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entityjs's Issues

Install fails

17:56:10 $ gem install entityjs
ERROR:  While executing gem ... (OpenSSL::SSL::SSLError)
    SSL_write:: bad write retry

OSX Snow Leopard.

Can't open .tmx files from scripts/levels

Using the platform template as my reference, it looks like .tmx files in scripts/levels are referring to assets as if they were in scripts rather than assets.

For example, the image here will not be found:

<tileset firstgid="1" name="tiles" tilewidth="25" tileheight="25">
  <image source="../images/tiles.png" width="200" height="25"/>
</tileset>

It looks like in order to edit levels, I have to move this file into assets/levels and then copy it back into scripts/levels when I'm done. If I open it in place, Tiled complains with this message:

Error loading tileset image:
'/Users/benekastah/dev/games/bronze/scripts/images/tiles.png'

Line 4, column 63

and won't open the file.

Am I missing something?

Multiple issues with custom triggers

First the easy one. I think the API documentation for .trigger (http://entityjs.com/api/comp) is incorrect, it's an exact copy of the .on method explanation.

The bigger issue is I can't get triggers to work how (I think) they're supposed to work. It seems that any entity making a trigger call should result in all entities listening for that trigger (assigned via the .on method) responding to that trigger. However, that doesn't seem to be working.
I set up the listener like so:

re.c('listener')
.on 'mytrigger', (ent) ->
  #some_entity.trigger('mytrigger') never reaches this point

Hopefully I've provided enough information, but if anything is unclear just let me know and I'll clarify.
Thanks again for a fun game library .

re.c('listener')
.defines  #<-- I'm defining the on method in defines, which differs from the API
  .on 'mytrigger', (ent) ->
     #listening_entity.trigger('mytrigger') reaches here, but ent is undefined.

which can be invoked by:

e = re '*'  #or other filter that selects the entities that listen for the trigger
e.trigger('mytrigger')  #invokes the trigger, but it's just the listener invoking the trigger it's supposed to be listening to

But this isn't really that much different from using .defines to begin with, since the listening entity is the one invoking the trigger (which seems equivalent to the listening entity calling a method on itself).

Components do respond to both init and dispose triggers fine, it's just custom triggers I'm struggling with.

Also, I noticed the platform template makes use of on/trigger to collect coins, but in that case the trigger listener (on) is defined on the entity, not the component. Furthermore, its defined on the same entity that invokes the trigger which muddies things up for deciphering how to use triggers for cross-component notifications.

Thanks for any help you can provide.

Redundant code generated when doing entityjs new foogame

After running the command:

 entityjs new foogame

There is code duplication in /scripts/scenes/home.js. The duplication occurs inside .enter(function(){ ... } . The duplicated code is almost, but not exactly the same; specifically the align component is slightly different.

I should note that if I comment out the first code duplication, the template still seems to work, which is what I expected since the second part of the duplication overwrites all the objects/variables/functions in the first part.

As an aside, I'm still exploring entityjs, but I like what I see so far.

Assets should return all sounds and assets

When I do a rspec on an unmodified clone of your repository, I get the following errors:

Failures:

  1) Assets should return all sounds
     Failure/Error: r.should include(@sounds_file.gsub('assets/', ''))
       expected [] to include "sounds/fold/secret1.mp3"
     # ./spec/lib/entityjs/assets_spec.rb:31

  2) Assets should return all assets
     Failure/Error: r.should include(@sounds_file.gsub('assets/',''))
       expected [] to include "sounds/fold/secret1.mp3"
     # ./spec/lib/entityjs/assets_spec.rb:38

Finished in 3.97 seconds
60 examples, 2 failures, 1 pending

Did I do anything wrong ?

NodeJS/ Browser project

I'm looking for a simple minimalist framework to build simple games and came across your project. If you are looking for testers. I'm available

Transparency (alpha) not working?

Hi, either alpha isn't working, or I'm not understanding how to go about implementing it.
Using the circle template, I added alpha=0.3 to the red circle's attributes and created a blue circle behind the red circle. However, when running the app there doesn't seem to be any noticeable change from the default of alpha=1.
This gist has the specific changes as well as the diff of the changes from the default template
I will keep hacking around on my fork to see if I can figure out a patch, but I haven't had any luck yet.

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