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Automatically exported from code.google.com/p/angle
I'd like to offer a bounty for some additions to the engine regarding 2d maps.
However I am unable to contact the project owner (looks like contact is turned
off).
Please contact me at: bpappin (at) sixgreen.com
I can then talk to you about what I need and you can suggest a bounty amount.
Original issue reported on code.google.com by [email protected]
on 31 Dec 2010 at 8:33
Hi,
Since I currently don't know how to contact you I try it by writing a ticket...
I am the author of a program which could assist you with creating sprite sheets
/ sprite atlases from png files.
Perhaps you are interested if I add an output format which works with angel?
Cheers
AL
Original issue reported on code.google.com by [email protected]
on 17 Oct 2010 at 5:54
Using AngleSurfaceView setBackgroundResource to draw a background to the
SurfaceView causes the resource to be rendered on top of any other objects
(such as AngleSprite).
I'd imagine that this method should 'just work', but if not, do I need to use
AngleTexture instead to display a background, or some other method?
Original issue reported on code.google.com by [email protected]
on 7 Sep 2010 at 7:27
What steps will reproduce the problem?
1. Create a simple Angle Sprite using any image of 128x130 pixels
2. Run
What is the expected output? What do you see instead?
The image of the Screen, but what i see is a white rectangle with the same
dimensions of the image.
What version of the product are you using? On what operating system?
Angle v1.0. Android 2.2.
Please provide any additional information below.
Testes on Nexus One.
Looking at the logCat i can see the error "load Image2D GLError: 1281", is this
a limitation of OpenGL? Is there a work around?
Original issue reported on code.google.com by [email protected]
on 12 Aug 2010 at 2:12
What steps will reproduce the problem?
1. Run an application that extends AngleActivity and makes use of
mGLSurfaceview, on an Android 2.2 device.
2. Press back button
What is the expected output? What do you see instead?
Expected to get out the application, but it throws a fatal exception at
RenderThread:
java.lang.IllegalArgumentException: make sure the SurfaceView or associated
SurfaceHolder has a valid surface.
It has to be with this line at RenderThread:
gl = (GL10) mEglHelper.createSurface(mView.getHolder());
What version of the product are you using? On what operating system?
Android 2.2
Original issue reported on code.google.com by [email protected]
on 4 Jun 2011 at 12:59
Hi ipajuelo,
Can you help me about the below errors? I checked out the code from trunk and
ran ndk-build on cygwin.
Thank you very much!
Best Regards
--------------------------------------------------------------------------------
-------------------------
Gdbserver : [arm-linux-androideabi-4.6] libs/armeabi/gdbserver
Gdbsetup : libs/armeabi/gdb.setup
Compile++ thumb : box2d <= JNIWrapper.cpp
In file included from
H:/android-ndk-r8d/platforms/android-3/arch-arm/usr/include/sys/types.h:33:0,
from H:/android-ndk-r8d/platforms/android-3/arch-arm/usr/include/endian.h:81,
from jni/stl/stlport/stl/config/_linux.h:72,
from jni/stl/stlport/stl/config/_system.h:70,
from jni/stl/stlport/stl/config/features.h:94,
from jni/stl/stlport/stl/_prolog.h:18,
from jni/stl/stlport/stdarg.h:24,
from H:/android-ndk-r8d/platforms/android-3/arch-arm/usr/include/jni.h:27,
from jni/JNIWrapper.cpp:1:
jni/stl/stlport/stddef.h:31:12: error: #include expects "FILENAME" or <FILENAME>
In file included from
H:/android-ndk-r8d/platforms/android-3/arch-arm/usr/include/stdint.h:31:0,
from H:/android-ndk-r8d/platforms/android-3/arch-arm/usr/include/sys/types.h:34,
from H:/android-ndk-r8d/platforms/android-3/arch-arm/usr/include/endian.h:81,
from jni/stl/stlport/stl/config/_linux.h:72,
from jni/stl/stlport/stl/config/_system.h:70,
from jni/stl/stlport/stl/config/features.h:94,
from jni/stl/stlport/stl/_prolog.h:18,
from jni/stl/stlport/stdarg.h:24,
from H:/android-ndk-r8d/platforms/android-3/arch-arm/usr/include/jni.h:27,
from jni/JNIWrapper.cpp:1:
jni/stl/stlport/stddef.h:31:12: error: #include expects "FILENAME" or <FILENAME>
In file included from jni/Box2D/Common/b2Settings.h:22:0,
from jni/Box2D/Box2D.h:34,
from jni/JNIWrapper.cpp:6:
jni/stl/stlport/cassert:25:48: fatal error: ../4.6.0/cassert: No such file or
directory
compilation terminated.
