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[03:32:54] <Scellow> unicrongalactus: libgdx has it's own tween engine https://github.com/libgdx/libgdx/wiki/Interpolation
[03:34:26] <Scellow> well day 2 still no word from kimsufi support, and still no confirmation mail -_-
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[03:41:16] <TEttinger> kimsufi?
[03:42:51] <TEttinger> hm, an OVH server thing?
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[05:54:28] <TEttinger> gaaaaaah... this is so weird. I'm trying to render a font, a fairly ordinary bitmap font with an outline. it's taken as a textureregion from an atlas, and everything else in the atlas renders fine. all of it, including the font, uses a palette swap shader that I never turn off.
[05:55:00] <TEttinger> but even though the normal sprites render fine in many colors, the text is pure white and has less transparent than I'd expect
[05:55:07] <TEttinger> basically a blob
[05:55:20] <TEttinger> http://i.imgur.com/4M2tQLj.png
[05:57:21] <TEttinger> it;s in the middle, sorry about that, slightly to the right
[05:58:18] <mobidevelop> Looks good to me
[05:58:20] <TEttinger> not sure what would make the outline just get overridden with white
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[06:00:28] <barodapride> Hey does anyone know of a tween previewer tool?
[06:01:21] <TEttinger> previewing having a tween? I hope you like one direction
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[06:02:34] <barodapride> =|
[06:02:51] <TEttinger> this is using the Interpolation class and not the old aurelien ribon tween engine thing?
[06:03:22] <barodapride> i mean, ideally both
[06:03:31] <barodapride> i use both
[06:03:36] <TEttinger> really?
[06:03:41] <barodapride> yep
[06:03:57] <TEttinger> what does the ribon one do that's worth the hassle of mavenizing it?
[06:04:11] <barodapride> it works for non actors
[06:04:20] <TEttinger> so does libgdx's?
[06:04:26] <barodapride> it does?
[06:04:39] <barodapride> you don't have to mavenize anything, just copy the jars into your project
[06:04:52] <barodapride> and a couple lines in your gradle file
[06:05:10] <TEttinger> https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/math/Interpolation.java
[06:06:36] <barodapride> that's what you give to an action
[06:06:38] <TEttinger> the Interpolation class in math works for any floats, returning floats
[06:06:55] <TEttinger> that is generally enough to tween whatever you ask for
[06:07:09] <TEttinger> colors are trickier since there isn't one way of representing them
[06:07:33] <barodapride> well it seems like you'd want some kind of system on top to manage the interpolations
[06:07:49] <barodapride> so you're not translating from 0-1 to values you want
[06:08:05] <TEttinger> sorta yeah
[06:08:10] <TEttinger> there's two methods in there
[06:08:22] <TEttinger> apply (float start, float end, float a)
[06:08:30] <TEttinger> a is between 0-1
[06:08:47] <TEttinger> but the others can be used to set the bounds on it however
[06:09:44] <barodapride> yea so in your code you're going to write an abstract class you can apply it do more easily
[06:10:00] <barodapride> well I'm not
[06:10:03] <TEttinger> why abstract though?
[06:10:22] <barodapride> so that you don't have to write it for every object you want to interpolate
[06:10:42] <TEttinger> there's a lot of implementations of Interpolation in that file...
[06:11:03] <TEttinger> I dunno
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[06:12:09] <TEttinger> I think you have a different take on how that class would be used...
[06:13:00] <TEttinger> vec2 has an interpolate method I believe
[06:13:23] <TEttinger> yep, https://github.com/libgdx/libgdx/blob/master/gdx/src/com/badlogic/gdx/math/Vector2.java#L403
[06:14:10] <TEttinger> there's no inheritance or abstract class junk needed
[06:15:21] <barodapride> that doesn't have a duration so I don't know what exactly it's doing
[06:15:47] <barodapride> I can see how using an interpolation would be enough if you're just wanting something bare bones
[06:15:52] <Isogash> you code the duration yourself?
