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License: BSD 3-Clause "New" or "Revised" License
Automatically exported from code.google.com/p/rokon
License: BSD 3-Clause "New" or "Revised" License
Hi Mr rtaylor205 :)
I have made some little changes to add a custom tile animation function (in
Sprite.java) you will see it on example17.
I have corrected the error on TextureAtlas.java
I don't know if you want to get it :)
I have verified all implemented examples to be sure they work fine.
"Collision Detection" and "Basic Particle Emitter" of the older version of
rokon are re-added and corrected.
for "Custom Sprite Modifiers" and "Advanced Particle Systems" for the
moment I don't know what to do :)
I'm agree with Mr Fred Grott for the wiki, it's a great idea :D
Original issue reported on code.google.com by [email protected]
on 2 Dec 2009 at 5:36
Attachments:
Hi,
I'm very interested in rokon, but unfortunately I can't run examples...
I downloaded version 1.0.1 and run it by eclipse with ADT. The app shows up
but first option among others just shows "rokon" screen which disappears
after a second and then only reddish background is showed. Other examples
(starting with the second one) wont run (force close). I can't find any
instructions so I'm asking you for help. How to run these examples? I tried
on device (G1) and emulator (1.6, 2.0).
Sorry if this is noobish question but I'm just beginning with android
development ;-). Thanks in advance!
Original issue reported on code.google.com by [email protected]
on 5 Dec 2009 at 2:42
Using the fix that jsebagh gave in issue #8. This fixes a NullPointer when
calling rokon.prepareTextureAtlas()
Original issue reported on code.google.com by [email protected]
on 6 Dec 2009 at 6:16
Attachments:
What steps will reproduce the problem?
Just build any of the examples (it however needs to load at least one
texture) with either the latest SVN source (Rev. 55) or the 1.0.2 release
(both seems to have the bug).
Then when you start it for the first time, it works just fine, but after
you exit it with the "Back" button and then start it again, it will get the
following error when loading:
Uncaught handler: thread GLThread exiting due to uncaught exception
java.lang.IllegalArgumentException: width and height must be > 0
at android.graphics.Bitmap.nativeCreate(Native Method)
at android.graphics.Bitmap.createBitmap(Bitmap.java:483)
at com.stickycoding.Rokon.Rokon.loadTextures(Rokon.java:602)
etc...
(I might have added the back button function myself, but I just use
"this.finish()" anyway)
What version of the product are you using? On what operating system?
I'm using a HTC Hero with Android 1.5, as well as an 1.5 emulator.
Please provide any additional information below.
I have however found the problem and created a solution.
It seems that android will use the same memory stack over and over again
every time you start the same application, which means that all "static"
variables wont be reseted between runs, therefor I had to manually reset
the "TextureAtlas" class.
I did that by adding a "HardReset()" method to the "TextureAtlas" class (as
seen in the attached file) and then calling it from the "end()" method in
the "Rokon" class.
Hope it helps :)
Original issue reported on code.google.com by [email protected]
on 25 Dec 2009 at 7:24
Attachments:
What steps will reproduce the problem?
1. emitter.stopSpawning() then emitter.startSpawning() when you reuse the
emitter
2.
3.
What is the expected output?
For the emitter to start spawning new particles
What do you see instead?
While the emitter does start spawning new particles, old particles that did
not die off when the stopSpawning() was called, suddenly reappear and go
through the normal particle life cycle
What version of Rokon are you using?
Latest trunk
On which version of Android are you experiencing this?
1.6-2.0.1
Please provide any additional information below.
Old particles needs to be cleared when stopSpawning() is called, instead of
just put into hibernation until startSpawning() is called again
Original issue reported on code.google.com by [email protected]
on 4 Jan 2010 at 6:06
What steps will reproduce the problem?
1. setTexture(texture) - multiple times on same sprite
2.
3.
What is the expected output?
To switch textures, without change in scale
What do you see instead?
Although the texture is switched, the scale gets all messed up after a
cycle or two, even though the textures are the same dimensions
What version of Rokon are you using?
Latest trunk
On which version of Android are you experiencing this?
1.6-2.0.1
Please provide any additional information below.
I would like to reuse my sprites and just switch textures as appropriate
(with same dimensions)
Original issue reported on code.google.com by [email protected]
on 5 Jan 2010 at 5:30
I think it would be beneficial to pass the MotionEvent to
onHotspotTouched(), so that we can also get the x,y of the event itself
(ie, if you want to get the point within the hotspot at which it was touched).
