Search found 68 matches

by tescott
Fri Aug 02, 2013 12:12 pm
Forum: Useful rubescripts
Topic: Merge two fixtures
Replies: 6
Views: 34588

Re: Merge two fixtures

Sweet!
by tescott
Sun Jul 21, 2013 7:21 am
Forum: Useful rubescripts
Topic: ant build file for compressing JSON output
Replies: 3
Views: 25501

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...
by tescott
Wed Jul 17, 2013 11:29 pm
Forum: Useful rubescripts
Topic: ant build file for compressing JSON output
Replies: 3
Views: 25501

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
by tescott
Wed Jul 17, 2013 2:00 am
Forum: Useful rubescripts
Topic: ant build file for compressing JSON output
Replies: 3
Views: 25501

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...
by tescott
Tue Jul 16, 2013 3:39 am
Forum: R.U.B.E discussion
Topic: libgdx / RUBE thread
Replies: 10
Views: 21816

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
by tescott
Tue Jul 16, 2013 3:35 am
Forum: Feature requests
Topic: Switch fixture's body
Replies: 2
Views: 20424

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...
by tescott
Mon Jul 15, 2013 10:15 pm
Forum: Feature requests
Topic: Switch fixture's body
Replies: 2
Views: 20424

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...
by tescott
Sun Jul 14, 2013 7:35 pm
Forum: Useful rubescripts
Topic: Splitting fixtures
Replies: 1
Views: 21092

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...
by tescott
Sat Jul 13, 2013 6:44 pm
Forum: Useful rubescripts
Topic: Anchor alignment
Replies: 0
Views: 47845

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]....
by tescott
Fri Jul 12, 2013 2:03 am
Forum: Useful rubescripts
Topic: More vertex alignment scripts
Replies: 0
Views: 43399

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