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A Fast, Open Source JavaScript, Canvas & Audio Implementation

Home Page: http://wizcorp.github.io/Ejecta-X

C 81.40% C++ 18.06% JavaScript 0.25% Shell 0.01% Java 0.13% Makefile 0.13% Batchfile 0.01% GLSL 0.02%

ejecta-x's Introduction

Important: This repository is no longer maintained

Issues and pull requests will no longer be addressed. However, the doors are always open to add maintainers.

Please have a look at alternatives such as Crosswalk or Cocoon.

Ejecta-X

Ejecta is a fast, open source JavaScript, Canvas & Audio implementation for cross-platform. Think of it as a Browser that can only display a Canvas element.

More info & Documentation: http://impactjs.com/ejecta

Ejecta is published under the MIT Open Source License.

How to use

###Setup and Install for Android:

  1. Install Android NDK first.
  2. Install Android SDK then Eclipse and ADT OR, Android Studio
  3. cd <your project dir> then run /path/to/your/android-ndk-r9/ndk-build to compile libejecta.so and libJavaScriptCore.so
  4. Open in your favourite IDE and build.

Note for Windows users:-

Current branches no longer work on Windows after the OpenGLES update. Please use the older release https://github.com/aogilvie/Ejecta-X/releases/tag/v0.9.9-original

Sample

For an example application in the sample folder, name Ejecta-X.apk.

For XHR, remember to add <uses-permission android:name="android.permission.INTERNET"/> to the Android Manifest.

Native Events

Register for Java Events

Set an event listener on your activity as follows;

((EjectaGLSurfaceView)mGLView).setEjectaEventListener(new EjectaRenderer.EjectaEventListener() {
    @Override
    public void onCanvasCreated() {
        
	}
});

Native APIs

loadJavaScriptFile(String filename)

Will load a JavaScript file into Ejecta-X. File should be relative from assets/build/<filename>.

For example to load a file at assets/build/loadme.js would be;

((EjectaGLSurfaceView)mGLView).loadJavaScriptFile("loadme.js")

Commit to Ejecta-X

Workflow

Any kind of help is welcomed!

We work from develop branch and PR into develop branch. Stable versions are pushed from develop to master and then tagged.

Where to start?

Just pick an enchancement (feature) issue or a bug issue from the open issues list. Thanks for your help!

ejecta-x's People

Contributors

3dseals avatar aogilvie avatar come avatar jrouault avatar

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ejecta-x's Issues

Amazing Project

Are you planning to keep it up to date with Ejecta-master ?

Canvas is automatically cleared

The sample index.js has the following code to clear the canvas

// Clear the screen - note that .globalAlpha is still honored,
// so this will only "darken" the sceen a bit

ctx.globalCompositeOperation = 'source-over';
ctx.fillRect(0,0,w,h);

But commenting ctx.fillRect(0,0,w,h) so that it is not called still results in the canvas being blanked during the interval call. I guess there is some native clear screen happening.

can't run the default project

the log :

12-24 11:58:21.650: E/AndroidRuntime(1328): FATAL EXCEPTION: GLThread 96
12-24 11:58:21.650: E/AndroidRuntime(1328): Process: com.impactjs.ejecta.sample, PID: 1328
12-24 11:58:21.650: E/AndroidRuntime(1328): java.lang.IllegalArgumentException: No configs match configSpec
12-24 11:58:21.650: E/AndroidRuntime(1328):     at android.opengl.GLSurfaceView$BaseConfigChooser.chooseConfig(GLSurfaceView.java:863)
12-24 11:58:21.650: E/AndroidRuntime(1328):     at android.opengl.GLSurfaceView$EglHelper.start(GLSurfaceView.java:1024)
12-24 11:58:21.650: E/AndroidRuntime(1328):     at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1401)
12-24 11:58:21.650: E/AndroidRuntime(1328):     at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)
12-24 11:58:21.680: I/Choreographer(1328): Skipped 35 frames!  The application may be doing too much work on its main thread.
12-24 11:58:21.980: D/gralloc_goldfish(1328): Emulator without GPU emulation detected.
12-24 11:58:48.050: I/Process(1328): Sending signal. PID: 1328 SIG: 9