For example:
public class MyInputHandler extends InputHandler {
@Override
public void onHotspotTouched(MotionEvent event, Hotspot hotspot) {
Log.d(TAG, "Hotspot Touched, hotspot="+hotspot+", x="+event.getX()+",
y="+event.getY());
}
}
I've modified it to do this in my copy of Rokon, but I'm not sure about
submitting a patch for this because I'm not sure about your thoughts on how
to best implement it (ie, I'm sure you'd want to keep the method w/o the
event for backwards compatability). So, I'd be interested to hear what you
think is the best way to implement this.
Another way to change this might be to trigger an event within the hotspot
object itself, ie, put an "onHotspotTouched" method within the Hotspot
class, and call that. Not sure if that's better, but just an idea :-)
Original issue reported on code.google.com by [email protected]
on 29 Nov 2009 at 2:07
What steps will reproduce the problem?
1. Create a Hotspot from a sprite.
2. Hold your finger on your sprite.
What is the expected output? What do you see instead?
I would expect a single TouchDown to fire, and no TouchUp untill I lifted
my finger or dragged it outside the bounds of the sprite. What you see is
repeated TouchUp and TouchDowns firing until your finger is lifted.
What version of the product are you using? On what operating system?
1.01 with the TextureAtlas fix.
Original issue reported on code.google.com by [email protected]
on 19 Dec 2009 at 12:09
What steps will reproduce the problem?
Just set any loading screen with createEngine().
What is the expected output?
I'd obviously expect it to show the loading screen while it's loading.
What do you see instead?
Instead it doesn't appear until after onLoad() and onLoadComplete() has
been called. (for about half a second)
What version of Rokon are you using?
Rev 83
On which version of Android are you experiencing this?
1.5
Please provide any additional information below.
I'd guess it has something to do with the new way textures are handled.
Oh, and you might have problem noticing it from the examples, but that's
only because they load so fast anyway, try adding a Thread.sleep() call and
you'll see it.
Sorry, but I don't have time to fix it right now, so I'll leave it up to
you. :)
Original issue reported on code.google.com by [email protected]
on 31 Dec 2009 at 3:22
What steps will reproduce the problem?
1. Run the Rokon Engine examples
2. Select the 2nd example and run it.
What is the expected output? What do you see instead?
One should see a background image but the example crashes instead (along with
numerous
examples after it).
What version of the product are you using? On what operating system?
Running Eclipse on OSX, ADP1 with Android OS 1.6
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 1 Dec 2009 at 2:40
What steps will reproduce the problem?
1. Collision checks are going on even though the sprite is inactive
(killme=true)
2.
3.
What is the expected output?
Only do collision detection on sprites that are alive
What do you see instead?
collision detection on all sprites
What version of Rokon are you using?
Trunk
On which version of Android are you experiencing this?
16-201
Please provide any additional information below.
add the isDead check to see if the sprite thats doing the checking is alive
or dead. also added a isdead check in loop to make sure that the sprite we
are testing against is alive
private void _detectCollisions() {
if(_collisionHandler == null || _colliderCount == 0 ||
isDead())
return;
for(i = 0; i < MAX_COLLIDERS; i++) {
if(_collidersArr[i] != null &&
!_collidersArr[i].isDead())
Original issue reported on code.google.com by [email protected]
on 5 Jan 2010 at 10:18
What steps will reproduce the problem?
1. Use example ttf, accelerometer, audio and polygon collision
2. i have a static and/or uniform screen with no interaction possible
What is the expected output?
I'm waiting your comment
What version of Rokon are you using?
Latest from the svn
On which version of Android are you experiencing this?
Simulator avd 1.6, real device version 1.5 (HERO)
Original issue reported on code.google.com by [email protected]
on 3 Jan 2010 at 7:51
What steps will reproduce the problem?
1. Using the data got in method RokonActivity.onTouch in your app
2. Touching the screen (e.g. moving an object on it)
3. Pressing/scrolling the trackball
What is the expected output?
Pressing and scrolling trackball shouldn't affect the independent screen
touch detection.
What do you see instead?
Whenever I press or scroll the trackball, the engine spawns a touch event
at [0,0] ruining my whole game controls.
What version of Rokon are you using?
SVN trunk r83 and from what I can remember, this was occuring even in the
previous 1.0.2 release.
