miguel
miguel
*This is a follow-up to https://github.com/bitbrain/braingdx/issues/130* box2d has a limitation of 8 vertices per polygon. As a result, we should introduce triangle stripping and create multiple fixtures per body, [as...
Right now there is `OrthogonalMovementBehavior`, however this is highly coupled to orthogonal maps. In case of isometric maps we require `IsometricMovementBehavior`. Encapsulate this process and provide a factory on the...
Currently, positioning is always orthogonal and does not consider other tiled maps such as isometric. As a result, positioning an object within Tiled has a different result within braingdx. ##...
As explained in https://github.com/libgdx/libgdx/wiki/Tile-maps we need Isometric tmx integration. `braingdx` [already integrates with Orthogonal tiled maps](https://github.com/bitbrain/braingdx/tree/master/core/src/main/java/de/bitbrain/braingdx/tmx). ## The new renderer implementation Instead of rendering every layer onto each other, we...
The new render pipeline does not work with various libgdx viewports. Expected behavior is that viewports are applied correctly (also resizing the screen should work). Currently resizing the screen causes...
Currently, setting the `renderScale` in the game settings does not impact the framebuffer scale. Things to keep in mind: - what's the impact of drawing (e.g. particle effects) onto scaled...
Depends on #30. Create a class which loads `TiledMap` objects from an input stream which provides ASCII characters. These characters can be translated into tiles and objects respectively. e.g.: ```...