[06:16:03] <barodapride> but if you want to make more complicated actions forget it
[06:16:03] <Isogash> what you are talking about is an actual animation handler
[06:16:05] <TEttinger> alpha is just how close it is to the end of the animation
[06:16:20] <Isogash> more like what SpriteKit uses
[06:16:36] <Isogash> don't think libgdx has that
[06:16:38] <barodapride> for example repeating something forever, sequences of actions, delayed actions are nice
[06:16:54] <Isogash> code it yourself :F
[06:16:57] <Isogash> :D*
[06:17:02] <TEttinger> yeah... but it would look like bad flash to do it all with tweens
[06:17:10] <barodapride> that's the whole point, why would I do it myself?
[06:17:17] <Isogash> juice it or lose it TEttinger
[06:17:25] <jabb> hmm, style: should a collision be an entity or an event in an ecs?
[06:17:26] <Isogash> it's not that hard
[06:17:37] <Isogash> a collision?
[06:17:40] <barodapride> bad flash?
[06:17:46] <TEttinger> flash animations
[06:17:59] <barodapride> how is using the interpolation going to solve that problem
[06:18:12] <TEttinger> the worst flash animations in the early days abused tweening and didn't draw enough individual frames
[06:18:41] <TEttinger> what you were saying was using a tween engine for just about everything...
[06:18:51] <jabb> Isogash: yeha
[06:18:57] <Isogash> TEttinger, you've seen the juice it or lose it talk right?
[06:19:00] <TEttinger> no
[06:19:11] <barodapride> yes because it's the best option that I've seen, I'm just looking for a way to graphically create the tweens I want instead of tweaking, running code, repeating
[06:19:12] <TEttinger> have you seen the wat talk?
[06:19:34] <Isogash> https://youtu.be/Fy0aCDmgnxg
[06:20:10] <Isogash> oh I see barodapride, I think
[06:20:10] <barodapride> libgdx Actions are a fine option too if you only need to tween Actors
[06:20:34] <barodapride> libgdx Actions use that Interpolation class
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[06:21:24] <barodapride> but I'm just thinking there must be a tool to create tweens more easily - graphically
[06:21:33] <Isogash> wait, when would you want to tween not actors?
[06:21:50] <Isogash> well, so you want to draw tween curves?
[06:22:06] <barodapride> well in libgdx you may or may not choose to use Actors
[06:22:27] <barodapride> you might use Sprites which are not Actors
[06:22:54] <Isogash> okay, well I don't see the problem
[06:23:04] <Isogash> unless you need to draw your own interpolation curves
[06:23:09] <Isogash> which you shouldn't need to
[06:23:30] <barodapride> I'm not sure I follow what drawing interpolation curves means
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[06:23:52] <Isogash> I'm not sure what the problem you are having with using Actions is
[06:24:04] <Isogash> unless you mean you just don't want to code the tweens?
[06:24:40] <TEttinger> well Actions are pretty limited to Scene2D stuff
[06:24:45] <barodapride> that's my main problem, but tett was asking why use Universal tween engine when you can use libgdx interpolations
[06:25:02] <Isogash> I don't think he understood the problem either
[06:25:33] <TEttinger> a normal Sprite doesn't work with Actions, but you could interpolate the Vec2 it uses for position just fine, without any dependencies
[06:25:36] <barodapride> coding the tweens is very time consuming and trial and error
[06:25:47] <Isogash> breakpoints
[06:25:54] <TEttinger> heh
[06:25:58] <Isogash> hot-swap code
[06:26:08] <Isogash> also, know what you want before-hand
[06:26:25] <barodapride> can be used sometimes depending on where the tween gets applied
[06:26:31] <TEttinger> this is one of those cases where you wish Java had a REPL
[06:26:54] <Isogash> it doesn't take much imagination to know what a tween curve will look like
[06:26:58] <barodapride> the problem is you don't know how it's going to turn out until you see it in action
[06:27:07] <Isogash> you should
[06:27:11] <TEttinger> I think barodapride is onto something though
[06:27:11] <barodapride> I should?
[06:27:20] <barodapride> have you seen the average libgdx game?
[06:27:45] <barodapride> I don't think it's easy to get the tweens to look great
[06:27:45] <TEttinger> the exact way a multi-part animation gets put together won't be completely predictable without seeing it at some point
[06:27:50] <Isogash> so if I told you I was going to use a bounce in curve on a button going from top of the screen to the bottom
[06:27:58] <Isogash> you wouldn't know what that looked like?