On which version of Android are you experiencing this?
Android 1.6 - running on CyanogenMod ROM v4.2.10.1 on G1.
Please provide any additional information below.
Could be seen also in the Example4 (touch and keyboard input). I wasn't
able to confirm this to (not) work in the emulator or on other devices too
as the emulator doesn't have a trackball and at this time I own only the
G1.
Original issue reported on code.google.com by [email protected]
on 1 Jan 2010 at 4:25
What steps will reproduce the problem?
1. music.play("audio/song1.mid", true);
2. music will only play once
3.
What is the expected output?
continuous play
What do you see instead?
plays one time
What version of Rokon are you using?
Build 83
On which version of Android are you experiencing this?
1.6
Please provide any additional information below.
The continuous parameter is not being utilized. A simple call to
music.setContinuous(true) fixes the problem.
+_mediaPlayer.setLooping(continuous);
to the play method will fix this problem.
Original issue reported on code.google.com by [email protected]
on 31 Dec 2009 at 10:25
In my game, I need to create a hotspot for an invisible drag area. While
the Hotspot class seems to support sprite-less hotspots, they don't seem to
work. for example:
<pre>
@Override
public void onCreate(Bundle savedInstanceState) {
// * snip * //
rokon.setInputHandler(new MyInputHandler());
shooterDragArea = new Hotspot(0,0,32,64); // Not working?
rokon.addHotspot(shooterDragArea);
}
public class MyInputHandler extends InputHandler {
@Override
public void onHotspotTouched(Hotspot hotspot) {
Log.d(TAG, "Hotspot Touched, hotspot="+hotspot);
}
}
</pre>
With the above example, the log entry does not show.
This is due to the code in GLSurfaceView.java, where it only sets the
hotspot if sprite != null. I've attached a patch that fixes this.
Original issue reported on code.google.com by [email protected]
on 29 Nov 2009 at 1:58
Attachments:
What steps will reproduce the problem?
1. Reuse the activity in the Ski example program with the new Rokon 1.1.0
version. This involved changing the Textures class in the Ski project to
use the new atlas textures.
2. Run the application
3. The code in the onExit() method is not run. I have debugged and put
various breakpoints in but the onExit does not get called.
What is the expected output?
onMenuObjectTouchUp(MenuObject menuObject) is called when i press the
button in the menu which then calls closeMenu(1000);. This in turn should
call onExit().
What do you see instead?
Nothing happens once the menu closes (fades out)
What version of Rokon are you using?
1.1.0
On which version of Android are you experiencing this?
1.6
Please provide any additional information below.
Just as in the Ski example game, my RokonActivity has a MainMenu class
which extends Menu.
Original issue reported on code.google.com by [email protected]
on 31 Dec 2009 at 2:51
Example9 does not work well in my G1 phone. I could not hear any audio
output. As I read through the code, I found onTouchUp() is never invoked if
you have no hotspot registered. So I think this is a defect in example9...
Original issue reported on code.google.com by [email protected]
on 31 Dec 2009 at 2:43
Engine must run on 2.0.1 android version ASAP
just an advice...
Original issue reported on code.google.com by [email protected]
on 25 Dec 2009 at 5:53
What steps will reproduce the problem?
1. Launch TTF activity
2. instantly crashes
3. because nullpointer exception
here => Font.java
line 92 deprecated method
_texture = Rokon.getRokon().createTextureFromBitmap(bmp);
What version of the product are you using? On what operating system?
on hero 1.5
Please provide any additional information below.
if you need help for committing this kind of correction or adding some
comments (in or out engine code) i can give extra time
regards
cmo
Original issue reported on code.google.com by [email protected]
on 26 Dec 2009 at 8:14
Please provide any additional information below.
I saw that you implemented the "indirect buffer in 1.5 and direct buffer
otherwise" thingy in r89.
if(Build.VERSION.SDK_INT == 3)
vertexBuffer = ByteBuffer.allocate(8*4);
else
vertexBuffer = ByteBuffer.allocateDirect(8*4);
Though you're gonna have change
Build.VERSION.SDK_INT == 3
to
Build.VERSION.SDK == "3"
since "SDK_INT" doesn't exist in 1.5.
