Search found 68 matches
- Fri Aug 02, 2013 12:12 pm
- Forum: Useful rubescripts
- Topic: Merge two fixtures
- Replies: 6
- Views: 38563
Re: Merge two fixtures
Sweet!
- Sun Jul 21, 2013 7:21 am
- Forum: Useful rubescripts
- Topic: ant build file for compressing JSON output
- Replies: 3
- Views: 28940
Re: ant build file for compressing JSON output
I'm probably getting pedantic here, but I was curious to see how the various size reducing methods stacked up and wanted to post those results here. Additionally, I've come up with another method for reducing .JSON size that gets things even smaller yet... at the expense of a guaranteed precision lo...
- Wed Jul 17, 2013 11:29 pm
- Forum: Useful rubescripts
- Topic: ant build file for compressing JSON output
- Replies: 3
- Views: 28940
Re: ant build file for compressing JSON output
Well.... RUBE v1.4.0 allows you to completely pack things, so jq is not needed at all. Just go to Scene > Scene Settings... > and uncheck the "Use indentation" option. Cool!!!
--tim
--tim
- Wed Jul 17, 2013 2:00 am
- Forum: Useful rubescripts
- Topic: ant build file for compressing JSON output
- Replies: 3
- Views: 28940
ant build file for compressing JSON output
The RUBE JSON output is still a bit too big for me, even with the latest changes from spaces to tabs. I figured the following build.xml / ant script might help someone else out there. You'll need to grab jq from https://github.com/stedolan/jq. Example: TutHazards.json (using hex floats) original siz...
- Tue Jul 16, 2013 3:39 am
- Forum: R.U.B.E discussion
- Topic: libgdx / RUBE thread
- Replies: 10
- Views: 22001
Re: libgdx / RUBE thread
Just updated the repo. Added support to 'fake' circle shape textures, polygons with radius > 0, and loops. This was done through using an approximation using an n-sided polygon, adjusted based on the circle's radius. Added tests for the same.
--tim
--tim
- Tue Jul 16, 2013 3:35 am
- Forum: Feature requests
- Topic: Switch fixture's body
- Replies: 2
- Views: 23908
Re: Switch fixture's body
Yeah, I probably didn't need an entirely new scene to do my work. However, I have a 'ground' body where pretty much all of my static fixtures are tied to. I needed to cut off a single fixture from this -- so I was C&P'ing quite a few fixtures. A new scene provided a nice clean slate to easily de...
- Mon Jul 15, 2013 10:15 pm
- Forum: Feature requests
- Topic: Switch fixture's body
- Replies: 2
- Views: 23908
Switch fixture's body
I'd like to see an option to switch a fixture's 'parent' body. It doesn't look I can do this via scripts as far as I can tell. With the recent split script I created, I found the need to switch a fixture to a brand new body. The workaround I came up with involved copying the original body and all of...
- Sun Jul 14, 2013 7:35 pm
- Forum: Useful rubescripts
- Topic: Splitting fixtures
- Replies: 1
- Views: 24390
Splitting fixtures
Here's a script to "split" fixtures based on two selected vertices. Select two non-adjacent vertices on a single fixture. Invoke the script. Creates two new fixtures associated with the body, split between the two vertices. See below for example screenshots. One limitation: results are und...
- Sat Jul 13, 2013 6:44 pm
- Forum: Useful rubescripts
- Topic: Anchor alignment
- Replies: 0
- Views: 60831
Anchor alignment
Here are a couple of super simple scripts for aligning joint anchors to the same location: Align anchor A to B joint[] j = getSelectedJoints(); j[0].setLocalAnchorA(j[0].getBodyA().getLocalPoint(j[0].getWorldAnchorB())); Align anchor B to A joint[] j = getSelectedJoints(); j[0].setLocalAnchorB(j[0]....
- Fri Jul 12, 2013 2:03 am
- Forum: Useful rubescripts
- Topic: More vertex alignment scripts
- Replies: 0
- Views: 55840
More vertex alignment scripts
These scripts align selected vertices to the left/right/top/bottom-most vertex. Useful for making orthogonal edges that are lined up. I have square boundaries in the levels I'm making and these are proving to be extremely handy for keeping things neatly lined up.
--tim
--tim