v0.9.0: corrected capitalization on 'libGDX'

This commit is contained in:
Evan Debenham 2020-09-04 18:07:06 -04:00
parent 0c764c6505
commit f7f5832145
11 changed files with 18 additions and 18 deletions

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@ -130,7 +130,7 @@ public class TextureCache {
try { try {
if (src instanceof Integer){ if (src instanceof Integer){
//LibGDX does not support android resource integer handles, and they were //libGDX does not support android resource integer handles, and they were
//never used by the game anyway, should probably remove this entirely //never used by the game anyway, should probably remove this entirely
return null; return null;

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@ -21,7 +21,7 @@
package com.watabou.glwrap; package com.watabou.glwrap;
//TODO LibGDX offer matrix classes as well, which might give better performance. //TODO libGDX offer matrix classes as well, which might give better performance.
//should investigate using them //should investigate using them
public class Matrix { public class Matrix {

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@ -137,7 +137,7 @@ public class RenderedText extends Image {
} }
} }
//implements regular PD rendering within a LibGDX batch so that our rendering logic //implements regular PD rendering within a libGDX batch so that our rendering logic
//can interface with the freetype font generator //can interface with the freetype font generator
private static class TextRenderBatch implements Batch { private static class TextRenderBatch implements Batch {

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@ -63,7 +63,7 @@ public class BitmapCache {
} }
} }
//Unused, LibGDX does not support resource Ids //Unused, libGDX does not support resource Ids
/* /*
public static Pixmap get( int resID ) { public static Pixmap get( int resID ) {
return get( DEFAULT, resID ); return get( DEFAULT, resID );

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@ -32,7 +32,7 @@ public abstract class PlatformSupport {
public abstract boolean connectedToUnmeteredNetwork(); public abstract boolean connectedToUnmeteredNetwork();
//FIXME this is currently used because no platform-agnostic text input has been implemented. //FIXME this is currently used because no platform-agnostic text input has been implemented.
//should look into doing that using either plain openGL or Libgdx's libraries //should look into doing that using either plain openGL or libgdx's libraries
public abstract void promptTextInput( String title, String hintText, int maxLen, boolean multiLine, public abstract void promptTextInput( String title, String hintText, int maxLen, boolean multiLine,
String posTxt, String negTxt, TextCallback callback); String posTxt, String negTxt, TextCallback callback);

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@ -24,7 +24,7 @@ package com.watabou.utils;
import com.badlogic.gdx.utils.reflect.ClassReflection; import com.badlogic.gdx.utils.reflect.ClassReflection;
import com.watabou.noosa.Game; import com.watabou.noosa.Game;
//wrapper for LibGDX reflection //wrapper for libGDX reflection
public class Reflection { public class Reflection {
public static boolean isMemberClass( Class cls ){ public static boolean isMemberClass( Class cls ){

2
android/.gitignore vendored
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@ -1,3 +1,3 @@
#LibGDX native dependancies #libGDX native dependancies
libgdx.so libgdx.so
libgdx-freetype.so libgdx-freetype.so

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@ -7,7 +7,7 @@
# mapping file can be found in core/build/outputs/mapping after running a release build # mapping file can be found in core/build/outputs/mapping after running a release build
-keepattributes SourceFile,LineNumberTable -keepattributes SourceFile,LineNumberTable
# LibGDX stuff # libGDX stuff
-dontwarn android.support.** -dontwarn android.support.**
-dontwarn com.badlogic.gdx.backends.android.AndroidFragmentApplication -dontwarn com.badlogic.gdx.backends.android.AndroidFragmentApplication
-dontwarn com.badlogic.gdx.utils.GdxBuild -dontwarn com.badlogic.gdx.utils.GdxBuild

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@ -127,14 +127,14 @@ public class AboutScene extends PixelScene {
} }
content.add(cube); content.add(cube);
//*** LibGDX Credits *** //*** libGDX Credits ***
final int GDX_COLOR = 0xE44D3C; final int GDX_COLOR = 0xE44D3C;
CreditsBlock gdx = new CreditsBlock(true, CreditsBlock gdx = new CreditsBlock(true,
GDX_COLOR, GDX_COLOR,
null, null,
Icons.LIBGDX.get(), Icons.LIBGDX.get(),
"ShatteredPD is powered by _LibGDX_!", "ShatteredPD is powered by _libGDX_!",
"libgdx.badlogicgames.com", "libgdx.badlogicgames.com",
"http://libgdx.badlogicgames.com"); "http://libgdx.badlogicgames.com");
if (landscape()){ if (landscape()){