/cygdrive/h/android-ndk-r8d/build/core/build-binary.mk:269: recipe for target
`obj/local/armeabi/objs-debug/box2d/JNIWrapper.o' failed
make: *** [obj/local/armeabi/objs-debug/box2d/JNIWrapper.o] Error 1
--------------------------------------------------------------------------------
-------------------------
Original issue reported on code.google.com by [email protected]
on 1 Feb 2013 at 10:35
What steps will reproduce the problem?
1. multiple word in a string (with space between or '\t')
2. constructor used :
AngleString(AngleFont font, String string, int x,int y,int aligment)
What is the expected output? What do you see instead?
Expected : print multiple word in screen with space between
See : multiple word with no space between
What version of the product are you using? On what operating system?
revision 69, milestone 2.1, hero 1.5
not really a bug, but i don't anderstand why space are 'erase'
Original issue reported on code.google.com by cilheo
on 13 Apr 2010 at 12:36
What steps will reproduce the problem?
1. Create any basic AngleSurfaceView
2. Launch a new intent that will open up a web page in the browser
3. Hit the back button to go back to the view with the AngleSurfaceView
What is the expected output? What do you see instead?
The AngleSurfaceView should no longer be visible.
What version of the product are you using? On what operating system?
v0.2 from the Downloads
Please provide any additional information below.
Great library, very useful! Thanks for taking the time to create it.
Original issue reported on code.google.com by [email protected]
on 21 Dec 2009 at 12:15
Hellow, we want to use your engine to create a game for Android but we have
some questions about Angle ! =)
How can we contact you ?
(Sorry to post this message here, but I didn't find your mail anywhere ! )
Arkezis ( tom_dot_dubin_at_gmail_dot_com )
Original issue reported on code.google.com by [email protected]
on 30 Mar 2010 at 1:09
on droid do not use hardware acceleration
Original issue reported on code.google.com by [email protected]
on 20 Jul 2010 at 7:57
Please, can you implement auto resizing for different devices screens.
Ex: I create 320x480 game, but I whant it good look at 480x800 display, Can you
help me ?. Please contact me [email protected]
Original issue reported on code.google.com by [email protected]
on 19 Dec 2010 at 12:10
What steps will reproduce the problem?
1. Creation of a new string with one or multiple '\n' inside
What is the expected output? What do you see instead?
Expected : a string in multiple line
See : a string in one line
What version of the product are you using? On what operating system?
revision 69, hero 1.5, milestone 2.1
Original issue reported on code.google.com by cilheo
on 13 Apr 2010 at 12:31
Necesitaria contactarte para reveer algunas cosas.
Te dejo mi mail: [email protected]
Saludos!
Original issue reported on code.google.com by [email protected]
on 8 Dec 2010 at 6:31
What steps will reproduce the problem?
1. Create a project with rotating sprites
2. click home button
3. select the application in the application lists
What is the expected output? What do you see instead?
-AngleSprite objects re-draw without problem but AngleRotatingSprite objects
does not.
What version of the product are you using? On what operating system?
-Angle 1.0, android 4.2
Please provide any additional information below.
My solution is to re-create the AngleRotatingSprite object upon onResume()
Original issue reported on code.google.com by [email protected]
on 13 Apr 2014 at 2:39
What steps will reproduce the problem?
