State of the "EntityContainer" status

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Is the "EntityContainer"-branch already good enough to be the "default"-branch?

Poll ended at Fri Feb 25, 2011 12:27 am

Yes, the "EntityContainer"-branch is good enough already.
12
100%
No, the "EntityContainer"-branch has issues that need to be fixed and I will post such issues below.
0
No votes
 
Total votes : 12

Re: State of the "EntityContainer" status

Postby kolslorr » Tue Mar 01, 2011 9:09 am

Supergeek wrote:Are all the examples updated as well?

Can we get a summary of the feature changes and known issues?

Are there any big benefits to switching?



Release notes will be helpful.
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Re: State of the "EntityContainer" status

Postby Br0ken » Tue Mar 01, 2011 11:33 am

I don't know of all the changes only what I've come across; includes but not limited to:
    * Sprite physics properties like velocity no longer on the entity itself but on a PhysicsHandler (new class)
    * Entity hierarchy has changed (or at least the methods have moved classed)
    * Methods have been renamed
    * Ability to add a child sprite to a parent sprite. So changes to the parent sprite like move to X are automatically applied to the child sprite. Check out my video of a game I have in development that shows the usefullness - the tanks turret is a child of the tank body, the tank body moves and the tanks turret moves along with it without having to add any code myself - which previously you would of had to have done yourself. http://c0deattack.wordpress.com/2011/01/01/spawning-enemies/
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Re: State of the "EntityContainer" status

Postby Radzell » Wed Mar 02, 2011 8:50 am

is the entitycontainer fast cause i never used it but it seems overly complicated and would require everyone to reprogram their games to use it.
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Re: State of the "EntityContainer" status

Postby Nicolas Gramlich » Wed Mar 02, 2011 11:04 am

Hi gyus,


This is pretty much exactly the reason the "child"-thing exists!

The "EntityContainer"-branch shouldn't be noticeably slower/faster than the "old" branch. Actually the changes not too big, just nesting entities instead of plain scene->layer->entity.

Best Regards,
Nicolas
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Re: State of the "EntityContainer" status

Postby attak » Thu Mar 03, 2011 8:59 pm

Are the andengine.jar files updated to include this? If so, where can I download them.
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Re: State of the "EntityContainer" status

Postby Nicolas Gramlich » Thu Mar 03, 2011 9:43 pm

attak wrote:Are the andengine.jar files updated to include this? If so, where can I download them.

Look for the latest commits of the AndEngineExamples. (Make sure you are on the "default" branch now)

Best Regards,
Nicolas
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Re: State of the "EntityContainer" status

Postby Supergeek » Wed Mar 16, 2011 8:26 pm

I downloaded the jars from the "default" branch yesterday and it's still got the old stuff in it, even though there recently-edited files (March) in the jar.

Is there a way to tell which jar is associated with EntityContainer/latest codebase?
Are the examples all updated?

Someone in IRC told me that the only way to really tell is to compile the jar myself..
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Re: State of the "EntityContainer" status

Postby Nicolas Gramlich » Sat Mar 19, 2011 12:57 pm

What do you mean with "old stuff" :?:
As soon as you have sth like "attachChild" in your jar and got it from the default branch, it is very very likely you have the latest version!

Best Regards,
Nicolas
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Re: State of the "EntityContainer" status

Postby aerobowl » Sun Mar 20, 2011 6:01 am

thanx alot for the update
just the child sprite thing alone is good enough reason for me to update it thou i yet to have any game make use of it but will definitely try to learn and apply it in future
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