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sprite: Change sprite functions to use an "SpriteIndex" (int) instead of *Sprite #2
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silbinarywolf
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… instead of *Sprite Updates #2
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* room: delete unused code and simplify * alarm: move alarm code to its own package * gmlgo: add SetSize to RoomInstanceIndex, add IsRunning to alarm package, update Camera to update after user code * gmlgo: remove unused layer index code and add code to marshal binary data for Object and SpriteState * gmlgo: update to use internal struct * camera: add CameraSetUpdateFunction * instance: start on InstanceRestore functionality (to bring old instances back) * gmlgo: update serialization logic, change InstanceExists to not require the room to exist * gmlgo: update camera - update camera to render with the last created room if no instance following - update camera code to not call follow logic if an update function is set - fix state to ignore instances that were destroyed * alarm: add gob serialization of alarm * gmlgo: add "gmlgo build" command, remove unused "gmlgo fix" command code and start moving away from cobra package * gmlgo: remove cobra and add simple tests * gmlgo: change marshalling of structs to just use binary encoding (less payload size) * gmlgo: add manual serialization to various object related structs * gmlgo: more work on serialization * gmlgo: start on generating serialization code * gmlgo: more work on generating serialization code * gmlgo: basic serialization code working * gmlgo: add tests for build * gmlgo: add test for serialization error case * gmlgo: adjust code generation to only import certain packages if their needed * gmlgo: fix generating serialization code for int type * gmlgo: remove debug log functions * gmlgo: fix DrawSpriteRotated in tests (headless) and fix tags being passed into "go build" * gmlgo: update sprite updating to work like Game Maker Studio 2 * gmlgo: update asset system to be more flexible (allow nesting assets into sub-folders) * gmlgo: fix config loading not working * gmlgo: update code generation of asset IDs to generate into the "asset" folder * gmlgo: fix code generation tests * gmlgo: update assets to no longer auto-prefix, add error handling to stop duplicate asset names, add a test and rename assets in the example games * gmlgo: update DrawText to take color parameter, fix backspace key and various other changes * gmlgo: add support for "custom" asset folder * gmlgo: fix example games * gmlgo: add json tagging and add error-check to using UnsafeObjectTypeList * gmlgo: minor fixes * gmlgo: add MouseScreenPosition(), expose time functions and update text to draw relative to camera * gmlgo: add basic support for custom assets in code generation * go: add support for Go Modules and fix broken tests * generate: fix go generate logic and paths provided to engine * keyboard: fix backspace speed behaviour not resetting when backspace key is released * modules: run "go mod tidy" * draw: update draw text code so that smaller characters like "." and "_" are offset correctly and not drawn at the top * travis: fix build by updating to latest go version (1.12.5) * travis: remove sonarqube and remove manually downloading dependencies * travis: add dependencies back * generate: fix gmlgo_gen code to work use "packages" module for Go Modules support * travis: attempt to fix build * generate: update comments around generate * file: change from deprecated gopherjs/gopherwasm/js package to syscall/js * instance: fix deletion of entities to occur after GamePostUpdate and prevent crash if room was deleted before entity deletion is handled * vet: resolve go vet warnings * vet: resolve go vet warnings #2 * asset: add basic asset manager system * asset: make asset loading use go routines / be async this was done so that WebAssembly builds would download multiple assets at once, as loading is tied to the remote downloading of asset files * asset: fix race condition that could occur if asset count was below 4 for sprites and don't initialize audio context if no audio is in the game * time: rename timeprec to monotime * debug: remove code to open now deprecated room editor * asset: rename LoadAll to UnsafeLoadAll, to deter users from calling this in their own code * window: add WindowSetSize, WindowSetScale - remove WindowWidth, WindowHeight - replace calls to WindowWidth with WindowSize().X - replace calls to WindowHeight with WindowSize().Y * room: improve error message * draw: add DrawRectangleAlpha function * gml: add GameEnd method * instance: add InstancePauseAll method so that users can pause the game * window: add WindowCursorVisible and WindowSetCursorVisible * gmlgo: update gmlgo to use Short descriptions if you run "gmlgo" by itself * gmlgo: start on publish command * travis: fix xvfb * travis: fix xenial * travis: fix xvfb #2 * publish: more work on publish command * publish: fix publishing relative directories * travis: run gmlgo publish on examples/spaceship * manifest: add generation of manifest.json file in debug mode * manifest: update index.html to preload all asset files * manifest: fix preload warnings in Chrome * window: add IsBrowser will return true if the game is playing in a browser * worm: fix sound not playing and add asset/manifest.json to .gitignore * chore: update documentation, rename example/ to example/ and various other changes * gmlgo: improve error messages with gmlgo publish * gmlgo: improve error messages with gmlgo publish #2 * gmlgo: only publish for the current platform and web * uid: add snowflake uid generation * instance: Add InstanceFree function for freeing an instance without triggering its Delete method * gmlgo: update "gmlgo generate" to follow standard generated code conventions Standard generated code conventions are here golang/go#13560 (comment) * test: add code to ensure asset dir exists for tests * test: add code so that tests can run headed * test: update documentation around testing * publish: improve error message * camera: fix camera rendering jankily * steam: add paniccatch to log out crashes to files (for debugging steam / production crashes) * draw: add DrawSpriteCutMask method to allow for masking * instance: simplify InstanceCreate code * draw: remove DrawTextColor as it duplicated DrawText * git-actions: add config * mac: fix various bugs with Mac build * git-actions: fix PATH to access /usr/local/go/bin * git-actions: fix gl * git-actions: fix xvfb * git-actions: add libglfw3-dev * git-actions: xvfb * git-actions: fix actions * git-actions: fix publish * git-actions: try improve error messages * git-actions: try improve error messages 2 * git-actions: disable publish as it fails * git-actions: try setup windows * git-actions: try fix windows * git-actions: try fix windows * git-actions: try fix windows 3 * git-actions: try fix windows 4 * git-actions: try fix windows 5 * git-actions: fix windows code coverage * headless: fix headless * git-actions: add macos * git-actions: try fix macos * git-actions: add gfx for macos * git-actions: remvoe gfx for macos and add a note * remove travis badge
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The problem
Currently the API returns *Sprite for sprite "get" functions. I want it to return a gml.SpriteIndex type (int32) so that serialization of data is simpler.
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