1. Install Apps
2. Run Apps
3. Screen shows nothing
What is the expected output? What do you see instead?
What I expected is game menu (It's running Galaxy Nexus or Note 8.0 and other
many devices)
But especially Galaxy S4, Galaxy Note 3 (And more) devices, Apps shows black
empty screen.
What version of the product are you using? On what operating system?
Android 4.1 to 4.4
Please provide any additional information below.
======================================================
Hello, I've just developed simple game apps by your angle engine.
This engine is so easy to learn and easy to deal with.... Thank you.
I test my apps with Galaxy Nexus(Android 4.1), Note 8.0(Android 4.4), Xperia
arc (Android 2.3) And it worked very well.
But when I give it to my friends... those phones (Galaxy S4, Note 3) shows
black screen .
I'd checked logs... but gives no error message. What's the matter?
Original issue reported on code.google.com by [email protected]
on 12 Sep 2014 at 5:40
Trying to use an image that isn't a 2-factorial size (128x128, 512x512, etc.)
results in the image not showing up.
What version of the product are you using? On what operating system?
v1.0, on Win7, in Eclipse with the android plug-in.
Please provide any additional information below.
Not a dealbreaker, and Angle looks great so far! Just thought other new people
should be aware of this restriction, if it's intended.
Original issue reported on code.google.com by samuel.levine
on 14 Sep 2010 at 8:15
Hello,
I am not a robot, but I suppose for the purpose of this visit I might as
well be. I just wanted to drop by real quick to check if you are at all
familiar with the jMonkeyEngine project. It seems our projects might have a
thing or two in common.
http://jmonkeyengine.com/blog/blog/2010/02/10/android-support-confirmed-
for-jme3/
http://www.jmonkeyengine.com/forum/index.php?topic=13176.0
http://www.jmonkeyengine.com/forum/index.php?topic=13217.0
We are on the lookout for an Android developer to help us bring jME3's
preliminary Android implementation to a mature, fully functional state.
http://docs.google.com/View?id=dhkt6vsf_251c54bg9hp
Maybe you could be that developer? or, maybe you know someone who might be.
Naturally we'd also appreciate having more testers or plain Android-savvy
people around in our community. Any reason at all for you to contact us,
feel free! Contact information can be found in the docs link above.
Thanks for your time,
~ Erlend Sogge Heggen
Original issue reported on code.google.com by [email protected]
on 27 Apr 2010 at 6:24
Hi! I am Manoj.
I have to develop an android game. I have done lots of googling, ultimately I
found that Angle Engine is one of the most popular game engine, but I am unable
to get any documentation which tells how to start working with this engine,
please help!
Thanks in Advance
Manoj Singh
Original issue reported on code.google.com by [email protected]
on 25 May 2015 at 4:31
What steps will reproduce the problem?
1. Start any demo
2. Press back to return to the menu
3. Problem occurs
E/AndroidRuntime( 9071): FATAL EXCEPTION: RenderThread
E/AndroidRuntime( 9071): java.lang.IllegalArgumentException: Make sure the
SurfaceView or associated SurfaceHolder has a valid Surface
E/AndroidRuntime( 9071): at
com.google.android.gles_jni.EGLImpl._eglCreateWindowSurface(Native Method)
E/AndroidRuntime( 9071): at
com.google.android.gles_jni.EGLImpl.eglCreateWindowSurface(EGLImpl.java:87)
E/AndroidRuntime( 9071): at
com.android.angle.EglHelper.createSurface(EGLHelper.java:89)
E/AndroidRuntime( 9071): at
com.android.angle.RenderThread.guardedRun(RenderThread.java:149)
E/AndroidRuntime( 9071): at
com.android.angle.RenderThread.run(RenderThread.java:53)
W/ActivityManager( 106): Force finishing activity
com.android.tutorial/.AngleTutorials
This is running on a HTC Hero with Android 2.2.
Original issue reported on code.google.com by [email protected]
on 1 Sep 2010 at 7:23
What version of the product are you using? On what operating system?
ANGLE 1.0
Please provide any additional information below.