I'm a beginner for android dev :'(
Help Me . thanks

P.S.: sometimes , the log says : can't find build/shaders

Warnings compiling libejecta.so

I'm having trouble in both Windows and MacOSX (Mountain Lion) with NDK 9c. Running the ndk-build command inside the project dir outputs the following to the console:

process_begin: CreateProcess(NULL, rm -r jni/../assets/www/shaders, ...) failed.
process_begin: CreateProcess(NULL, cp -r jni/../../../sources/ejecta/EJCanvas/Shaders jni/../assets/www/shaders, ...) failed.
Android NDK: WARNING:jni/../../../library/android/JavaScriptCore/Android.mk:ejecta: non-system libraries in linker flags: -lfreetype -lpng -ljpeg -lcu
rl
Android NDK: This is likely to result in incorrect builds. Try using LOCAL_STATIC_LIBRARIES
Android NDK: or LOCAL_SHARED_LIBRARIES instead to list the library dependencies of the
Android NDK: current module
C:/eclipse/android-ndk/build/core/build-binary.mk:603: warning: overriding commands for target obj/local/armeabi/libJavaScriptCore.so' C:/eclipse/android-ndk/build/core/build-binary.mk:579: warning: ignoring old commands for targetobj/local/armeabi/libJavaScriptCore.so'
C:/eclipse/android-ndk/build/core/build-binary.mk:622: warning: overriding commands for target libs/armeabi/libJavaScriptCore.so' C:/eclipse/android-ndk/build/core/build-binary.mk:622: warning: ignoring old commands for targetlibs/armeabi/libJavaScriptCore.so'
process_begin: CreateProcess(NULL, rm -r jni/../assets/www/shaders, ...) failed.
process_begin: CreateProcess(NULL, cp -r jni/../../../sources/ejecta/EJCanvas/Shaders jni/../assets/www/shaders, ...) failed.
Android NDK: WARNING:jni/../../../library/android/JavaScriptCore/Android.mk:ejecta: non-system libraries in linker flags: -lfreetype -lpng -ljpeg -lcu
rl
Android NDK: This is likely to result in incorrect builds. Try using LOCAL_STATIC_LIBRARIES
Android NDK: or LOCAL_SHARED_LIBRARIES instead to list the library dependencies of the
Android NDK: current module
C:/eclipse/android-ndk/build/core/build-binary.mk:603: warning: overriding commands for target obj/local/armeabi-v7a/libJavaScriptCore.so' C:/eclipse/android-ndk/build/core/build-binary.mk:579: warning: ignoring old commands for targetobj/local/armeabi-v7a/libJavaScriptCore.so'
C:/eclipse/android-ndk/build/core/build-binary.mk:622: warning: overriding commands for target libs/armeabi-v7a/libJavaScriptCore.so' C:/eclipse/android-ndk/build/core/build-binary.mk:622: warning: ignoring old commands for targetlibs/armeabi-v7a/libJavaScriptCore.so'
[armeabi] Gdbserver : [arm-linux-androideabi-4.6] libs/armeabi/gdbserver
[armeabi] Gdbsetup : libs/armeabi/gdb.setup
[armeabi-v7a] Gdbserver : [arm-linux-androideabi-4.6] libs/armeabi-v7a/gdbserver
[armeabi-v7a] Gdbsetup : libs/armeabi-v7a/gdb.setup
[armeabi] Prebuilt : libJavaScriptCore.so <= jni/../../../library/android/JavaScriptCore/libs/armeabi/
[armeabi] Install : libJavaScriptCore.so => libs/armeabi/libJavaScriptCore.so
[armeabi] Compile++ thumb: ejecta <= lodefreetype.cpp
[armeabi] Compile++ thumb: ejecta <= lodepng.cpp
[armeabi] Compile++ thumb: ejecta <= lodejpeg.cpp
[armeabi] Compile++ thumb: ejecta <= nsCArray.cpp
[armeabi] Compile++ thumb: ejecta <= NSObject.cpp
[armeabi] Compile++ thumb: ejecta <= NSObjectFactory.cpp
[armeabi] Compile++ thumb: ejecta <= NSGeometry.cpp
[armeabi] Compile++ thumb: ejecta <= NSAutoreleasePool.cpp
[armeabi] Compile++ thumb: ejecta <= NSArray.cpp
[armeabi] Compile++ thumb: ejecta <= CGAffineTransform.cpp
[armeabi] Compile++ thumb: ejecta <= NSDictionary.cpp
[armeabi] Compile++ thumb: ejecta <= NSNS.cpp
[armeabi] Compile++ thumb: ejecta <= NSSet.cpp
[armeabi] Compile++ thumb: ejecta <= NSString.cpp
[armeabi] Compile++ thumb: ejecta <= NSValue.cpp
[armeabi] Compile++ thumb: ejecta <= NSZone.cpp
[armeabi] Compile++ thumb: ejecta <= NSCache.cpp
[armeabi] Compile++ thumb: ejecta <= EJApp.cpp
[armeabi] Compile++ thumb: ejecta <= EJConvert.cpp
[armeabi] Compile++ thumb: ejecta <= EJBindingBase.cpp
[armeabi] Compile++ thumb: ejecta <= EJBindingEjectaCore.cpp
[armeabi] Compile++ thumb: ejecta <= EJBindingEventedBase.cpp
[armeabi] Compile++ thumb: ejecta <= EJSharedOpenGLContext.cpp
[armeabi] Compile++ thumb: ejecta <= EJTimer.cpp
