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Home Page: http://almasb.github.io/FXGL/
License: MIT License
Java / JavaFX / Kotlin Game Library (Engine)
Home Page: http://almasb.github.io/FXGL/
License: MIT License
pause() and resume() will speed up the internal timer, this must be avoided as games' logic is based on that. If pause() is called, then we can't call resume() from user input as it is processed in the same thread (timer), which is currently sleeping
This will waive the need for delegating each getter from GameApplication to GameSettings. The read-only version must include all get* but no set*. However, we still need to give clients GameSettings which can be modified from within initSettings
Similar to StaticAnimatedTexture but clients should be able to control the state of texture (play, stop). Also the texture must support several channels, i.e. "walk", "stand", "run", etc
JavaFX objects are not Serializable, so need a way of allowing clients to capture state of the game / entities into a file easily. This should be approached from the "game save" perspective.
When displaying dialog with unhandled exception, we should log that exception to file and ask the user to report the error.
Or style JavaFX ones if the functionality satisfies game requirements
Are there any other use cases?
The order of init for managers, scenes, stage must be clearly defined and then organized
Similar to JavaFX Duration API + allows us to change implementation internally without breaking client code
The "com/almasb/fxgl/asset/Music" class lacks a portion of the MediaPlayer's functionality. Volume control is one of them.
Possibly have a way of storing default ones in the packaged jar
This should allow clients to change scene dimensions dynamically in code. In addition, the entire game scene, including menus must scale accordingly.
Main thing that's stopping the port is really Java 8 API, so when core is ready just need to switch back to 7. Lambda syntax is fine, gradle retrofits it during build
This will also help all users to see how a feature should be used/coded. The demos must be minimalistic and precise, ideally reusable in user code.
This is an on-going goal. At some point prior to version 0.5, the code will need to go through peer review, so that after 0.5 the API is more consistent across versions
Various internal, e.g. menu open / close
Hold the actual binary data (serializable), timestamp (as filestamp from NIO.2), other convenient info
This could make code a lot easier to maintain, especially the event handlers and scene graph
Possibly through use of Settings::setWindowIcon(String)
This allows consistent error reporting. Possibly in the form of Dialog<>
Any other use cases?
e.g. to avoid unnecessary casts to PhysicsEntity, more natural interface between Vec2 and Point2D, remove packages/classes which are of no benefit to FXGL, i.e. not used in game dev
This is needed for fullscreen support, as Alert or any other Stage styles without window owners will temporarily exit fullscreen
This will be especially useful for key rebindings in menu, so that players can re assign keys to actions dynamically
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