Original issue reported on code.google.com by [email protected]
on 2 Jan 2010 at 2:27
Hi,
i just wanted to try Rokon, but i am unable to do it =/ I try to launch
this short application :
package com.malgon.applecrush;
import com.stickycoding.Rokon.RokonActivity;
public class Main extends RokonActivity {
public void onCreate() {
createEngine(480, 320, true);
}
public void onRestart() {
super.onRestart();
rokon.unpause();
}
}
But when i try it, I get in the logcat :
V/Rokon ( 6963): Rokon engine created
V/Rokon ( 6963): FA=1.5 RA=1.5
D/dalvikvm( 6963): GC freed 1057 objects / 72720 bytes in 95ms
D/dalvikvm( 6963): DexOpt: couldn't find static field
W/dalvikvm( 6963): VFY: unable to resolve static field 8 (SDK_INT) in
Landroid/os/Build$VERSION;
W/dalvikvm( 6963): VFY: rejecting opcode 0x60 at 0x01ad
W/dalvikvm( 6963): VFY: rejected
Lcom/stickycoding/Rokon/OpenGL/RokonRenderer;.onDrawFrame
(Ljavax/microedition/khronos/opengles/GL10;)V
W/dalvikvm( 6963): Verifier rejected class
Lcom/stickycoding/Rokon/OpenGL/RokonRenderer;
D/AndroidRuntime( 6963): Shutting down VM
W/dalvikvm( 6963): threadid=3: thread exiting with uncaught exception
(group=0x4000fe70)
E/AndroidRuntime( 6963): Uncaught handler: thread main exiting due to
uncaught exception
E/AndroidRuntime( 6963): java.lang.VerifyError:
com.stickycoding.Rokon.OpenGL.RokonRenderer
E/AndroidRuntime( 6963): at
com.stickycoding.Rokon.OpenGL.RokonSurfaceView.<init>(RokonSurfaceView.java
:15)
E/AndroidRuntime( 6963): at
com.stickycoding.Rokon.Rokon.init(Rokon.java:425)
E/AndroidRuntime( 6963): at
com.stickycoding.Rokon.RokonActivity.createEngine(RokonActivity.java:212)
E/AndroidRuntime( 6963): at
com.stickycoding.Rokon.RokonActivity.createEngine(RokonActivity.java:191)
E/AndroidRuntime( 6963): at
com.malgon.applecrush.Main.onCreate(Main.java:9)
E/AndroidRuntime( 6963): at
com.stickycoding.Rokon.RokonActivity.onCreate(RokonActivity.java:181)
E/AndroidRuntime( 6963): at
android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1123)
E/AndroidRuntime( 6963): at
android.app.ActivityThread.performLaunchActivity(ActivityThread.java:2231)
E/AndroidRuntime( 6963): at
android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:2284)
E/AndroidRuntime( 6963): at
android.app.ActivityThread.access$1800(ActivityThread.java:112)
E/AndroidRuntime( 6963): at
android.app.ActivityThread$H.handleMessage(ActivityThread.java:1692)
E/AndroidRuntime( 6963): at
android.os.Handler.dispatchMessage(Handler.java:99)
E/AndroidRuntime( 6963): at android.os.Looper.loop(Looper.java:123)
E/AndroidRuntime( 6963): at
android.app.ActivityThread.main(ActivityThread.java:3952)
E/AndroidRuntime( 6963): at
java.lang.reflect.Method.invokeNative(Native Method)
E/AndroidRuntime( 6963): at
java.lang.reflect.Method.invoke(Method.java:521)
E/AndroidRuntime( 6963): at
com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:
782)
E/AndroidRuntime( 6963): at
com.android.internal.os.ZygoteInit.main(ZygoteInit.java:540)
E/AndroidRuntime( 6963): at dalvik.system.NativeStart.main(Native
Method)
Even the examples don't work...
What version of Rokon are you using?
Rokon 1.1.1
On which version of Android are you experiencing this?
Android 1.5
Original issue reported on code.google.com by [email protected]
on 2 Jan 2010 at 3:53
Clean compile from stock Rokon 1.0.2.
Most of the examples are FC on both the emulator and Moto Droid running
2.0.1.
Works:
Loading the Engine
Audio
Vibration
Collision?
Everything else just FCs
Original issue reported on code.google.com by [email protected]
on 27 Dec 2009 at 3:24
I have a need in my game to be able to rotate a sprite around a pivot other
than its center.