[armeabi] Compile++ thumb: ejecta <= EJBindingAudio.cpp
[armeabi] Compile++ thumb: ejecta <= EJBindingImage.cpp
[armeabi] Compile++ thumb: ejecta <= EJBindingImageData.cpp
[armeabi] Compile++ thumb: ejecta <= EJBindingCanvas.cpp
[armeabi] Compile++ thumb: ejecta <= EJCanvasContext.cpp
[armeabi] Compile++ thumb: ejecta <= EJCanvasContextScreen.cpp
[armeabi] Compile++ thumb: ejecta <= EJCanvasContextTexture.cpp
[armeabi] Compile++ thumb: ejecta <= EJPath.cpp
[armeabi] Compile++ thumb: ejecta <= EJTexture.cpp
[armeabi] Compile++ thumb: ejecta <= EJFont.cpp
[armeabi] Compile++ thumb: ejecta <= EJGLProgram2D.cpp
[armeabi] Compile++ thumb: ejecta <= EJImageData.cpp
[armeabi] Compile++ thumb: ejecta <= EJBindingHttpRequest.cpp
[armeabi] Compile++ thumb: ejecta <= EJBindingLocalStorage.cpp
[armeabi] Compile++ thumb: ejecta <= EJBindingTouchInput.cpp
[armeabi] Compile++ thumb: ejecta <= ejecta.cpp
[armeabi] SharedLibrary : libejecta.so
[armeabi] Install : libejecta.so => libs/armeabi/libejecta.so
[armeabi-v7a] Prebuilt : libJavaScriptCore.so <= jni/../../../library/android/JavaScriptCore/libs/armeabi-v7a/
[armeabi-v7a] Install : libJavaScriptCore.so => libs/armeabi-v7a/libJavaScriptCore.so
[armeabi-v7a] Compile++ thumb: ejecta <= lodefreetype.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= lodepng.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= lodejpeg.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= nsCArray.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= NSObject.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= NSObjectFactory.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= NSGeometry.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= NSAutoreleasePool.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= NSArray.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= CGAffineTransform.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= NSDictionary.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= NSNS.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= NSSet.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= NSString.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= NSValue.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= NSZone.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= NSCache.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJApp.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJConvert.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJBindingBase.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJBindingEjectaCore.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJBindingEventedBase.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJSharedOpenGLContext.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJTimer.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJBindingAudio.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJBindingImage.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJBindingImageData.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJBindingCanvas.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJCanvasContext.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJCanvasContextScreen.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJCanvasContextTexture.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJPath.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJTexture.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJFont.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJGLProgram2D.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJImageData.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJBindingHttpRequest.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJBindingLocalStorage.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= EJBindingTouchInput.cpp
[armeabi-v7a] Compile++ thumb: ejecta <= ejecta.cpp
[armeabi-v7a] SharedLibrary : libejecta.so
C:/eclipse/android-ndk/toolchains/arm-linux-androideabi-4.6/prebuilt/windows-x86_64/bin/../lib/gcc/arm-linux-androideabi/4.6/../../../../arm-linux-and
roideabi/bin/ld.exe: warning: cannot scan executable section 4 of jni/../../../library/android/libjpeg/libs/armeabi-v7a/libjpeg.a(jdapimin.o) for Cort
ex-A8 erratum because it has no mapping symbols.