[06:28:01] <barodapride> no
[06:28:26] <TEttinger> take a look at the talk Isogash linked, barodapride
[06:28:27] <Isogash> it would look like dropping a button from the top of the screen and it bouncing when it hits the position
[06:28:33] <Isogash> yes, watch that video
[06:28:36] <Isogash> it will help you
[06:28:41] <TEttinger> that would be basically what you're describing, a visualizer for their changes
[06:28:44] <barodapride> i've seen that video
[06:29:23] <barodapride> I understand the concepts of tweening
[06:29:41] <Isogash> but you can't visualise it?
[06:29:44] <barodapride> I just spend way too much time making tweens - it's trial and error to get it right
[06:30:00] <barodapride> even if you have an idea of what it should look like, you have to tweak and tweak
[06:30:15] <Isogash> that's pretty normal
[06:30:27] <Isogash> I go back to what I said about breakpoints and hot-swapping code
[06:30:52] <Isogash> or writing your own testbed, or test state
[06:31:03] <TEttinger> I can't really remember how you even hot-swap code on the JVM
[06:31:09] <barodapride> I'm just asking if there is another tool out there - seems like unity probably has something better
[06:31:17] <barodapride> but I'm not super familiar with unity
[06:31:17] <Isogash> pretty sure intelliJ can do it
[06:31:25] <TEttinger> I use intelliJ
[06:31:28] <Isogash> no, Unity
[06:31:42] <Isogash> that will still require you to do the same thing
[06:31:47] <Isogash> and it doesn't even have actions
[06:32:01] <barodapride> I'm planning on making my own tool after my current small game if I can't find one that's why I'm asking
[06:32:06] <TEttinger> ah ok
[06:32:10] <barodapride> I'm sure there is a package for it you can get
[06:32:10] <Isogash> barodapride, it's a flexibility vs. visualisation problem
[06:32:36] <Isogash> if you try to make something easier to do, or faster
[06:32:36] <TEttinger> barodapride: if you can integrate the existing particle editor in there, you have a winner
[06:32:40] <Isogash> you make it less flexible
[06:32:52] <Isogash> but if you try to make it more flexible, you make it more complicated
[06:33:19] <barodapride> I don't know, just thinking about something where you can choose the action sequence and see it happening live
[06:33:34] <Isogash> but, does that run actual code?
[06:33:36] <TEttinger> I think tweens currently are very hard to visualize in conjunction with particles, especially complex particle patterns.
[06:33:48] <Isogash> or does it limit your code to just action sequences?
[06:34:19] <barodapride> I just mean it will show a sprite, and you can add actions/tweens to it and it'll execute the tweens live
[06:34:30] <barodapride> it'll just be a libgdx app
[06:34:41] <Isogash> yes, but then you can't have code running on top of that
[06:34:56] <Isogash> let's say I want to make a tween and use some code feature of my game
[06:35:00] <Isogash> the tool is then useless
[06:35:28] <barodapride> you would just take the sequence of tweens you want and paste it into your game's code
[06:35:39] <barodapride> once you see it working like you want
[06:35:59] <Isogash> but what if the tween tool can't do something you want?
