Thank you!  I deleted my .m2 folder.  I had already installed a separate 
version of libgdx locally, and I guess that was interfering.

On Wednesday, 29 May 2013 04:32:33 UTC-4, Stephen Kockentiedt wrote:
>
> - Which version of Windows do you use?
> - Which lein version do you use?
> - What is the output if you delete the folder .m2 in your home folder and 
> then call lein deps?
>
> On Wednesday, May 29, 2013 10:16:14 AM UTC+2, JvJ wrote:
>>
>> Unfortunately, same problem:
>>
>> Unable to read file for extraction: gdx.dll
>>   [Thrown class com.badlogic.gdx.utils.GdxRuntimeException]
>>
>> I feel like there should be a target/native folder, but it's not there.
>>
>> On Wednesday, 29 May 2013 03:48:33 UTC-4, Stephen Kockentiedt wrote:
>>>
>>> It should works like this:
>>>
>>> (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 [["libgdx" "
>>> http://libgdx.badlogicgames.com/nightlies/maven/";]]
>>>   :dependencies [[org.clojure/clojure "1.4.0"]
>>>                          [com.badlogic.gdx/gdx "0.9.9"]
>>>                          [com.badlogic.gdx/gdx-backend-lwjgl "0.9.9"]])
>>>
>>> In my first answer, I forgot to mention that you have to add the 
>>> repository.
>>>
>>> On Wednesday, May 29, 2013 9:39:10 AM UTC+2, JvJ wrote:
>>>>
>>>> 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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