Posted: 22nd Sep 2020 0:23
A command that I would love to see in AppGameKit is:

integer GetSpriteShapeHitTest ( iSpriteIndex, iShapeIndex, x, y )

Such a command would allow to create interactive menus using a single sprite for a menu column and individual sprite shapes for the rows. At the moment you would have to create individual sprites for each row in a column in the case you would want to use the GetSpriteHitTest command.
Posted: 3rd Mar 2021 8:11
unlocked
Posted: 3rd Mar 2021 8:21
Thanks blink
what ide like to see is a basic inventory system
which allows pop push delete of an item
then find first and last of int, string etc returning the id
all can be done by pointers it could real speed up certain
doing these calculations even just for next loops are bottle necks in agk
perhaps even a swapinventory item from inva to invb and any searches that can
be done the standard tree search algorthym be fine search by group return the invc of them
Posted: 3rd Mar 2021 19:26
I would looooooove:

1) The ability to draw pixels to the backbuffer, and get pixel-level information from what's on-screen. DrawPixel(X,Y,ARBG) and GetPixelColor(X,Y)
2) A (much) faster set of sprite commands, namely SetSpriteAnimation and DrawSprite.
3) Support for Midi files of course, but some old formats like mod/xm/s3m would be fun too
4) A print command with coordinates for when you need to write text to a specific place on the screen, but where creating a text object would be add unnecessary code for no real reason.
Posted: 30th Mar 2022 13:48
ok this dll almost done as well as a DBPro FTP dll I'm updating which I would like to include into AppGameKit, I don't recall AppGameKit having FTP commands. anyway, testing ongoing and then release
Posted: 31st Mar 2022 17:24
Sounds very interesting! Do you have a list of additional functions that the finished DLL will include?
Posted: 31st Mar 2022 20:53
yes, I'll publish them soon, around 600 commands so far plus the ftp ones to come.
Posted: 1st Apr 2022 3:21
Pixel perfect sprite collision isnt too hard to do with a shader


Or even without shaders
https://forum.thegamecreators.com/thread/219444
Posted: 11th Apr 2022 18:09
SetButtonTextSize()
SetButtonTextColor()
Posted: 11th Apr 2022 20:28
something like that would be so usefull, I hadn't find oppurtunity to switch Tier 2 yet, as we discussed before. Direct access without any controls and all blame is on to the users of this command if any error occurs.

MemBuffer = GetMemblockBuffer(MemblockID)
extern "C" DLL_EXPORT unsigned char* GetMemblockBuffer(UINT i)
{
unsigned char* buf = agk::GetMemblockPtr(i);
return buf;
}

WriteBuffer(MemBuffer, Offset, int)
extern "C" DLL_EXPORT void WriteBuffer(int& b, int o, int d)
{
*(b + o) = d;
}


UWriteBuffer(MemBuffer, Offset, int)
extern "C" DLL_EXPORT void UWriteBuffer(UINT& b, int o, UINT d)
{
*(b + o) = d;
}

FWriteBuffer(MemBuffer, Offset, float)
extern "C" DLL_EXPORT void FWriteBuffer(float& b, int o, float d)
{
*(b + o) = f;
}



ReadBuffer(MemBuffer, Offset)
extern "C" DLL_EXPORT int ReadBuffer(int& b, int o)
{
int r = *(b + o);
return r;
}


UReadBuffer(MemBuffer, Offset)
extern "C" DLL_EXPORT UINT ReadBuffer(UINT& b, int o)
{
UINT r = *(b + o);
return r;
}



FReadBuffer(MemBuffer, Offset)
extern "C" DLL_EXPORT float ReadBuffer(float& b, int o)
{
UINT r = *(b + o);
return r;
}


P.S. c++ codes might not be correct.
Posted: 13th Apr 2022 16:02
I would love to use OpenCV in AppGameKit
And something that enables Multithreading in someway.