Hey man.  Do you have any advice on how to deal with native dependencies in 
this case?

I have the following project.clj, but the dlls aren't getting copied.

(defproject libgdxtest "0.1.0-SNAPSHOT"
  :description "FIXME: write description"
  :url "http://example.com/FIXME";
  :license {:name "Eclipse Public License"
            :url "http://www.eclipse.org/legal/epl-v10.html"}
  :repositories [
                 ]
  :native-dependencies [[com.badlogic.gdx/gdx-backend-lwjgl-natives "0.9.9"]
                        [com.badlogic.gdx/gdx-backend-jglfw-natives "0.9.9"]
                        [com.badlogic.gdx/gdx-natives "0.9.9"]]
  :dependencies [[org.clojure/clojure "1.4.0"]
                 [com.badlogic.gdx/gdx "0.9.9"]
                 [com.badlogic.gdx/gdx-backend-lwjgl "0.9.9"]
                 [com.badlogic.gdx/gdx-backend-lwjgl-natives "0.9.9"]
                 [com.badlogic.gdx/gdx-backend-jglfw-natives "0.9.9"]
                 [com.badlogic.gdx/gdx-natives "0.9.9"]
                 ])

On Monday, 27 May 2013 06:40:05 UTC-4, Stephen Kockentiedt wrote:
>
> You just have to include the following item under :dependencies in your 
> project.clj:
>
> [com.badlogic.gdx/gdx "0.9.9-SNAPSHOT"]
> [com.badlogic.gdx/gdx-backend-lwjgl "0.9.9-SNAPSHOT"]
>
> If you want to use another backend, you have to change the second entry 
> accordingly. The following code is the main namespace for a game prototype 
> of mine. Maybe, it can help you a little.
>
> (ns unfinished-game.core
>   (:gen-class)
>   (:require [clojure.java.io :as io]
>             [unfinished-game.input :as input]
>             [unfinished-game.logic :as logic]
>             [unfinished-game.util.geometry :refer (vec2d)])
>   (:import (com.badlogic.gdx ApplicationAdapter Gdx InputAdapter)
>      (com.badlogic.gdx.graphics GL10 Mesh OrthographicCamera Texture)
>            (com.badlogic.gdx.graphics.g2d SpriteBatch)
>            (com.badlogic.gdx.backends.lwjgl LwjglApplication)))
>
> (def images {})
>
> (defn draw! [^SpriteBatch batch {:keys [type image position anchor]}]
>   (let [image-object ^Texture (images image)
>         x (float (- (:x position) (* (.getWidth image-object) (case (:x 
> anchor)
>                                                                 :center 0.5
>                                                                 :right 1
>                                                                 0))))
>         y (float (- (:y position) (* (.getHeight image-object) (case (:y 
> anchor)
>                                                                  :bottom 0
>                                                                  :center 
> 0.5
>                                                                  1))))]
>     (cond (= type :image) (.draw batch image-object x y))))
>
> (def image-names #{"player"
>                    "block1"
>                    "cross"
>                    "MetalBlock"})
>
> (def game-state (atom {}))
>
> (defn app-adapter []
>   (let [batch (atom nil)
>         keys-down (atom #{})]
>     (proxy [ApplicationAdapter] []
>       (create []
>         (println "Init.")
>         (doseq [image-name image-names]
>           (def images
>             (conj images
>                   [(keyword image-name)
>                    (Texture.
>                      (.internal Gdx/files (str "images/" image-name 
> ".png")))])))
>         (reset! game-state (logic/initial-game-state))
>         (reset! batch (SpriteBatch.))
>         (.setInputProcessor Gdx/input
>                             (proxy [InputAdapter] []
>                               (keyDown [keycode]
>                                 (when-let [key-keyword 
> (input/libgdx-key-map keycode)]
>                                   (swap! keys-down #(conj % key-keyword)))
>                                 true)
>                               (keyUp [keycode]
>                                 (when-let [key-keyword 
> (input/libgdx-key-map keycode)]
>                                   (swap! keys-down #(disj % key-keyword)))
>                                 true))))
>       (render []
>         (let [canvas-dims (vec2d (.getWidth Gdx/graphics) (.getHeight 
> Gdx/graphics))
>               delta-in-s (.getDeltaTime Gdx/graphics)]
>           (swap! game-state logic/advance-game-state canvas-dims 
> @keys-down delta-in-s))
>         (let [things-to-draw (logic/rendering-commands
>                                @game-state)]
>           (.glClear (Gdx/gl) GL10/GL_COLOR_BUFFER_BIT)
>           (.enableBlending @batch)
>           (.begin @batch)
>           (doseq [thing-to-draw things-to-draw]
>             (draw! @batch thing-to-draw))
>           (.end @batch))))))
>
> (defn App []
>   (LwjglApplication. (app-adapter) "Unfinished Game" 800 600 false))
>
> (defn -main
>   [& args]
>   (App))
>
> Greetings
> Stephen
>
>
> On Sunday, May 26, 2013 4:02:07 AM UTC+2, JvJ wrote:
>>
>> I am more or less terrible at Maven, but I'm OK with Leiningen.  Given 
>> that I have some information about a Maven repository (
>> https://code.google.com/p/libgdx/wiki/MavenProjectSetup#Maven_Archetype), 
>> how do I use it with Leiningen?
>>
>> Thanks
>>
>

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