Now that we will have several libraries being shipped with Gideros, are there any libraries you'd like to be present in it?
I may not be able to help create it, maybe someone else can.
Let's just get our ideas out in the open?
List of currently added libraries.
People call me "underscore".
Comments
EDIT: Actually... now that I think of it I seem to recall there already being examples on that, but they were limited in some way. I think the Tile map examples were only good for one layer within a map file, whereas Tiled supports many tile layers and object layers.
Dislikes: akinaslan
do you mean this one:
http://giderosmobile.com/forum/discussion/699/using-tiled#Item_6
and this one
http://www.giderosmobile.com/forum/discussion/999/tiled-example-with-tile-layer-object-layer-and-box2d-collisions#Item_1
?
Right now it is a list of libraries that can be used in projects. But should we also add "examples only" projects to the list?
I know it wouldn't be possible to add this to Gideros anytime soon, but maybe we can learn something from them.
To answer your question, yes, I think we should have it, as a separate repo. Whether to include it in Gideros would be depend on @gorkem and @atilim 's views
What I would love to have right now (because my current project uses it) would be a more comprehensive Library for use with Tile maps, and Tiled (an excellent tile map editor).
I would also LOVE to have a basic collision detection library for tiled maps. Something that would accept a sprite's current position, it's next x and y position, and a tiled map as arguments, and then spit out the new x and y positions based on the contents of the tiled map. For example, sprite is at 30, 20, will be at 35, 25 due to movement, but is placed at 35, 20 as it cannot pass through the tiles under it.
At the very least I would love to see some code on how this, or something like it, has been implemented in a Gideros game. I had something working, but it really only worked with simple square shapes. I would like to have sloped movement in my game (as seen in Super Mario World and Mega Man X as examples), which is much more complicated with the Tiled map format.
Sorry, that turned into a wall of text, and I'm not sure if it was at all informative :P