Re: [mono-android] SDL.Net (Paul Johnson)

2012-12-29 Thread Dominique Louis
Hi Paul 
  Have you looked at using MonoGame (http://monogame.net)? It is made to be XNA 
4.0 compatible and games using it have been released on iOS, Android, MacOS, 
Linux and Windows 8, with Windows Phone 8, Raspberry Pi, PlayStation Mobile and 
Ouya support in the works.

Games that have used it include, the award winning Bastion, Draw a Stickman : 
Epic, ARMED!, Infinite Flight and Smashing Planets, to name a few.

I hope this helps.


Dominique Louis
Sent with Sparrow (http://www.sparrowmailapp.com/?sig)


On Saturday, 29 December 2012 at 12:00, Paul Johnson wrote:

> Hi,
> 
> Has anyone had any success with the SDL.NET bindings with monodroid? I'm 
> looking for a nice, simple 2D games library and don't want to use the 
> OpenTK libs particularly.
> 
> 


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Re: [mono-android] SDL.Net (Paul Johnson)

2012-12-29 Thread Paul Johnson

Hi,


   Have you looked at using MonoGame (http://monogame.net)? It is made
to be XNA 4.0 compatible and games using it have been released on iOS,
Android, MacOS, Linux and Windows 8, with Windows Phone 8, Raspberry Pi,
PlayStation Mobile and Ouya support in the works.


I've looked into it. It's overkill (as is Unity) for what I need which 
is why I've looked at SDL.NET or if there are monodroid bindings for 
libgdx anywhere.


Paul

--
"Space," it says, "is big. Really big. You just won't believe how 
vastly, hugely, mindbogglingly big it is. I mean, you may think it's a 
long way down the road to the chemist's, but that's just peanuts to 
space, listen..."

Hitch Hikers Guide to the Galaxy, a truly remarkable book!

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[mono-android] AnimationSet and animation questions

2012-12-29 Thread Paul Johnson

Hi,

I've decided to go native with my animation and only use what is in 
there. My device is 2.3, so it's the basics.


I've got my view set up with an image view in it and have set up an 
AnimationSet to store what I want in it. From what I've read, this looks 
right.


Problem is, only the last animation is ever displayed.

AnimationSet animation = new AnimationSet (true);
animation.Interpolator = new CycleInterpolator (6);
animation.FillAfter = true;

TranslateAnimation tanim = new TranslateAnimation (0f, 
200f, 200f, 0f);
tanim.Duration = 2000;
tanim.FillAfter = true;
animation.AddAnimation (tanim);

RotateAnimation ranim = new RotateAnimation (0f, 
-359.9f, 180f, 180f);
ranim.Duration = 600;
ranim.FillAfter = true;
ranim.RepeatCount = 5;
animation.AddAnimation (ranim);

RotateAnimation ranim2 = new RotateAnimation (-359.9f, 
0f, 0f, 0f);
ranim2.Duration = 600;
ranim2.FillAfter = true;
ranim2.RepeatCount = 5;
animation.AddAnimation (ranim2);

foreach (Animation anim in animation.Animations) {
animate.Animation = anim;
animate.StartAnimation (anim);
}

animation.Animations shows there are 3 animations in there.

What I'm also trying to do is to replicate the XML in the Xamarin 
examples (so for example


http://schemas.android.com/apk/res/android";
android:interpolator="@android:anim/linear_interpolator">
  


becomes more like ranim or ranim2. I think I have from/toDegrees correct 
in the ranim constructor, but can't find a way of setting the pivot)


So the question above all, am I doing this the right way. I cannot use 
XML for this as my drawing animations are dependent on data from 
elsewhere (such as an XML file sent to me).


Thanks

Paul
--
"Space," it says, "is big. Really big. You just won't believe how 
vastly, hugely, mindbogglingly big it is. I mean, you may think it's a 
long way down the road to the chemist's, but that's just peanuts to 
space, listen..."

Hitch Hikers Guide to the Galaxy, a truly remarkable book!

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Re: [mono-android] SDL.Net (Paul Johnson)

2012-12-29 Thread Doug
I'm not the hugest fan of monogame either, to be honest, it seems to be
just a low level opengl wrapper, but it does have a bunch of samples
demoing basic 2D operations in the tutorials, and they export directly to
.apk and run on all my devices without a problem.

I can't see any particular reason you wouldn't be able to bundle the
android build of SDL into your application and use pinvoke to call bits of
it.
http://mono-project.com/Dllimport, but I'd avoid SDL.net; looks like it's
using the old SDL 1.2, not 2.0.

To be honest, if you think monogame is too heavy-weight, maybe have another
look at unity; the basic graphics operations are dead easy:
http://docs.unity3d.com/Documentation/ScriptReference/Graphics.DrawTexture.html

function OnGUI() {
if(Event.current
.type.Equals(EventType.Repaint
))
Graphics.DrawTexture
(Rect
(10,
10, 100, 100), aTexture);
}

Add that to your monobehaviour, and you have 10 line 2D rendering; there is
a similar trivial API for rendering text.

It's really much of a muchness; Unity is free unless you buy the $400
android exporter; monogame is free, but you need the $400 monodroid
license. *shrug*

(hint; you don't have to use the stupid unity editor to compile your apps;
it has a command line interface too)

~
Doug.


On Sat, Dec 29, 2012 at 9:52 PM, Paul Johnson
wrote:

> Hi,
>
>
> Have you looked at using MonoGame (http://monogame.net)? It is made
>> to be XNA 4.0 compatible and games using it have been released on iOS,
>> Android, MacOS, Linux and Windows 8, with Windows Phone 8, Raspberry Pi,
>> PlayStation Mobile and Ouya support in the works.
>>
>
> I've looked into it. It's overkill (as is Unity) for what I need which is
> why I've looked at SDL.NET or if there are monodroid bindings for libgdx
> anywhere.
>
> Paul
>
> --
> "Space," it says, "is big. Really big. You just won't believe how vastly,
> hugely, mindbogglingly big it is. I mean, you may think it's a long way
> down the road to the chemist's, but that's just peanuts to space, listen..."
> Hitch Hikers Guide to the Galaxy, a truly remarkable book!
>
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