Am I doing something wrong?

Are touch events implemented ?

Hi,

Are touch events already implemented ?
When I try (on Android) to add any, I get a:

EJBindingTouchInput is NULL ...
followed by a
new Ejecta.TouchInput() is undefined and -obviously- is not a constructor :).

Thank you in advance for your answer.

Phaser/Pixi integration issue

Did anyone have any luck integrating Phaser or Pixi with Ejecta-X? Seems that I have pretty much a problem here - every time I run my game on the device I get a black screen. What I did to prepare application for deployment (using Ejecta-X version 0.2.0):

I. Put all JavaScript and asset files (eg. images) in assets/build directory
II. Add all JavaScript files to onCanvasCreated method. Eg:

[...]
            public void onCanvasCreated() {
                Log.d("ejecta", "Event: Canvas was created");
                ((EjectaGLSurfaceView)mGLView).loadJavaScriptFile("ejecta.js");
                // General shiet
                ((EjectaGLSurfaceView)mGLView).loadJavaScriptFile("vendor/phaser/build/phaser.js");
                ((EjectaGLSurfaceView)mGLView).loadJavaScriptFile("vendor/lodash.min.js");
                ((EjectaGLSurfaceView)mGLView).loadJavaScriptFile("index.js");
                // Controllers
                ((EjectaGLSurfaceView)mGLView).loadJavaScriptFile("app/controller/GameInputController.js");
                ((EjectaGLSurfaceView)mGLView).loadJavaScriptFile("app/controller/MeteorSpawnController.js");
                ((EjectaGLSurfaceView)mGLView).loadJavaScriptFile("app/controller/FoodSpawnController.js");
[...]

III. Build the application

Index.js in my example contains standard Phaser booting (with stripped window.onload = ...):

'use strict';

var GameSpace = {};

    GameSpace.game = new Phaser.Game(window.innerWidth, window.innerHeight, Phaser.AUTO);
    GameSpace.game.state.add('Boot', GameSpace.BootState);
    GameSpace.game.state.add('Preload', GameSpace.PreloadState);
    GameSpace.game.state.add('Menu', GameSpace.MenuState);
    GameSpace.game.state.add('Game', GameSpace.GameState);

    GameSpace.game.state.start('Boot');

I'm using Phaser version 1.1.3 (issue occurs also for 2.0.3).

It's worth mentioning that the sample provided with Ejecta-X works fine for me.

Any idea would be greatly appreciated. Cheers.

can't load audio.

I found the code about audio binding is not completed.

How to load audio ?

自带的示例有错误.左上角有很多花纹.

在我的机器上自带的示例有错误.左上角有很多花纹. (我没对代码做任何改动)

如图所示.
screenshot_2013-12-25-13-59-33

硬件是 nexus 4, android版本是 官方ROM 4.4.2
开发环境是 最新版本的 Android adt+ndk ,
Mac OS X 10.7

我英文实在是太糟糕了 , 就用中文吧.

惊闻此项目是慕和的兄弟在搞, 真的吗?

不管是不是真的, 这个项目一定要坚持下去啊! 我看好你们!
加油加油加油啊!

可惜我不会android开发, 但是js html5这块很行 希望以后能帮上忙.

另外建议先别考虑wp了
集中优势兵力 把android弄好先.嘎嘎 加油!

Three.js support

Does Ejecta-X support Three.js?

I'm trying to build a Cordova application for Android and iOS using wizCanvas v3.3 (https://github.com/Wizcorp/phonegap-plugin-wizCanvas) but loading the Ejecta canvas fails to load on Android when three.js is included.