In the spirit of open source, I've written a patch to allow for this. Feel
free to modify it however you see fit. Basically, this patch adds the
following methods:
Sprite.setRotationPivotX()
Sprite.setRotationPivotY()
Sprite.getRotationPivotX()
Sprite.getRotationPivotY()
I would have done someting like setRotationPivot(x,y), but none of the
other methods involving coordinates seem to do it that way, so I just tried
to keep consistent with current coding style.
By default, the pivot is relative to the sprite, that is, if the sprite
moves, the pivot moves with it. You can set the pivot to be absolute
(independent of the sprite) by calling:
Sprite.setRotationPivotAbsolute();
You can set it back to relative by calling:
Sprite.setRotationPivotRelative();
Test it out and let me know if you see any problems.
Original issue reported on code.google.com by [email protected]
on 13 Dec 2009 at 12:11
Attachments:
What steps will reproduce the problem?
1. launch Movement example and click 'go'
2. click Home button of the device
3. restart the Rokon example application
What is the expected output? What do you see instead?
The car should keep going, but it stays there, even you click the Go button
again. The rokon engine was just stopped and not restart as expected.
What version of the product are you using? On what operating system?
Trunk version and 1.5
Please provide any additional information below.
I think some codes should be added to onRestart() method.
Thanks in advance.
Original issue reported on code.google.com by [email protected]
on 29 Dec 2009 at 3:50
Engine is using indirect buffers. It needs to use direct buffers as not
doing so prevents compiling on anything other than 1.5 and can/will (as I
understand it) cause random crashes as the GC will move the objects around in
memory.
Original issue reported on code.google.com by [email protected]
on 28 Nov 2009 at 10:57
What steps will reproduce the problem?
Start Example15 (Accelerometer)
What is the expected output?
Hear a sound when the phone is shaked.
What do you see instead?
Nothing
What version of Rokon are you using?
1.1.1
On which version of Android are you experiencing this?
1.6
Please provide any additional information below.
RokonActivity.onAccelerometerChanged() works fine
Original issue reported on code.google.com by [email protected]
on 7 Jan 2010 at 7:04
What steps will reproduce the problem?
Just run any Rokon game or example on 1.6 (I've only tried on emulator
though, since I don't own a 1.6 device)
What is the expected output?
What do you see instead?
I keep getting this error on launch:
Allocating new texture 1
threadid=17: thread exiting with uncaught exception (group=0x4001aa28)
Uncaught handler: thread GLThread exiting due to uncaught exception
java.lang.IllegalArgumentException: Unknown type
at android.opengl.GLUtils.getType(GLUtils.java:71)
at android.opengl.GLUtils.texSubImage2D(GLUtils.java:177)
at
com.stickycoding.Rokon.TextureManager.loadTextures(TextureManager.java:202)
at
com.stickycoding.Rokon.TextureManager.updateTextures(TextureManager.java:167)
at
com.stickycoding.Rokon.OpenGL.RokonRenderer.onDrawFrame(RokonRenderer.java:199)
at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:955)
at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:887)
What version of Rokon are you using?
trunk r107
On which version of Android are you experiencing this?
1.6
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 7 Jan 2010 at 6:05
How-to fix:
In:
public void onUpdate(Sprite sprite) {...}
Replace:
offsetX = (width / 4f) - (scale * (width / 4f));
offsetY = (height / 4f)- (scale * (height / 4f));
With:
offsetX = (width / 2f) - (scale * (width / 2f));
offsetY = (height / 2f)- (scale * (height / 2f));
Original issue reported on code.google.com by [email protected]
on 31 Dec 2009 at 3:23
ontouchup function in RokonActivity is wrong
my hand touch hold on the screen, but always have the ontouchup fucntion
executed.
I read the source code, find,
if(_touchDown && Rokon.realTime >= _lastTouchTime + TOUCH_THRESHOLD) {
if(_lastHotspot != null) {
_touchDown = false;
onHotspotTouchUp(_lastHotspot);
onTouchUp(_touchX, _touchY, true);
_lastHotspot = null;
} else {
_touchDown = false;
onTouchUp(_touchX, _touchY, false);
}
}
and
public final static int TOUCH_THRESHOLD = 100;
Do you mean that,
After your touch the screen, then after 0.1 second, touch up should happen?
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
What version of the product are you using? On what operating system?
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 30 Dec 2009 at 1:42
What steps will reproduce the problem:
Happens after selecting the following options
1.Sprites
2.Touch and keyboard input
3.Movement
4.Sprite Modifiers
5.Animation
6.TTF Text Rendering
7.Advanced Texture Methods
8.Pausing and Freezing
Also, the engine fades to a brown screen after selecting the following:
1.Loading The engine
2.Textures and backgrounds
In addition, the back and menu buttons don't work with the "Sound" and
"Vibration" option. I have to force close every time.