[06:36:36] <barodapride> like what? It'll be using the same tween engine you'd be using in your libgdx game
[06:36:59] <Isogash> because you are defining the action sequence in a UI, rather than with code
[06:37:16] <barodapride> yea but the actions in the UI would correspond to code
[06:38:11] <Isogash> I don't see why that would be easier than just having the ability to re-run and edit the tween in-game
[06:39:05] <barodapride> well like I said, it's been my experience that is a pain in the ass - sometimes it may be easy to do that and other times not so much
[06:39:06] <Isogash> look at hotswapping
[06:39:19] <barodapride> you can't hot swap the code all the time
[06:39:24] <barodapride> it depends on what you're doing
[06:39:35] <barodapride> for example if the object gets a tween/action in the constructor
[06:39:47] <barodapride> once it's there, it's there
[06:39:53] <barodapride> or if the tween repeats forever
[06:39:55] <Isogash> don't put it in the constructor
[06:39:57] <TEttinger> woo, I just figured out my bug, mobidevelop . http://i.imgur.com/TzBrhnM.png
[06:40:10] <Isogash> and have a way to reset the object
[06:41:01] <barodapride> well I guess I'm too lazy to modify my code every time I want to hot swap it
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[06:41:43] <Isogash> can't you make it a part of the game/game engine
[06:41:52] <barodapride> I'm just looking for a faster way
[06:42:03] <Isogash> that would be easier than writing a tool
[06:42:17] <Isogash> it's a very specific job, and will be different for everyone
[06:42:21] <mobidevelop> TEttinger: I liked the first one
[06:42:22] <barodapride> You can see really nice looking tweens in some AAA games they must have a tool for that
[06:42:23] <TEttinger> mobidevelop: http://i.imgur.com/bD2MN1y.png
[06:42:24] <Isogash> only needs to be done once most of the time
[06:42:33] <Isogash> barodapride, I doubt it
[06:42:40] <barodapride> that's totally not tru
[06:42:43] <Isogash> okay
[06:42:49] <Isogash> no, I know exactly what they do
[06:42:53] <barodapride> every game I make I'm writing tweens tweaking over and over
[06:43:00] <Isogash> they have an artist using flash who designs the tween
[06:43:04] <barodapride> it takes way too much time
[06:43:23] <Isogash> then they either export it as a flash animation and render it in-game
[06:43:41] <TEttinger> I should find that interview with the KOF art director guy and/or lunatic
[06:43:43] <Isogash> convert it in the asset pipeline
[06:44:03] <Isogash> or just give the coders the flash file and let them try to code it
[06:44:21] <Isogash> the programmer never gets to design a tween
[06:44:37] <Isogash> so the artist uses his existing animation tool that he is familiar with
[06:44:47] <TEttinger> https://www.youtube.com/watch?v=UqFcn6D466Q
[06:45:05] <barodapride> there is some way for the art guy or designer to create the tween and there is a way to get it in the game somehow
[06:46:31] <TEttinger> 16 man-months per character apparently
[06:46:33] <Isogash> yes
[06:46:43] <Isogash> as I just said
[06:46:52] <Isogash> the artist will use an animation tool like flash
[06:47:08] <TEttinger> there's lots of them out there too
[06:47:10] <Isogash> and then export the tweened file in one of many ways
[06:47:19] <barodapride> yep
[06:47:29] <Isogash> which may get rendered by an engine in-game, or is just hard coded
[06:47:42] <TEttinger> I think spine2d is one way that people are handling this now. not sure how the pricing is on it
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[06:47:55] <barodapride> I have spine2d
[06:48:49] <barodapride> whatever tool the artist uses, it's output is understood by the game engine
[06:48:57] <Isogash> if I really had to design a tween that was too complicated to visualise
[06:49:09] <Isogash> I would use an art program to figure it out, and then code it
[06:49:27] <barodapride> I'm not looking to design super complicated tweens
[06:49:34] <Isogash> barodapride, are still on the MUST thing?
[06:49:45] <Isogash> because AAA game companies don't HAVE to do anything
[06:49:48] <barodapride> just pretty simple tweens are time consuming
[06:50:06] <TEttinger> Isogash, heh
[06:50:13] <TEttinger> they stamp CoD on it and ship
[06:50:46] <Isogash> and the paid for reviews from reviewers who didn't even get a copy of the game
[06:50:49] <TEttinger> now with predefined autocorrect for your insults to other players' mothers
[06:51:43] <TEttinger> "did you mean, 'bet ur mom is walkin funy today lolol noob' ?"