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@ -97,8 +97,8 @@ public class v0_7_X_Changes {
"_-_ Damage reduced by 30%\n" + "_-_ Damage reduced by 30%\n" +
"_-_ Accuracy reduced by 10%")); "_-_ Accuracy reduced by 10%"));
changes.addButton( new ChangeButton(Icons.get(Icons.LIBGDX), "LibGDX Text Rendering!", changes.addButton( new ChangeButton(Icons.get(Icons.LIBGDX), "libGDX Text Rendering!",
"The game's text renderer is now using LibGDX freetype. This looks almost identical to the existing text but is slightly crisper, platform-independent, and much more efficient!\n\n" + "The game's text renderer is now using libGDX freetype. This looks almost identical to the existing text but is slightly crisper, platform-independent, and much more efficient!\n\n" +
"Text rendering was the last bit of android-dependant code, so the game's core code modules (~98% of its code) are now being compiled as general code and not android-specific code!")); "Text rendering was the last bit of android-dependant code, so the game's core code modules (~98% of its code) are now being compiled as general code and not android-specific code!"));
changes = new ChangeInfo(Messages.get(ChangesScene.class, "changes"), false, null); changes = new ChangeInfo(Messages.get(ChangesScene.class, "changes"), false, null);
@ -123,7 +123,7 @@ public class v0_7_X_Changes {
changes.addButton( new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"), changes.addButton( new ChangeButton(new Image(Assets.Sprites.SPINNER, 144, 0, 16, 16), Messages.get(ChangesScene.class, "bugfixes"),
"Fixed:\n" + "Fixed:\n" +
"_-_ Various stability issues caused by the LibGDX conversion\n" + "_-_ Various stability issues caused by the libGDX conversion\n" +
"_-_ Bolts from wand of lightning not spreading in many cases where they should\n" + "_-_ Bolts from wand of lightning not spreading in many cases where they should\n" +
"_-_ Thrown weapons sticking to corrupted characters when they shouldn't\n" + "_-_ Thrown weapons sticking to corrupted characters when they shouldn't\n" +
"_-_ Area-based effects behaving oddly in rare cases\n" + "_-_ Area-based effects behaving oddly in rare cases\n" +
@ -203,10 +203,10 @@ public class v0_7_X_Changes {
"This new wand has a lower damage output, but grants significant defensive power. The rocks the wand shoots at enemies reform around the hero and absorb damage. If enough rock is built, it will form up into a rock guardian which fights with the player.\n\n" + "This new wand has a lower damage output, but grants significant defensive power. The rocks the wand shoots at enemies reform around the hero and absorb damage. If enough rock is built, it will form up into a rock guardian which fights with the player.\n\n" +
"The Wand of Living Earth is lacking in offensive output, but does a great job of pulling focus and damage away from the player.")); "The Wand of Living Earth is lacking in offensive output, but does a great job of pulling focus and damage away from the player."));
changes.addButton( new ChangeButton(Icons.get(Icons.LIBGDX), "LibGDX", changes.addButton( new ChangeButton(Icons.get(Icons.LIBGDX), "libGDX",
"Large sections of Shattered's codebase is now using the multiplatform game library _LibGDX._ Making the game's codebase less heavily tied to Android is a big step towards making the game available on other platforms!\n\n" + "Large sections of Shattered's codebase is now using the multiplatform game library _libGDX._ Making the game's codebase less heavily tied to Android is a big step towards making the game available on other platforms!\n\n" +
"Keyboard input handling and text rendering are still coupled to Android however. I will convert these game systems to use LibGDX in a later update.\n\n" + "Keyboard input handling and text rendering are still coupled to Android however. I will convert these game systems to use libGDX in a later update.\n\n" +
"Note that Shattered will not immediately release on other platforms once LibGDX conversion is complete, but it is a big step towards that.")); "Note that Shattered will not immediately release on other platforms once libGDX conversion is complete, but it is a big step towards that."));
changes = new ChangeInfo(Messages.get(ChangesScene.class, "changes"), false, null); changes = new ChangeInfo(Messages.get(ChangesScene.class, "changes"), false, null);
changes.hardlight( CharSprite.WARNING ); changes.hardlight( CharSprite.WARNING );

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@ -610,7 +610,7 @@ public class v0_8_X_Changes {
"_-_ The hero is now interrupted if their path becomes obstructed by an ally.")); "_-_ The hero is now interrupted if their path becomes obstructed by an ally."));
if (DeviceCompat.isDesktop()) { if (DeviceCompat.isDesktop()) {
changes.addButton( new ChangeButton( Icons.get( Icons.LIBGDX ), "LibGDX Desktop Functionality", changes.addButton( new ChangeButton( Icons.get( Icons.LIBGDX ), "libGDX Desktop Functionality",
"The desktop version of the game is now running through the same codebase as the Android version!\n\n" + "The desktop version of the game is now running through the same codebase as the Android version!\n\n" +
"Moving forward the desktop version of the game will be at feature parity with the Android version, which includes translations, access to betas, and release timings!\n\n" + "Moving forward the desktop version of the game will be at feature parity with the Android version, which includes translations, access to betas, and release timings!\n\n" +
"Currently all features from the old desktop codebase have been re-implemented in this version:\n" + "Currently all features from the old desktop codebase have been re-implemented in this version:\n" +