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ok nice!
sorry was a bit off mx2 last days…
But great! Welcome to the docs community!Do you plan to write specific things (so we don’t work on the same ones..)?
There must be a way to reset the fork without loosing the issues…?
EDIT: just saw your rebase, looks neat! Isn’t that enough for a clean pull request?
REEDIT: just saw Mark’s message and everything seems to be all right (and even better with a rebase)Well I’ve done it all wrong till now and Mark has merged some pull requests full of «dev up». So for the last pull request I actualy made a clean fork on my account and the closed the issues on the mx2docsCommunity fork.
I must say I’m a bit surprised it is so complicated to keep a branch sync and clean.
Anyway, do as you think it’s better. My way to do it is completely wrong probably. Nerobot had suggested somewhere how to do it cleanly (in a pull request discussion I think).If it is possible to create a new branch that is a clean copy of brl’s dev that would be neat. But how to sync mx2docsCommunity master(or dev) with brl’s dev in a clean way?
As you can see I’m more using github like a dropbox than like a git ;).@arpie, invited you as owner. If you are used to git cli, it would be great if you could sqash all the “dev up” commits into one commit, so it doesn’t pollute brl’s repo when making a pull request. Can you do that? I’ve been looking a for it a bit but I never used the cli..
about 3)
there is a github orgnization
https://github.com/mx2DocsCommunity/monkey2/issuesthe fact that class funcs are not documented is in the issues.
You can help improving docs via that fork or with your own github..
If you want admin rights in mx2DocsCommunity just ask..I’ve had been working a bit on the language ref. but have just a few spare time now so focused on my game project.
i3-3110 (laptop) 4GB and running smooth.
Fun!
Note that the previous version of monkey (monkey-x/cereberus-x) has an HTML target that is a bit different and that can be in some cases more convenient. It outputs pure html5+javascript when you use mojo1, so you have max compatibility. When using mojo2 it requires webgl. Its comiltaion time is impressive as it is intergated into monkey-x and doesn’t need third party compiler.
Monkey2 on the other hand ouputs some wasm or asmjs compiled by emscriptem. Monkey2 is a more advanced language in term of oop design.And an emscriptem page for the little demo (almost forgot mx2 was super cross platform!)
http://turdus.be/monkey2docs/hopa/
Thanks!
I have no white bar on my fullscreen though!
a small show of the state of the module is attached
It’s now usable for those who have R.U.B.E.
There is of course a lot of things that can be done still, but I’ll start to work on my game and add features to the box2d module when I need them. Will release as module later then.
You can download the ready to build demo example at: http://turdus.be/monkey2docs/hopa-source.zip
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Great game!
It’s still a bit flickering for me..
I’ve been stuck in a bug? Could enter the zone but not come back..
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I have to run it at 500*500 to get 60FPS!
I can see jitter only when the mouse leaves/enter the window (on windows10). I think it’s a sdl2 thing. monkey1/mojo2 is using glfw so it’s managing the events another way.
I must say I cannot help much, it’s too close from metal for me. Is it mojo managing sdl2 events in a way it can be optimised or is sdl2? You could try to do something in native code using pure c++/OpenGL/sdl2 to see if it’s not sdl2 before diving in mx2/mojo code.I’m getting a compile error..
Monkey1234567891011121314Mx2cc version 1.1.10***** Making app 'C:/mx2_short/phatPete/untitled2.monkey2' (windows debug x64 msvc) *****Parsing...Semanting...C:/mx2_short/phatPete/untitled2.monkey2 [1] : Error : Namespace 'gles20' not foundC:/mx2_short/phatPete/untitled2.monkey2 [112] : Error : Identifier 'glClearColor' Not foundC:/mx2_short/phatPete/untitled2.monkey2 [113] : Error : Identifier 'glClearDepthf' Not foundC:/mx2_short/phatPete/untitled2.monkey2 [114] : Error : Identifier 'glClearStencil' Not foundC:/mx2_short/phatPete/untitled2.monkey2 [115] : Error : Identifier 'GL_COLOR_BUFFER_BIT' Not foundC:/mx2_short/phatPete/untitled2.monkey2 [116] : Error : Identifier 'glViewport' Not foundC:/mx2_short/phatPete/untitled2.monkey2 [127] : Error : Can't find overload for 'new' with argument types (std.collections.Map<monkey.types.String,monkey.types.String>)Just give the canavas some drawing color and the whole image will be drawn with that modified color.Note that you are supposed to use premultiplied alphas in mx2 (I think, not really sure of when to deal with premultiplied alphas).
Monkey12canvas.Alpha=0.5)canvas.DrawImage(myImage,100,100)or directly on the Image
Monkey123myimage.BlendMode=BlendMode.Alpha 'the default blendmode..myimage.Color=New Color(0.5,0.5,0.5,0.5) -
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