[06:52:37] <TEttinger> add profanity by pressing up
[06:52:56] <Isogash> autocorrects duck to fuck
[06:53:11] <TEttinger> it automatically teabags enemies when you walk over them
[06:53:57] <TEttinger> "it really streamlines the juvenile trolling experience that the modern CoD player is after"
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[07:02:13] <TEttinger> well, that's comforting. the demo is mostly trivial, but it's still displaying several dozen animations at 1600 fps with vsync turned off
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[10:12:51] <X-Ray-Jin> hey everybody :D
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[10:18:22] <X-Ray-Jin> can someone help me with some lgdx scenegraph questions? is there something like inherited positioning? i found functions to calculate parent, ascendent and world position for an actor. but is there a way to automatically use local and world idea like in 3d? like i want to attach some actors to a group and move the whole group but the actors dont seem to be moved at all.
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[11:14:50] <X-Ray-Jin> ...ok never mind i was just stupid it actually does...
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[11:42:47] <dalv> that a strange feeling, when my game within android emulator (with haxm enabled) performs actually faster, then on my smartphone. :)
[11:44:53] <Ashiren> actually its not emulating, its virtualizing
[11:45:09] <Ashiren> in emulator youd have to go also x86->arm
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[11:48:59] <dalv> Ashiren: true. :)
[11:49:54] <Ashiren> meh
[11:49:57] <Ashiren> when x86 finally dies
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[11:53:58] <dalv> Ashiren: last time i heard this in my Amiga times. 68k dudes really wish x86 a slow and painfull death :)
[11:54:29] <[twisti]> well its certainly been slow
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[12:35:04] <TEttinger> Ashiren: what would replace x86? intel is using some custom pentium 4-style hardware in their xeon phi clusters-on-a-chip
[12:35:16] <TEttinger> pentium 4 is still not dead
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[12:37:02] <TEttinger> woah, pentium... no number. https://en.wikipedia.org/wiki/Xeon_Phi#Design
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[17:04:53] <Freiza> How to create wind-like effects?
[17:05:24] *** okb1100 <okb1100!~okb1100@85.100.236.236> has joined #libgdx
[17:06:32] <okb1100> hello, is there any way to compile a libgdx android project on a 32-bit linux system ?
[17:10:14] <Tomski> What issue are you having okb1100 ?
[17:12:06] <okb1100> I am unable to run android sdk tools because they are 64-bit only, I was thinking if there's an unofficial 32-bit build of sdk tools. Unfortunately I had no luck with google :/
[17:12:35] <okb1100> I only found adb and fastboot builds
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[17:30:08] <Ashiren> Freiza: i.e. in box2d you could set "gravity's" y to something above 0
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[17:36:08] <Ashiren> err.. x
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[19:16:17] <diphtherial> after using kotlin for a bit, i'm not as impressed as when i staretd
[19:16:19] <diphtherial> *started
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[19:16:38] <diphtherial> it's a better java in many ways, but it's a worse python in all the practical ways that python makes my life easier
[19:16:41] * diphtherial shrugs
[19:16:42] <diphtherial> bbiab
[19:20:13] <unicrongalactus> Scellow wow, i never even saw this existed. been using the tween engine for so long i hadn't bothered looking
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[19:53:39] <ficolas> Hello, every file that I try to load from the internal filehandles cant be found, what can be the reason for this?
[19:54:29] <okb1100> @ficolas are you using eclipse ?
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[20:00:23] <ficolas> yes
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[20:03:08] <Xoppa> run using the gradle task ficolas or set the working folder of your run configuration to your assets folder
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[20:05:23] <okb1100> Right click the DesktopLauncher.java, from Run as select Run configurations.., Double click DesktopLauncher from right and go to Arguments tab, On the working directory section select other and point it to your assets folder
[20:06:15] <okb1100> Which is probably in projectname-android folder
[20:07:25] <ficolas> ok thanks
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[21:34:14] <unicrongalactus> can libgdx tests still only be run in eclipse? i'm having some issues with errors and moe-core.jar
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[21:39:43] <ficolas> Im trying to draw an image so that its width fills the complete screen, its height is scaled acordingly to the width scale, and it is drawn on top of the screen, I tried this http://pastebin.com/w6KvBx0v but it doesnt seem to work
[21:40:04] <ficolas> it works fine as long as I dont rescale the screen
[21:40:15] <ficolas> do I need to update something else in the resize method?