According to the Android documentation (see
http://developer.android.com/reference/android/os/SystemClock.html), the proper
clock to use for timing issues is android.os.SystemClock.uptimeMillis().
I would recommend simply doing a text replace-all of the entire project.
Original issue reported on code.google.com by [email protected]
on 26 Jun 2010 at 4:58
I noticed that step and draw are called from the display thread
while all input events are forwarded directly from the main thread.
I also wonder why this didn't cause a mess yet ;)
I suggest to add a fixed length threadsafe array of pre-created
AngleInput objects to the display thread.
The display thread delivers those through an input() function just
like it calls draw and step and the Activity delivers its events
to the display thread.
One thing to keep in mind is that the content of an Android event
has to be copied to an AngleInput object since android re-uses its
event objects.
Cheers
Original issue reported on code.google.com by [email protected]
on 12 May 2010 at 8:54
I have been evaluating 2D game engines for the Android. So far I have notcied
that none of the engines support any standdard tile map formats.
One of the biggest tile map formats on the iPhone is the "TMX" format. It is
xml based with base64 encoding. If your engine could read these files that
would be awesome becuase most people could port their iPhone games to Android.
Their is and GUI editor that exist for this and it is quite popular with the
iPhone crowd.
Here is the link: http://www.mapeditor.org/
Original issue reported on code.google.com by [email protected]
on 18 Jul 2010 at 2:53
What steps will reproduce the problem?
1. Open Tutorial08.java
2. Change the point limits of a segment collider not to fit the entire screen
3. Run!
What is the expected output?
An AnglePhysicObject that have a circle collider (the ball) will collide
only over the interval of the segment collider previously modified.
What do you see instead?
The ball collides over all the straight line previously modified (not only
from the startPoint to endPoint segment limits).
What version of the product are you using? On what operating system?
v2.0, Android SDK 1.6
Please provide any additional information below.
I don't know if this is the desired issue, because while debugging with the
AngleViewCollisionsEngine it shows only draws the interval of the segment.
Before trying to fix myself, I would like to know your thoughts. The
problem might be the method closestDist of the AngleSegmentCollider class,
it is called from the AngleCircleCollider to test if it collides (you will
know better than me).
Really good job with with this library! It's awesome how easy it could be.
Original issue reported on code.google.com by [email protected]
on 9 Jan 2010 at 10:17
hi
i want to develop an andorid app for kidss..to fill the shapess with diffrent
colors.. i need to draw shapes and then fill them.. can i use this library for
this?? if yes then how to begin .. please help
Please provide any additional information below.
Original issue reported on code.google.com by [email protected]
on 26 Oct 2013 at 7:32
Is there any way to set the z-order of sprites in angle?
Original issue reported on code.google.com by unprofessionals
on 19 Apr 2010 at 2:18
Hello,
is it just me or is AngleString.test not working properly?
I'm using the code that comes with the Angle1.0 package(StepByStepGame.java)
but it just wont recognize my clicks :/
Original issue reported on code.google.com by m.pekar2
on 20 Aug 2013 at 7:05
What steps will reproduce the problem?
1. Run Angle Program
2. Click on one of the examples
3. Hit the back button on bottom of phone
What do you see instead?
(process.com.android.tutorial has stopped unexpectedly. please try again
What version of the product are you using? On what operating system?
Galaxy S2 on Android
Original issue reported on code.google.com by [email protected]
on 13 Sep 2012 at 4:22
I have a sub sprite extends AngleSprite, and override step function to perform
animation like this:
public void step(float secondsElapsed)
{
if(frame == roLayout.roFrameCount)
{
frame = 0;
}
setFrame(frame++);
super.step(secondsElapsed);
}
it works well for a short while, but then after a while my sprite disappears
unexpectedly, I print the mAlpha in Logcat, it always equals 1.
And I'm sure my frame doesn't overstep roFrameCount.
Get confused why my sprite invisible suddenly
Original issue reported on code.google.com by [email protected]
on 10 Sep 2010 at 6:05
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