4xxx> noooo
[21:12:32] <pr4xxx> I did not understand it the wrong way!
[21:12:45] <kdarknight> wut
[21:12:56] <pr4xxx> http://snag.gy/rMhd6.jpg
[21:13:05] <pr4xxx> I want the chest to be in front of the tree now
[21:13:18] <pr4xxx> but of course that cannot happen, the tree gets drawn later
[21:14:15] <kdarknight> if you want it in front then just draw it later
[21:14:27] <pr4xxx> but the chest is moveable
[21:14:43] <kdarknight> oh
[21:14:50] <pr4xxx> thats the entire problem
[21:15:03] <kdarknight> never thought of that
[21:15:11] <pr4xxx> ^^
[21:16:08] <pr4xxx> so I guess using a stage/scene 2d and then draw each tree as an image would make more sense, I just have to figure out how to order the actors correctly, maybe by y axis?
[21:16:26] <LiquidNitrogen> youre going to have to sort the objects before drawing them
[21:16:43] <kdarknight> it will be same as what you are doing now ultimately
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[21:16:51] <Xoppa> why would you ever use scene2d for that?
[21:17:08] <Xoppa> just do the top to bottom thing
[21:17:28] <pr4xxx> so simply draw each sprite in order of their y axis?
[21:17:49] <Xoppa> afaik tile maps are rendered top to bottom by default
[21:17:57] <kdarknight> one way I can think of is break tree from half, two tile layer, one for roots and one for whole green bushes
[21:18:09] <pr4xxx> Xoppa: yes they do, but the only problem right now is the movable player
[21:18:22] <Xoppa> how is that a problem?
[21:18:34] <Xoppa> you mean it isnt part of the map or something?
[21:18:39] <pr4xxx> yes
[21:18:42] <Xoppa> why?
[21:18:51] <LiquidNitrogen> using tiles for tall objects probably isn't the best idea
[21:19:31] <pr4xxx> because I have to constantly rearrange the order of the player / when its to be drawn
[21:19:42] <kdarknight> xoppa why would player be part of map?
[21:20:06] <Xoppa> pr4xxx, why do you have to do that?
[21:20:10] <Xoppa> kdarknight, why wouldnt it?
[21:20:28] <Xoppa> keep in mind that i dont have much experience with tile maps, i might be wrong here
[21:20:37] <pr4xxx> Xoppa: look at the screenshots, when I move the chest (player) I expect it to be either in front of a tree or behind
[21:21:13] <kdarknight> because of control, well never mind. it's more of a game mechanics preference, and differs from a game dev to another
[21:21:16] <Xoppa> pr4xxx, sure thats how top to bottom works
[21:21:25] <pr4xxx> Xoppa: So I have to decide each frame is the player behind oder in front (y axis?) and then draw the tree first or the player
[21:21:56] <Xoppa> pr4xxx, why would you have to do that?
[21:22:00] <Xoppa> did you actually try it?
[21:22:18] <pr4xxx> the following lines render the screenshots:
[21:22:24] <pr4xxx> renderer.renderTileLayer((TiledMapTileLayer) map.getLayers().get(0)); chest.draw(renderer.getBatch()); renderer.renderTileLayer((TiledMapTileLayer) map.getLayers().get(1)); renderer.renderTileLayer((TiledMapTileLayer) map.getLayers().get(2));
[21:22:25] <Xoppa> please dont paste it
[21:22:27] <pr4xxx> whops
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[21:22:31] <pr4xxx> sry
[21:22:32] <Xoppa> never ever ever do that ever again
[21:22:34] <Xoppa> ever
[21:22:42] <pr4xxx> http://pastebin.com/05UQ6Vg1
[21:22:56] <Xoppa> why are you drawing the chest separately?
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[21:23:15] <pr4xxx> because its not part of the tilemap, it should be freely movable
[21:23:22] <pr4xxx> I cannot move a tile pixel by pixel
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[21:23:29] <Xoppa> why not?
[21:23:37] <LiquidNitrogen> you need to sort all your objects by y axis before drawing. if you want to be ably to walk behind them
[21:23:49] <pr4xxx> LiquidNitrogen: then i dont need a tilemap anymore
[21:24:07] <kdarknight> why does it matter if chest is sprite or tile map anyway
[21:24:11] <pr4xxx> Xoppa: How would I do that? each tile has its "hardcoded" position in the grid
[21:24:18] <LiquidNitrogen> tile map is good for the flat floor
[21:24:37] <Xoppa> pr4xxx, ah, that would be a good reason, didnt know that
[21:24:49] <Xoppa> i though it has some property to specify the location within the tile
[21:25:02] <pr4xxx> LiquidNitrogen: so I guess a tilemap for the background stuff and sprites for everything else? trees, buildings, enemies?
[21:25:22] <LiquidNitrogen> probably
[21:25:39] <pr4xxx> well okay, I guess I will try that tomorrow
[21:25:43] <kdarknight> no,
[21:25:55] <kdarknight> tile map for fixed and static items
[21:25:58] <pr4xxx> I have to go now, thank you everybody!
[21:26:07] <Xoppa> isnt that what offsetX/Y do?
[21:26:16] <kdarknight> and rest could be sprites
[21:26:27] <pr4xxx> maybe we can chat tomorrow again
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[22:10:41] <EvilEntity> fuck, my angle comparators explodeds with 1 in milion chance :/
[22:14:38] <Tomski> take the odds
[22:14:39] <Tomski> ship it
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[22:21:14] <EvilEntity> sadly it is often enough to crash every minute or so :C
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[22:29:47] <Xoppa> http://blogs.msdn.com/b/larryosterman/archive/2004/03/30/104165.aspx
[22:30:21] <EvilEntity> fucking floating point math, best i can guess
[22:33:29] <wulax> what is an MP machine?
[22:33:45] <EvilEntity> gotta fix it without try/catch somehow...
[22:35:41] <firefly2442> is there a way to make a TextTooltip automatically newline wrap text to fit the screen without manually setting "\n" break points?
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[22:50:25] <Adnn> Hi everyone, I'm having a problem with the touch on my scene2d actors, I've set the sizes and positions and all that stuff, but the touch is detected away from the actor for some reason. http://pastebin.com/fyZ0zvUe For example the upArrow's touch event is fired when I press a bit above the upArrow.
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[22:52:33] <Adnn> And if I set the upArrow's position to where the touch seemed to be detected, it works correctly.
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[23:52:57] <Ghandhikus> hai, anybody has properly made game with libgdx?
[23:53:11] <Ghandhikus> i mean the source of the game
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   November 9, 2015  
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