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I noticed that, and have no clue what caused it. It should be working now.
I gotta say, this is extremely well done. The game, the engine, the code, the organization....you sir have accomplished a great feat. However, I feel like you have overused static classes just a bit
Thank you VERY much for the compliment. It means a lot to know that 1.5+ years have been worth it.
And yes, using so many static classes did concern me, but it seemed like the best idea at the time for a number of reasons:1: They offer functionality which is best if universal.
Consider the input code: KeyboardHandler and MouseHandler. For each instance of the game, there will only be one keyboard and one mouse. Additionally, virtually any section of the game may need to access input data. Thus, I make the input data static, so that it can be accessed from anywhere in the engine and will always be consistent.2: I wanted the API to be as simple as possible.
It seemed simpler to be able to say
than something like
if(this.getParentGame().getInput(Input.KEYBOARD).getState(Keyboard.KEY_X) == KeyState.KEY_DOWN)...
which seemed to me to be the logical extension of not using static classes.
Maybe this is just due to my inexperience, though. That's why I wanted it to be open source, actually.
Obviously you need tutorials and stuff
I do need tutorials, I agree. The reason I don't yet is from juggling college classes, a programming internship, and a general desire to finish this project up.
However, I'll see what I can do. Don't expect them right away, though.
This is relevant to my interests.
Using Slick Canvas, for applications in which you want OpenGL rendering, is a pain; that canvas is unstable as hell.
Perhaps I should add the caveat that I support using a single
AWT Canvas. The current functionality is basically some utility functionality based upon Display.setParent(). I've worked with AWTGLCanvas before (which is how you obtain multiple OpenGL views), and it is truly a pain. I didn't include it because it is so unstable.
However, if you simply want a single canvas, go right ahead with jRabbit.