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    Caleb Anderson
    @RobotCaleb
    I kind of got halfway to realizing that. My screenshot is because the level data wasn't loaded.
    So I need to have this somewhere where I can keep checking it until it's loaded then continue?
    I can ... call a continue_loading fn of some sort on each level that hasn't marked itself as loaded, I guess. Until all levels are marked as loaded
    Caleb Anderson
    @RobotCaleb
    hmm, could I do all of my loading in a different State and then switch to my Game State?
    Can I return from the run::<State>?
    Ryan G
    @ryanisaacg
    you can't return from run, no
    Caleb Anderson
    @RobotCaleb
    Or swap the current state somehow?
    Ryan G
    @ryanisaacg
    what you can do is wrap your update and draw in Asset::execute
    Caleb Anderson
    @RobotCaleb
    That feels weird, though. :)
    On the state topic, though. What about MenuState, GameState, CreditsState, ... EtcState
    I have used systems that allow you to just swap cur_state : MenuState <=> GameState
    Ryan G
    @ryanisaacg
    The recommended way to do something like that is to implement it yourself: make State something that delegate to your own states
    Caleb Anderson
    @RobotCaleb
    @ryanisaacg Yeah, I kind of assumed. I was thinking about it last night.
    Not listed is [Space], which waits
    well, is listed now that I've pushed. Not sure when you'll read that. :)
    Ryan G
    @ryanisaacg
    Oh that's really cool!
    Adam Szopa
    @AdamSzopa
    I just noticed v0.3.8 was released. Is there a place to see what new dropped? Or should I just check the git log? ;)
    Xoronic
    @Xoronic
    @AdamSzopa changes are documented in CHANGES.md ( https://github.com/ryanisaacg/quicksilver/blob/master/CHANGES.md )

    0.3.8

    • Fix web keycodes
    • Add more characters to Event::Typed reporting on web
    • Add from_rgba and from_hex functions to create colors
    • Fix mouse clicks not registering in Immi
    Keep up the good work @ryanisaacg !
    Ryan G
    @ryanisaacg
    Thanks! To be honest only about half of this release is from me, the other half from community contributions. I've been heads-down in working on a web backend for winit as part of my project to upstream Quicksilver features to the wider ecosystem
    Jay Pavlina
    @JayPavlina
    Does Quicksilver support displaying sprites from an atlas?
    Ryan G
    @ryanisaacg
    Yup, check out the Atlas struct!
    Jay Pavlina
    @JayPavlina
    I was experimenting with Amethyst but I need my game to run on the web so I’m back. I just noticed there is a tile map. Are there any examples with it? How do I draw it?
    Jay Pavlina
    @JayPavlina
    Also are there any complete games that have source code available? I’m building a 2D platformer (like Super Mario Bros).
    Ryan G
    @ryanisaacg
    @JayPavlina The Tilemap isn't a super great API, and unfortunately you would have to draw it manually at the moment
    I'll be making a list of made-in-Quicksilver projects in the README soon, but there aren't any platformers that I know of
    Gabriel Martinez
    @mystal
    Quick question. I'm working on a quicksilver game on Linux (X11). I was checking for a keyboard press with window.keyboard()[Key::Return] == ButtonState::Pressed, but never get it. I printed it out every frame and see that the state goes from NotPressed to Held and back to NotPressed without ever going to Pressed or Released. This seems like a bug to me. How are you supposed to get just the Press event?
    I tried checking for it through the State::event method, but I get repeat Press events. And see no way to disambiguate the first press from repeat ones.
    Ryan G
    @ryanisaacg
    That sounds like a bug, I'll try looking into it and reproducing when possible
    Sergey
    @DuckerMan
    Hey guys.
    I have a problem. When I start example from readme I get nothing
    image.png
    Archlinux
    Ryan G
    @ryanisaacg
    Hm. any errors printed? I have no idea what could cause that
    Caleb Anderson
    @RobotCaleb
    @ryanisaacg Had you looked into conrod integration? immi seems quite bare.
    Ryan G
    @ryanisaacg
    I hadn't really; the reason I had implemented immi was because it seemed relatively easy. Turns out there's a lot of weirdness that happens with font rendering, which is convenient.
    Caleb Anderson
    @RobotCaleb
    imgui is a good one, but I'm unsure how it plays with wasm. I haven't investigated that interaction
    Sergey
    @DuckerMan
    @ryanisaacg No, I have no errors. May be it happen because of my OpenGL 2.1 ?
    Ryan G
    @ryanisaacg
    @DuckerMan Sorry for the late reply, I missed your message. Yes, Quicksilver only supports OpenGL 3.2 and up I believe.
    hughlang
    @hughlang
    Greetings all.
    Is it possible to get the size of the screen before update and draw are called
    hughlang
    @hughlang
    I guess I should look for a run_with example?
    hughlang
    @hughlang
    I figured it out.
    hughlang
    @hughlang
    New question. Is there a way to use glyph_brush along with quicksilver to push text glyphs at the gpu for better performance? It's an odd use case. I know I can send rendered text.
    Ryan G
    @ryanisaacg
    Quicksilver's Font implementation actually only uses public APIs to render the glyphs, so you could fairly easily copy it and replace rusttype with glyph_brush I think. You'd have to fix the import paths as well, because they are relative to src/graphics/font.rs in Quicksilver rather than using Quicksilver as an external crate.
    hughlang
    @hughlang
    Thanks @ryanisaacg. I am giving it a try. It might get messy.
    hughlang
    @hughlang
    Hi @ryanisaacg. What's the status of the opengl texture implementation? I'm curious why the opengl attributes and vertices don't specify the size or bottom-right vector. It seems this would be important.
    Mind you, most of my opengl knowledge was acquired in the last couple days, so i'm not too experienced in this area.
    Ryan G
    @ryanisaacg
    The vertices specify which texture coordinate the given vertex uses, which allows OpenGL to take the correct texture chunk