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The json thing is, I’ve never worked with him. The first time I made the class that handled tile maps made by Tiled, I used the *.csv format and read using String[] and methods like Split(“”) to make inclusion in the arrays…
Now having to work with json is a whole new thing for me. With Mark’s secons example, I was able to understand the JsonObject question. I just did some tests and I was able to read those data.
TomToad, I’ll tale a look at your code to learn more about json. Thank you for all your help and thanks again to Playniax for “releasing” the class he developed for the same purpose.
Hey Playniax, only now that I’ve seen your comment.
Well, great initiative of yours. I do not even know how to thank. I know it takes a lot of work to develop these things, but you can be sure that your attitude will be of great help to those who can not afford it.
Thank you so much, really!
I understand how it works with a simple array. But when it has:
“array” : [
{
“data” : [0, 1, 2…],
“data2” : “test”
}
]In this case, an array with several different elements and other arrays inside it…
I can not read this type of array.
I was able to read and interpret pratically all information from the main file that Tiled generates in *.json. However, I’m having trouble reading and manipulating JsonArray.
Any simple example?
Therevills, I really liked the Playniax version, which is paid and I do not have an internacional credit card.
And about the Diddy version, it’s 2015, Tiled has changed a lot from that period to today…
But I will give a study and see a way to develop this module based on the current version of Tiled.
If you have more suggestions, send it helps a lot.
Hey, Mark! I had made a class that did this in BlitzMax, except that the reading was done .csv exported by Tiled.
Today Tiled has greatly changed the way information is stored. The tiles information is separated from the main map. I am not Json’s master, but I will learn to develop this class that I believe will greatly help everyone.
Start tomorrow and God willing I will get something functional soon and post here in the forum.
It worked, Mark.
I still do not understand the operation of the OnMeasure method… Before, if I am not mistaken, in BlitzMax, just use the function SetVirtualResolution and in Monkey 2 its necessary to override the OnMeasure method to return a Vec2i with the desire resolution.
Either way it worked perfectly, that matters.
Thank you.
This form I’m using, by CMD, is just to be able to test the APK in debug mode. It is a very fast way to generate a functional APK (I can generate an APK just by copying the files I posted before) and executing the commands via CMD.
I’m still starting on Monkey 2. At first I used BlitzMax for many years, and today I really like that language, after all, congratulations for having created it.
He wanted to leave the environment ready for when he started the project itself. Now is continue learning to do best possible and be able to help what you know here in the forum.
Copy the files to the Android folder of your project and use one of the commands via cmd: gradle build, gradlew assembleDebug or gradlew assembleRelease.
That way you do not have to open the project in Android Studio.
Follow the download link: https://drive.google.com/open?id=0B2lZ_pN3kwOJZ0RKNWh2bEFOZW8
Fix: to compile for Android, you need to load the project at least once in Android Studio so that Gradle can be upgraded, and in the following you can use the commands mentioned above.
Yes. This simple change solved all my problems regarding build for Android.
To generate APK without opening Android Studio, justo go to the folder: yourProject.products\Android, open the Windows console in this folder and use the following command: gradlew build. It will do the whole process and in the end, it will generate two APK’s: a DEBUG version and another RELEASE.
After this process, if you want to generate only one APK DEBUG, the code is: gradlew assembleDebug. For APK RELEASE: gradlew assembleRelease.
I hope I have helped.
Thank you nerobot.
I’ll now take a look at this article, and then study Monkey 2, because there’s a lot of difference in structure and code between it and BlitzMax.
Hey Mark!!!! It worked the way you did. Thank you one more time.
Just one last question: Can I only generate the APK by opening the project through Android Studio? Is not there a way to generate the same direct through the Monkey 2 IDE?
I am recompiling the modules following your prompt. As soon I’m done here, I’ll give you this test. And again, thank you so much for your attention. Great developer feedback.
Android SDK and NDK are up to date. I’ve already compiled the Monkey 2 modules for Android as well.
I have attached the configuration file of Monkey 2. It can be some error in this file…
I do not know what else to do.
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