What version of the product are you using? On what operating system?
HTC Droid with Android OS 1.5 & Google Android Emulator with OS 1.6
Original issue reported on code.google.com by [email protected]
on 23 Dec 2009 at 1:56
What steps will reproduce the problem?
1.
2.
3.
What is the expected output? What do you see instead?
the thread closed because the height is 0, so createbitmap have exception
What version of the product are you using? On what operating system?
1.02
ubuntu
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 26 Dec 2009 at 2:07
Subclasses of SpriteModifier do not match onUpdate() and onDraw().
What version of Rokon are you using?
/trunk
How-to fix:
Change all subclasses #onUpdate(Sprite sprite) method to
#onUpdate(DynamicObject sprite)
Original issue reported on code.google.com by [email protected]
on 5 Jan 2010 at 1:06
What steps will reproduce the problem?
1. Run the Parallax Background demo, press back button
2.
3.
What is the expected output? What do you see instead?
Runtime error... sensorManager is null, I think we just need a null check
in Accelerometer.java:
try {
if(_sensorEventListener != null)
sensorManager.unregisterListener(_sensorEventListener);
...
What version of the product are you using? On what operating system?
1.6 emulator, Rokon 1.1.0.
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 29 Dec 2009 at 2:48
What steps will reproduce the problem?
1.calling addCollisionSprite(..) on any sprite
What is the expected output? What do you see instead?
TOO MANY SPRITE COLLIDERS printed in log, no collision sprites added and
thus no collision detection.
What version of the product are you using? On what operating system?
1.0.1, ubuntu 9.04
Please provide any additional information below.
As far as I can tell it is just a natter of changing the declaration of
MAX_COLLIDERS in Sprite.java to whatever number you want. (for example I
just threw in 100 and everything seems to work just fine now)
Original issue reported on code.google.com by [email protected]
on 6 Dec 2009 at 6:42
Line 404 of Sprite.java:
gl.glColor4f(_red, _blue, _green, _alpha);
...should be, red, green, blue, alpha.
gl.glColor4f(_red, _green, _blue, _alpha);
Rokon 1.1.0.
Original issue reported on code.google.com by [email protected]
on 29 Dec 2009 at 11:01
What steps will reproduce the problem?
If you first create a sprite, then remove it, and then display it again.
rokon.addSprite(...);
[some frames later]
rokon.removeSprite(...);
[some frames later]
rokon.addSprite(...);
What is the expected output? What do you see instead?
I'd expect it to first show up, then be there until I remove it, and then
show up again when I add it again.
Instead when you add it for the second time it's only displayed for one frame.
It's because when you remove it you set it's "_killMe" var to TRUE and then
when you add it again, it will still be set to true, so on the next frame
it will be removed again.
What version of the product are you using? On what operating system?
Rev 78, on Android 1.5.
Please provide any additional information below.
It's an easy fix as shown in the attached patch.
Original issue reported on code.google.com by [email protected]
on 29 Dec 2009 at 10:56
Attachments:
Seems to be a copy&paste problem (from Shrink).
The end-condition should be the time elapsed, not the scale.
How-to fix:
In:
public void onUpdate(Sprite sprite)
replace:
if(scale <= 0) {...}
with:
if(timeDiff > _time) {...}
What version of Rokon are you using?
/trunk
On which version of Android are you experiencing this?
1.6
Original issue reported on code.google.com by [email protected]
on 31 Dec 2009 at 2:48
What steps will reproduce the problem?
1. text.setBlue() and Red and Green don't have any effect on the color of
the text. I tried setColor() as well, same issue.
What is the expected output? a change in the color of the text.
What do you see instead? no change, just white text.
What version of Rokon are you using? r106
On which version of Android are you experiencing this? DROID 2.01
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 4 Jan 2010 at 10:07
What steps will reproduce the problem?
1. Create a texture using createTextureFromResource()
2. run the application
3. profit.
What is the expected output? What do you see instead?
Expected: properly displayed textures.
Actual: Corrupted textures - possibly only of the last texture created.
What version of the product are you using? On what operating system?
1.0.1
Please provide any additional information below.