[21:41:14] <ficolas> when resizing it, the width seems to be augmented/reduced twice as much as it should
[21:43:35] <Xoppa> its usually easier to copy the code of the test you want to run into a newly generated project unicrongalactus, but afaik it should run in intellij as well
[21:44:49] <Xoppa> you never set the projection matrix of the batch ficolas, so your viewport code does practically nothing
[21:45:55] <ficolas> so umm batch.setProjectionMatrix(screenViewport.getCamera().combined); before batch.begin?
[21:46:01] <Xoppa> yes
[21:46:10] <ficolas> that makes the image not draw at all
[21:46:15] <Xoppa> and if you want to use the fitViewport then use that
[21:46:26] <Xoppa> note that the .apply() is still required to update the glViewport
[21:47:11] <unicrongalactus> Xoppa thanks, i'll try the new project way. i haven't used eclipse in a while. but i may have run into a bug
[21:47:15] <unicrongalactus> https://github.com/libgdx/libgdx/pull/4343
[21:47:31] <ficolas> I didnt quite understand that
[21:47:51] <unicrongalactus> that seems to have been adding moe support for eclipse recently
[21:47:56] <Xoppa> just dont use eclipse unicrongalactus
[21:48:11] <Xoppa> pastebin your updated code ficolas
[21:48:33] <ficolas> I just added right before batch.begin
[21:48:48] <ficolas> http://pastebin.com/1cCYBc10
[21:49:00] <unicrongalactus> ok, that' works for me
[21:49:14] <Xoppa> you dont update it for your fitviewport ficolas
[21:49:22] <Xoppa> *didnt
[21:49:34] <ficolas> update what?
[21:49:48] <Xoppa> the thing that stage uses to draw itself
[21:49:53] <Xoppa> *thing = batch
[21:50:03] <ficolas> so I also need to update the stage batch?
[21:50:11] <ficolas> but the stage is drawing correctly
[21:50:23] <ficolas> what isnt drawing correctly is the title texture, that doesnt draw at all
[21:50:34] <Xoppa> ow
[21:50:39] <ficolas> the fitviewport part works fine
[21:51:24] <Xoppa> okay, is see, then remove/comment out the stage from your code
[21:51:29] <Xoppa> *i se
[21:51:31] <Xoppa> *see
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[21:52:24] <ficolas> still not drawing
[21:52:28] <Xoppa> you shouldnt be using the Gdx.graphics.getWidth() and Gdx.graphics.getHeight() method directly btw
[21:52:39] <Xoppa> always use the world width and height of your viewport
[21:53:26] <Xoppa> log the values to make sure they are what you expect them to be
[21:56:09] <ficolas> they seem to be right
[21:56:25] <Xoppa> what are they?
[21:58:37] <ficolas> width and height 360.0 189.47368 (the tite
[21:58:43] <ficolas> title)
[21:59:00] <ficolas> 640.0 world height (what I specify in the launch config
[21:59:27] <Xoppa> you set the width to the world height and then it suddenly becomes less?
[21:59:35] <Xoppa> *world width
[21:59:57] <ficolas> ??
[22:00:14] <ficolas> the width is set to the world width
[22:00:30] <ficolas> then the height is set so that it mantains the same ratio as it used to with the width
[22:00:37] <Xoppa> then how is it possible that the `width` variable is less than the world width?
[22:00:48] <Xoppa> or sorry
[22:00:55] <Xoppa> you said world height
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[22:02:03] <ficolas> when I stretch the screen so that it is very width
[22:02:07] <ficolas> the image is drawn
[22:02:28] <ficolas> but it isnt drawn at x=0 and only the bottom part of the image is drawn
[22:02:50] <ficolas> because it is very big
[22:03:20] <ficolas> it is as big as it should be it seems, but the position at wich it is drawn isnt right
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[22:03:35] <Xoppa> define ¨isnt right¨
[22:03:47] <Ashiren> left
[22:03:59] <Xoppa> lol
[22:04:18] <ficolas> screen x=0 isnt where the left part of the image is drawn
[22:04:18] <intrigus> :D
[22:04:19] <Xoppa> i guess your code makes it draw at the top
[22:04:43] <ficolas> screenHeight-imageHeight is higher than it should be when drawn on the screen
[22:04:49] <Xoppa> ow
[22:05:10] <ficolas> but the numbers seem to be right, but the screen looks like if it was shifted
[22:05:17] <Xoppa> add an additional true argument to viewport.update to make it center it
[22:05:42] <ficolas> thaaat does it :D
[22:05:44] <ficolas> thanks
[22:05:53] <Xoppa> yay! pics or it didnt happen
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[22:07:11] <ficolas> http://imgur.com/a/Cf7i4 xD
[22:07:58] <ficolas> yes sandbox chess, im making the dumbest game ever :V
[22:08:02] <ficolas> because of the "sandbox" part
[22:08:09] <ficolas> that for me means board editor for chess xD
[22:08:17] <ficolas> I just had this crazy idea the other day
[22:08:31] <ficolas> some chess lovers may hate me for raping their loved game this way
[22:09:32] <Xoppa> nice!
