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Heaps documentation
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Hiero links have moved to this address: https://libgdx.com/dev/tools/
After reading "Using the font" paragraph in the end, I thought that for BMFont it is necessary to have only .fnt file to use a font, and that only if .fnt file is missing, png files needed. It was not clear that you have to have .png files along with .fnt file.
Also, the error states that right now there is support only for 1 png page, what is not stated in intro.
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When describing the compilation of a list of shaders, the article mentions a "desired list of outputs" and the ability to select output values. It would be helpful to describe how one select an output. And maybe give a sample of MRT.
There are at least a few occurences where images are missing (listed below).
The md files use an invalud URL relative to the repository. I assume the first version of the doc had an img
folder at its root.
For instance in the graphics documentation page, invalid URL are :
The pattern is pretty obvious. Hopefully the original folder is still somewhere in the history.
Missing images
https://github.com/HeapsIO/heaps/wiki/Graphics#drawing-graphics
The above code will produce the following - missing image
The above code will produce the following series of tiled logos - missing image
https://github.com/HeapsIO/heaps/wiki/GPU-Particles#customizing-particles
Last sentence of the section - missing image
https://github.com/HeapsIO/heaps/wiki/Materials#material-basics
Sentence right after the first sample - missing image
Sentence right after the seconde sampl - missing image
https://github.com/HeapsIO/heaps/wiki/Materials#blend-modes
Last sentence right after the sample - missing image
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I got stuck here because when you "Press F5 or do Debug > Start Debugging" and select HaskLink it does not open .vscode/launch.json
(instead you normally still see tasks.json
). I kept pasting the code in there and getting an error "Version 0.2.0 not allowed".
Eventually I realised I need to create a new file and save it as .vscode/launch.json
with the suggested content in. Then it works :)
Make it clear on this page that you need to initialize the resource system to be able to use images at the image section of the page, this suggestion is based on my personal experience learning the tool, I was only able to figure this out by looking at the examples at the example page, this isn't a fatal flaw, but it is a bottle neck when learning.
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I believe the domkit example will throw Unsupported code block
--
static var SRC =
<sample-view layout="vertical">
Hello World!
<bitmap src={tile} public id="mybmp"/>
</sample-view>
A text node seems to fix it:
static var SRC =
<sample-view layout="vertical">
<text text={ "Hello World!" }/>
<bitmap src={tile} public id="mybmp"/>
</sample-view>
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Description:
Pipeline is broken, making it impossible to update the heaps.io website.
Info:
I tried looking into implementing GH actions in this repo, but someone who has correct access rights need to do it here. (There are tokens involved - this repo pushes to the heaps wiki page)
This is the final piece of making the heaps website working again.
This is what I did for the heaps.io repo - HeapsIO/heaps.io#72
Sound appears twice on the menu, once at root and once under HXD.
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The Domkit section of the docs gives this CSS example:
class SampleView extends h2d.Flow implements h2d.domkit.Object {
static var SRC =
// had to add the class="box" myself as it's missing from the example
<sample-view class="box" layout="vertical">
<text text={"Hello World!"}/>
<bitmap src={tile} public id="mybmp"/>
</sample-view>
public function new(tile:h2d.Tile,?parent) {
super(parent);
initComponent();
}
}
.box {
padding : 20;
background : #400;
}
Even if the class="box"
is added to the sample-view so that this css is actually activated, this css then fails the compile time check because "padding" is not recognised:
res/style.css:3: characters 2-15 : Unknown property padding
Instead, the css could be modified to set properties for the SampleView itself:
sample-view {
padding : 20;
background : #400;
}
However, the problem then is that it cannot find the component:
res/style.css:2: character 5 : Could not load component 'sample-view'
In
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the line :
var mapData:TiledMapData = haxe.Json.parse(Res.tiles_json.entry.getText());
Should be changed to:
var mapData:TiledMapData = haxe.Json.parse(hxd.Res.tiles_json.entry.getText());
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NOTE WELL: I'd be happy to volunteer my time to make the HEAPS Help better ... but I don't have the information needed to make the help better. I'm still trying to work things out.
Please add more detail - how to flip, mirror, rotate Tiles ... how to include collission detection, physics, etc (other libraries ?).
I realise Heaps is all work in progress, and Heaps is FREE, but the help as it currently stands is really poor. So far it feels like I am spending more time working out how to do really basic stuff with your engine, searching through the source code, etc, than it would be to create my own engine from scratch (which I have done before). Appreciate what you are working towards, and Heaps is FREE which is awesome, but it is so frustrating. If only the help was better.
All I have after several days (spreadout over many months) of trying to do basic stuff with HEAPS is frustration ... I keep returning to HEAPS to give it another try ...
Should it be
... hxd.Window...
instead of
... hxd.Stage...
?
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"Currently working on" sounds like "still in development" or "work in progress".
I strongly suggest you change the wording to "already delivers" or similar.
I'm running Linux Ubuntu 18.10. Haxe 4.0.0-rc.2+77068e1. HashLink HL/JIT 1.9.0 (c)2015-2018 Haxe Foundation.
I tried the Hello HashLink tutorial, but when I press F5 I get a popup from Visual Studio Code saying: "Could not start 'hl' process, executable was not found in PATH. Restart VSCode or computer."
I restarted both VSCode and my computer. I tried adding the hl file path to to PATH.
What am I doing wrong?
Add an example to load textures in components (albedo, roughness, metalic etc...)
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The example at the very bottom of page misses adding the bitmap to the scene
s2d.addChild(bmp);
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Line:
customFilter.red = 0.1;
Should be:
customFilter.shader.red = 0.1;
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Supply a links for valid tiles.json
and tiles.png
to use with the sample presented
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Upgrade documentation to Haxe 4.0+
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typo:
haxelib install hlopenal
- haxelib install hsdl
+ haxelib install hlsdl
haxelib install hldx
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So I'm looking at H2D docs making some silly examples to understand what can be achieved.
The gif is just that I'm happy because this is the kind of engine I was looking when I tried Unity and Godot.
That being said... The docs state that Each Drawable (including h2d.Bitmap) has several properties that can be manipulated:
and among them I could use blendMode
.
Welp, the properties are not from Drawable, they are from h2d.Object.
Erm, is this correct?
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It's possible to have a simple command line to execute/compile the project from the command line? I'm in OSX and just want to give a try and I can't run the example.
Thanks!
Heaps doc describes itself as a mirror of the latter.
But are both heaps-doc and wiki equivalent?
Where should changes be uploaded to??
I feel like making a pull request for every small change to the wiki is a bit cumbersome.
And just editing with the github wiki is pretty straightforward.
But if it should be done this way, then it should be this way.
Anyway, please, let me know!!
Where i should write the code , how to run and compile code ?
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On the installation page, the middle line in the additional libraries section reads
haxelib install hsdl
and it should read
haxelib install hlsdl
(I was going to fix this myself in a fork, but it appeared correct there, so perhaps the build of the help docs needs to be updated?)
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I was going through the hello world tutorial and got an error in the compile.hxml file. The error was:
Invalid commandline class : Main should be src.Main
so the compile.hxml needs to be changed to:
-cp src
-lib heaps
-js hello.js
-main src.Main
-debug
It tells you how to fix it in the error, so it's not a huge deal; just thought I'd mention it.
I would like to know about using layers, but there is currently no documentation at all about them :(
Mind filling it in?
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The example uses a backdrop.png, bunnies.png, tiles.json and tiles.png files, that should be put in the resources (/res) folder. Those files are not included in samples directory.
The example is not reproducible: it needs some images with who knows what sizes, and a json file with who knows what shape. Pls include them into the tutorial.
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