I've got as far as identifying two errors in the console when loading three.js r66.

  1. Float32Array creation fails (three.js#L4009 and others). Got around this by using typedarray.js polyfill from https://github.com/inexorabletash/polyfill.
  2. Fails to get webgl context in initGL() call (three.js#L26704). _gl variable returns undefined.

Thanks for any help!

Error: Can't Find Script lib/ejecta/ejecta.js

I get the above in LogCat when trying to run the android project from Eclipse.
Next to it I get also:
Error: Can't Find Script lib/ejecta/index.js

The screen is blank.

How to fix this?

WebGL support

Hi,

What is rhe current status of webgl support? Do you plan to implement it?

Thank you for answer,

Michael

Missing compiled libraries

Hello,

I've been testing the libraries and I was able to add them to my project and compile them with the NDK.

As the NDK's documentation suggests, after running the "ndk-build" script it should:

The build tools copy the stripped, shared libraries needed by your application to the proper location in the application's project directory.

But, after I have executed the script, compiled my project, and ran my project on my device, I get the following error:

java.lang.UnsatisfiedLinkError: Couldn't load JavaScriptCore from loader dalvik.system.PathClassLoader[dexPath=/data/app/com.impactjs.ejecta.sample-2.apk,libraryPath=/data/app-lib/com.impactjs.ejecta.sample-2]: findLibrary returned null

I also built the android project that is at the branch, doing the same process with the NDK first, then execute the project and I get the same error.

I would appreciate any help towards this.

Best regards.

Collaboration

My company wants to help advancing Ejecta-X, by funding some of your work, and getting some features that our important to us implemented in return.
Would that kind of an collaboration be interesting to you?

Please contact me at yaakov dot davis at gmail dot com.

Is XMLHttpRequest implemented?

I get an error ahen calling
var req = new XMLHttpRequest();

TypeError: 'undefined' is not a constructor (evaluating 'new XMLHttpRequest()') at ...

Note that I uncommented the following line in ejecta.js, it didn't help:

window.XMLHttpRequest = Ejecta.HttpRequest;

Can I use transparent background?

I want to set transparent background to canvas.
How should I use this?
I tried to use getHolder().setFormat(PixelFormat.TRANSLUCENT);
However, it doesn't work.

How to import my js game into Ejecta ?

Hello
Seems such a stupid question, but I do have a trouble.
I imported the project in Eclipse, replaced the index.js content with my own game's js, but when I run I am still getting the demo drawings...
What is the proper way to import my game into Ejecta ?
Thanks

How do I use this?

I just want to get into the javascript and start coding for my ouya.

I've setup the environment but now what?

run ndk-build complie libejecta.so and libJavaScriptCore.so

What?

run eclipse for android apk.

What??

no success with the builds

https://www.youtube.com/watch?v=-xmLATNm1PE&feature=youtu.be

I'm running the demo on Samsung Nexus 3 , HTC Desire X and Samsung Galaxy S4.

Nexus does not display the image ,HTC divides the screen into sub screens and duplicates the content , Galaxy S4 has some horizontal lines (hard to notice in the video , and because of the orientation of the video they will be vertical in that case.)

Please can you show me working examples ???

Is local file access supported by XMLHttpRequest for Android?

I need to get assets/build/foo/bar.file by XMLHttpRequest with Ejecta-X.
I tried this but it raises "Couldn't open file"

var request = new XMLHttpRequest()
request.open("GET","file:///android_asset/build/foo/bar.file");
request.send()

Is local file access supported by XMLHttpRequest?

How do I debug craches in .so's

Hey. I've been trying to use my game engine with EjectaX which currently works in Ejecta. When I load my game, I get a native crash that happens down in one of the .so libraries. I need to be able to debug and dig a little deeper to see what is happening so I can fix the issues, with either my JS or with EjectaX. What is the best way to move forward.