[22:10:03] <Xoppa> what does: board editor for chess, mean though?
[22:12:03] <ficolas> well chess is played in an 8*8 board where the figures are placed in a determined way, with the pawns at the front, and at the bottom tower, horse, etc
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[22:13:57] <ficolas> with the board editor, you could make a sphere-shaped, bell-shaped feet-shaped or whatever shape you want where the black queen and the white king are having an afair toguether in a corner
[22:14:44] <Xoppa> ah, i see, that sounds like it could be fun
[22:14:45] <ficolas> its a shame the white king would have to kill the black queen turn one if that scenario ever happens :c
[22:14:54] <ficolas> their love would end so quickly
[22:15:33] <mobidevelop> O.o
[22:15:44] <Xoppa> i guess if you can change the board, you can also change the rules so that doesnt happen
[22:16:15] <ficolas> yes, im also planning on adding a "piece editor" where you could edit the movement of the pieces
[22:16:36] <ficolas> and rule editor would also be cool
[22:16:50] <ficolas> instead of check mating the king, killing all the pawns or stuff like that
[22:17:30] <Xoppa> sounds like a lot of work
[22:18:12] <ficolas> i'm going to initially keep it as simple as I can, just with the board editor and then i'll start adding more features over time
[22:19:27] <Xoppa> nice! don´t forget to keep us updated with the progress!
[22:20:18] <ficolas> sure :D
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[22:37:54] <ficolas> does objectMap.put use .equal or == comparation? from what I have seen in the source it seems to compare the hashes so == but im not sure if I quite understood it
[22:39:34] <TEttinger> ficolas: comparing the hashes is different from comparing with == on the objects
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[22:40:39] <Xoppa> it uses equals
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[22:42:08] <TEttinger> if I make, for example, x = new Vec2(10, 10), y = new Vec2(10, 10); then (x == y) will be false, because x and y aren't the same object. but x.equals(y) will be true (assuming Vec2 implements equals), and (x.hashCode() == y.hashCode()) will also be true if Vec2 implements hashCode, because hashCode is based on the values inside the object instead of the identity of it
[22:43:02] <TEttinger> Xoppa's the one to ask about this though, so it uses equals :)
[22:43:13] <Ashiren> i hate this because i have to look into source code or docs to see if equals is implemented, and implemented the way i think it is
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[22:43:53] <Ashiren> i.e. comparing 2 points they equals if x1==x2&&y1==y2, not some mumble-jumble other things points can have
[22:44:30] <ficolas> I confused the hashcode with the memory address
[22:44:57] <TEttinger> hashCodes can collide too. a common example is when you use the pattern of taking a long and reducing it to an int so you can use it in the int returned by hashCode, usually the code IDEs generate for this is: myLong ^ (myLong >>> 32)
[22:45:02] <Xoppa> just set the mumble-jumble to the points length times 42
[22:45:15] <TEttinger> that unfortunately produces 0 when you give it 0, and 0 when you give it -1
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[22:46:00] <Ashiren> hashCode can be anything, not memory address
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[22:53:12] <laubed> Hi :)
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[22:56:06] <Ashiren> happy Caturday
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[23:50:23] <laubed> nobody needs help for about an hour? :D really quiet here ...
[23:51:48] <myke> yep
top

   October 8, 2016  
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