A lightweight engine to easily build complex cross-platform 2D games in Java.
Code:
Mesh mesh = Mesh.loadMesh("textures/player.png", 64); // Create new mesh with size of 64x64 pixels
GameObject gameObject = new GameObject(mesh); // Makes a new gameObject from mesh
Animation run = new Animation(gameObject, 0, 3, 6); // Creates new animation with frames 0 - 3 at 6 fps
run.play(); // Play the animation!
if(window.isKeyPressed(GLFW_KEY_D)) { // Checks if "D" key is down
run.play(); // Plays our animation!
aabb = new AABB(); // Make a new collision box
aabb.setMin(0.0f, 0.0f); // Set the bottom left point of the boundary
aabb.setMax(1.0f, 0.175f); // Set the top right point of the boundary
If you'd like to make a contribution, please refer to CONTRIBUTING.md or read the wiki page on how to set up the project
A game object is not drawing to the screen!
- Make sure you placed the game object in the gameObjects list that will be passed into the render method of the renderer.
- Check to see if the object has been instantiated properly.
Animations are not diplaying properly
- Ensure that you have given the proper range of sprites to be displayed from the spritesheet (i.e. 0 - 3).
- Remember that, when playing an animation, all other animations attached to that game object will be stopped.
Something else isn't working properly
- Open up an issue! Someone will get to it as soon as possible.
- 1.0-SNAPSHOT (Development Version)
- A tilemap system
- Anti aliasing
- Audio
- GUI
- Particle System
- Scenes
- Lighting options