Thanks,
stringa

Text not rendering on Canvas

Hi,

I'm trying the following code. All drawing ops like fillRect, beizerCurveTo, quadraticCurveTo etc works fine. But unable to render any text on the canvas. Am I missing something ?

var context =canvas.getContext("2d");
context.fillStyle = "blue";
context.font = "16px LiberationMono-Regular.ttf";
context.fillRect(25,25,100,100);
context.clearRect(45,45,60,60);
context.strokeRect(50,50,50,50);
context.fillStyle = "cyan";

context.fillText("Hello World", 45, 45);

fillText 闪退

使用fillText API直接闪退了

11-10 14:45:11.210 10734-10745/com.impactjs.ejecta.sample D/ejecta: EJFont path : /data/data/com.impactjs.ejecta.sample/files/build/@�
11-10 14:45:11.210 10734-10745/com.impactjs.ejecta.sample D/ejecta: Load EJFont path : /data/data/com.impactjs.ejecta.sample/files/build/@�� is error
11-10 14:45:11.360 10734-10745/com.impactjs.ejecta.sample D/ejecta: EJFont path : /data/data/com.impactjs.ejecta.sample/files/build/�E��R
11-10 14:45:11.360 10734-10745/com.impactjs.ejecta.sample D/ejecta: Load EJFont path : /data/data/com.impactjs.ejecta.sample/files/build/�E��R is error
11-10 14:45:11.491 10734-10745/com.impactjs.ejecta.sample D/ejecta: EJFont path : /data/data/com.impactjs.ejecta.sample/files/build/С�E
11-10 14:45:11.491 10734-10745/com.impactjs.ejecta.sample D/ejecta: Load EJFont path : /data/data/com.impactjs.ejecta.sample/files/build/С�E is error
11-10 14:45:11.511 10734-10745/com.impactjs.ejecta.sample D/ejecta: EJFont path : /data/data/com.impactjs.ejecta.sample/files/build/С�EІ3
11-10 14:45:11.511 10734-10745/com.impactjs.ejecta.sample D/ejecta: Load EJFont path : /data/data/com.impactjs.ejecta.sample/files/build/С�EІ3 is error
11-10 14:45:11.551 10734-10745/com.impactjs.ejecta.sample D/ejecta: EJFont path : /data/data/com.impactjs.ejecta.sample/files/build/�E��*
11-10 14:45:11.551 10734-10745/com.impactjs.ejecta.sample D/ejecta: Load EJFont path : /data/data/com.impactjs.ejecta.sample/files/build/�E��* is error
11-10 14:45:11.571 10734-10745/com.impactjs.ejecta.sample D/ejecta: EJFont path : /data/data/com.impactjs.ejecta.sample/files/build/С�EЮ
11-10 14:45:11.571 10734-10745/com.impactjs.ejecta.sample D/ejecta: Load EJFont path : /data/data/com.impactjs.ejecta.sample/files/build/�E� is error
11-10 14:45:11.661 10734-10745/com.impactjs.ejecta.sample D/ejecta: EJFont path : /data/data/com.impactjs.ejecta.sample/files/build/С�E�|%
11-10 14:45:11.661 10734-10745/com.impactjs.ejecta.sample D/ejecta: Load EJFont path : /data/data/com.impactjs.ejecta.sample/files/build/С�E�|% is error
11-10 14:45:11.681 10734-10745/com.impactjs.ejecta.sample D/ejecta: EJFont path : /data/data/com.impactjs.ejecta.sample/files/build/�E��
11-10 14:45:11.681 10734-10745/com.impactjs.ejecta.sample D/ejecta: Load EJFont path : /data/data/com.impactjs.ejecta.sample/files/build/�E��� is error

Ejecta-X or Tephra

Great project. ..

Can you detail a little bit about the difference between Ejecta-X and Tephra ?

Thanks!

FATAL EXCEPTION: GLThread when building sample project

This is the same issue (almost) as #31. Opening a new one since author of the last one didn't provide any answer.

