you don't need onExitFrame function (it is never run anyway in your code), but you should have the rest like this:
self:addEventListener(Event.ENTER_FRAME, self.onEnterFrame, self)
yes, also i agree that key events are less obvious (compared to mouse events) whether should have the need to the object be added to stage, both solutions can be argued for, but the current one is as good as any.
@MoKaLux , i don't agree with you.
the philosophy is that keys should behave like mouse events and for those it's quite natural that they are received only if the object is on the stage hierarchy.
on the other hand enterframe events are quite natur…
your plans are tasty indeed.
probably when run from batch file it runs too fast, i think in zerobrane gideros code there is a delay e.g. between the lines. there should be some nicer and more dependable solution, though.
is there anything missing or is it ready to work with? i'm enthusiastic about rebuilding my gui with imgui, just i lack the time so it will come a bit later. in any case i hope in next gideros release we will have an imgui plugin we can depend on. t…
i agree @antix, yet it's good as an educational tool or for a bit of experimenting or quickly correcting a bug spotted before you forget.
once i used it to teach some coding to my nephew during a holiday when no real computer was around. i used APD…
@rrraptor , thanks. although i also decided not to use the docking features as of now as i need fixed size windows (or at least fixed minimum size, which i did not see how to make), let's see when docking becomes part of the main branch.
@hgy29, what you wrote sounds great but more general purpose.
even a non-native ui over the game would be good (and make the app think that the screen size is that much smaller so that nothing is under the menu), and this could be made cross-platf…
in some sense you can already do that, as the source files of your project are on the sd and can be edited freely.
so you e.g. upload a project once from your pc and then you can modify it in any editor right on your android device, e.g. droidedit i…
thanks for the ideas.
it was meant to be as simple as possible, aimed at my kindergarten-aged son. as you can see there is no price nor ad, so it's just for fun, thus i do not need to make it addictive with level etc mechanics. and actually parents…
so there is the 'game can be portrait and landscape' setting in require plugin.
and in the app settings the 'autorotation' setting.
i think i tried all combinations of how to set these but the android menus are always in portrait.
i need help. i've uploaded my new app but even though it's landscape, the android menus remain in portrait. in the past i had to change something in the manifest or elsewhere, now that gideros exports an aab, what should i do? thanks
the game itsel…