Possibly related to the texture atlas creation issue as it's not setting
the 'idString' variable like createTexture(String path)
Original issue reported on code.google.com by [email protected]
on 5 Dec 2009 at 6:17
Hi,
I have some problems with the new version (1.0) :
"Loading the engine" = I have a brown screen (may be it's normal)
"TTF Text Rendering" = background ok, but no text
"Audio" = brown screen, sound ok (may be it's normal)
"Vibration" = brown screen, vibrate ok (may be it's normal)
"Advanced Texture Methods" = brown screen behind but sprites are ok (may be
it's normal)
"Collision Detection" = Application crash
"Custom Sprite Modifiers" = brown screen, nothing append
"Basic Particle Emitter" = brown screen, nothing append
"Advanced Particle Systems" = brown screen, nothing append
that's look like it : http://img43.imageshack.us/img43/8338/brownscreen.png
the others examples are ok.
with the older version I haven't this kinds of problems, particle system
and collision worked great and exemple1 was a black screen.
tested on samsung galaxy (android 1.5) and emulator (1.5 and 1.6)
thanks for your work :)
Original issue reported on code.google.com by [email protected]
on 29 Nov 2009 at 4:23
What steps will reproduce the problem?
- Just launch the Basic particle example.
What is the expected output? What do you see instead?
- Should there be some "particles"? I don't see anything except that the
screen become a bit brighter.
What version of the product are you using? On what operating system?
- Trunk version and tested on HTC Dream 1.6, Emulator 1.5 and 1.6.
Please provide any additional information below.
I saw the video here http://www.youtube.com/watch?
v=2mZmbnK05g8&feature=related, could you please update the example
to make it like that?
Thanks in advance.
Original issue reported on code.google.com by [email protected]
on 28 Dec 2009 at 7:58
What steps will reproduce the problem?
1. Use the example 8
2. Use a scale of 72 for the text
What is the expected output?
TTF should be rendered in good quality whatever the size of the text.
What do you see instead?
Bad rendered text font.
What version of Rokon are you using?
Latest from the svn
On which version of Android are you experiencing this?
Simulator all versions, real device version 1.5 (samsung galaxy)
Please provide any additional information below.
I was using my own TTF file and the result is worse than with the font of
the example 8. The font is attached.
Original issue reported on code.google.com by [email protected]
on 3 Jan 2010 at 3:31
Attachments:
In my G1 phone (ADP with Android 1.6), example8 does not show "hello world"
correctly. After reading the log, I found the reason is the texture is not
large enough. So I updated line #31 to
atlas = new TextureAtlas(1024, 1024);
Original issue reported on code.google.com by [email protected]
on 31 Dec 2009 at 2:42
What steps will reproduce the problem?
1. Build an scene with a background and two sprites moving;
What is the expected output?
On the emulator or devices like G1 you should get around 30 fps.
What do you see instead?
On a samsung galaxy device you will get less than 10 fps.
What version of Rokon are you using?
Rokon 1.1.1
On which version of Android are you experiencing this?
Android 1.5 on Samsung Galaxy
Please provide any additional information below.
. In fact the Samsung Galaxy emulates OpenGL
calls using software rendering if you don't specify the DEPTH_SIZE to
16.
This fix is easy to add and seems to have no side effects on other
phones so far.
Here is the code :
m_glView.setEGLConfigChooser(
new GLSurfaceView.EGLConfigChooser() {
public EGLConfig chooseConfig(EGL10 egl,EGLDisplay display)
{
int[] attributes=new int[]{
//EGL10.EGL_RED_SIZE,
//5,
//EGL10.EGL_BLUE_SIZE,
//5,
//EGL10.EGL_GREEN_SIZE,
//6,
EGL10.EGL_DEPTH_SIZE,
16,
EGL10.EGL_NONE
};
EGLConfig[] configs=new EGLConfig[1];
int[] result=new int[1];
egl.eglChooseConfig(display,attributes,configs,
1,result);
return configs[0];
}
}
);
Need to be added to RokonSurfaceView.java before setRenderer call.
Original issue reported on code.google.com by [email protected]
on 3 Jan 2010 at 10:34
What steps will reproduce the problem?
1. Run Example9
2.
3.
What is the expected output?
To hear the gun shot sound
What do you see instead?
A black screen with no audio
What version of Rokon are you using?
1.1.0
On which version of Android are you experiencing this?