Log:

04-17 23:06:22.553: E/AndroidRuntime(1063): FATAL EXCEPTION: GLThread 96
04-17 23:06:22.553: E/AndroidRuntime(1063): java.lang.IllegalArgumentException: No configs match configSpec
04-17 23:06:22.553: E/AndroidRuntime(1063):     at android.opengl.GLSurfaceView$BaseConfigChooser.chooseConfig(GLSurfaceView.java:863)
04-17 23:06:22.553: E/AndroidRuntime(1063):     at android.opengl.GLSurfaceView$EglHelper.start(GLSurfaceView.java:1024)
04-17 23:06:22.553: E/AndroidRuntime(1063):     at android.opengl.GLSurfaceView$GLThread.guardedRun(GLSurfaceView.java:1401)
04-17 23:06:22.553: E/AndroidRuntime(1063):     at android.opengl.GLSurfaceView$GLThread.run(GLSurfaceView.java:1240)

Also, what I did to "install" Ejecta:

  1. Cloned the repository
  2. Ran ndk-build in project/android
  3. Imported project into Eclipse
  4. Used "run" to build and emulate

Also checked on my mobile device. Any help would be greatly appreciated, since I'm totally, absolutely stuck.

Can't Find Shaders...

I'm using build 0.2.0 and I'm seeing the following error in my android console...Its like it's not packaging the shaders with everything else.

Any helps?

Thanks,
stringa

04-08 16:32:52.242: W/System.err(8423): java.io.FileNotFoundException: build/shaders
04-08 16:32:52.250: W/System.err(8423): at android.content.res.AssetManager.openAsset(Native Method)
04-08 16:32:52.250: W/System.err(8423): at android.content.res.AssetManager.open(AssetManager.java:314)
04-08 16:32:52.250: W/System.err(8423): at android.content.res.AssetManager.open(AssetManager.java:288)
04-08 16:32:52.250: W/System.err(8423): at com.impactjs.ejecta.Utils.copyDatFile(Utils.java:36)
04-08 16:32:52.250: W/System.err(8423): at com.impactjs.ejecta.Utils.copyDatFiles(Utils.java:13)
04-08 16:32:52.250: W/System.err(8423): at com.impactjs.ejecta.EjectaRenderer.(EjectaRenderer.java:21)
04-08 16:32:52.250: W/System.err(8423): at com.impactjs.ejecta.EjectaGLSurfaceView.(EjectaGLSurfaceView.java:23)
04-08 16:32:52.250: W/System.err(8423): at com.impactjs.ejecta.sample.DemoActivity.onCreate(DemoActivity.java:19)
04-08 16:32:52.250: W/System.err(8423): at android.app.Instrumentation.callActivityOnCreate(Instrumentation.java:1047)
04-08 16:32:52.250: W/System.err(8423): at android.app.ActivityThread.performLaunchActivity(ActivityThread.java:1611)
04-08 16:32:52.250: W/System.err(8423): at android.app.ActivityThread.handleLaunchActivity(ActivityThread.java:1663)
04-08 16:32:52.250: W/System.err(8423): at android.app.ActivityThread.access$1500(ActivityThread.java:117)
04-08 16:32:52.250: W/System.err(8423): at android.app.ActivityThread$H.handleMessage(ActivityThread.java:931)
04-08 16:32:52.250: W/System.err(8423): at android.os.Handler.dispatchMessage(Handler.java:99)
04-08 16:32:52.250: W/System.err(8423): at android.os.Looper.loop(Looper.java:130)
04-08 16:32:52.250: W/System.err(8423): at android.app.ActivityThread.main(ActivityThread.java:3683)
04-08 16:32:52.257: W/System.err(8423): at java.lang.reflect.Method.invokeNative(Native Method)
04-08 16:32:52.257: W/System.err(8423): at java.lang.reflect.Method.invoke(Method.java:507)
04-08 16:32:52.257: W/System.err(8423): at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:850)
04-08 16:32:52.257: W/System.err(8423): at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:608)
04-08 16:32:52.257: W/System.err(8423): at dalvik.system.NativeStart.main(Native Method)

Ejecta-X Repository

@3dseals

我們公司有持續為Ejecta-X專案作更新和改善。
我們的目標是把它做到跟iOS Ejecta一樣。

不知道可不可以:

  1. 給我的帳戶:aogilvie merge(合併)的權限?
  2. 如果你已沒有維護這個專案, 我們可否把”Repository的所有權”轉給用戶:Wizcorp?

謝謝。 / Thanks! 🚀

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