2.01
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 1 Jan 2010 at 12:40
In Example1, rokon.setBackgroundColor(1, 0, 0); does nothing
Original issue reported on code.google.com by [email protected]
on 7 Jan 2010 at 3:05
Please dual license this so that those of us who do not wish to release
open source games can still legally utilize your library. (Lesser GPL?)
As of now, we can't use Rokon because it is GPLv3.
Original issue reported on code.google.com by [email protected]
on 24 Nov 2009 at 5:51
I thought I'd provide a little insight into best practices for the
structure of SVN repositories. I've been involved in a lot of open source
projects, and I think the project would benefit by re-organizing the
repository to suit best practices.
The repository root should have three sub-directories:
- trunk/
- tags/
- branches/
trunk/ should contain the latest bleeding-edge version of the code. Any
new changes should always committed to trunk.
tags/ should contain "snapshots" of the project at certain times. For
example, you can have a subdirectories under tags for "release" and
"nightly build":
tags/
release/
1.0.0/
1.0.1/
1.0.1-alpha2/
1.0.2/
...
nightly_build/
20091128/
...
A tag is generally copied from trunk using the "svn cp" command. A tag
should always be considered read-only. If a change is needed, another tag
should be created with a new version number.
The branches directory is used for branches of code. Let's say, for
example, you're planning on doing some major refactoring of the codebase,
and don't want to disrupt the normal development line in the process. You
could then copy trunk to (for example) "branches/my_big_change" and
continue checking into the branch. When the branch is done, it is merged
back into trunk..
Also, you should avoid putting spaces in directory or filnames, and use
underscores instead.
You should also come up with a version numbering system that suits your
needs. Version numbers are separated into three parts,
major.minor.release. Many people don't know this, but the periods are not
meant to be decimal points, just separators -- so after 1.0.9 comes 1.0.10.
So you'll want a consistent versioning system that your users will
understand. Man projects just use 3rd (release) number for minor bugfixes,
the the 2nd (minor) number for new features, etc, and the 3rd (major)
version for major changes such as an entire refactoring of the codebase.
Of course, you can choose whatever numbering system works best for the project.
Anyways, I'm not sure how much of this you already knew, but that's a very
basic run-down for how most open-source projects are organized (it's the
general overview that I give to the developers at my company as well). Of
course, you can look at other open-source projects for more examples.
Original issue reported on code.google.com by [email protected]
on 28 Nov 2009 at 4:36
What steps will reproduce the problem?
1. Call DynamicObject.accelerate(float accelerationX, float accelerationY,
float terminalVelocityX, float terminalVelocityY) with negative
acceleration and responding terminal velocity lower than the object's
current.
What is the expected output? What do you see instead?
It should stop (de)accelerating at specified terminal velocity. Instead,
it stops immediately.
What version of the product are you using? On what operating system?
This affects all SVN trunk (r69)/texture_refactor branch/release 1.02
(where it's an issue of Sprite instead of DynamicObject).
Patch fixing this issue is attached, haven't done any regression tests of
it, but I think it's pretty straightforward so it should be OK.
Original issue reported on code.google.com by [email protected]
on 29 Dec 2009 at 11:28
Attachments:
What steps will reproduce the problem?
1.run example16
2.
3.
What is the expected output?
01-06 09:50:31.932: WARN/System.err(1111): java.lang.NullPointerException
01-06 09:50:31.941: WARN/System.err(1111): at
com.stickycoding.Rokon.Emitter.updateParticle(Emitter.java:206)
01-06 09:50:31.950: WARN/System.err(1111): at
com.stickycoding.Rokon.Emitter.drawFrame(Emitter.java:132)
01-06 09:50:31.950: WARN/System.err(1111): at
com.stickycoding.Rokon.Layer.drawFrame(Layer.java:112)
01-06 09:50:31.960: WARN/System.err(1111): at
com.stickycoding.Rokon.Rokon.drawFrame(Rokon.java:542)
01-06 09:50:31.972: WARN/System.err(1111): at
com.stickycoding.Rokon.OpenGL.RokonRenderer.onDrawFrame
(RokonRenderer.java:174)
01-06 09:50:31.972: WARN/System.err(1111): at
android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:955)
01-06 09:50:31.982: WARN/System.err(1111): at
android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:887)
What do you see instead?
What version of Rokon are you using?
On which version of Android are you experiencing this?
Please provide any additional information below.
Original issue reported on code.google.com by ghd.214
on 6 Jan 2010 at 10:17
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