{"id":13744233,"url":"https://github.com/tversteeg/Nexus","last_synced_at":"2025-05-09T02:33:03.848Z","repository":{"id":5086681,"uuid":"6249009","full_name":"tversteeg/Nexus","owner":"tversteeg","description":":framed_picture: Actionscript 3, GPU accelerated 2D game engine using Stage3D","archived":true,"fork":false,"pushed_at":"2014-11-06T10:16:43.000Z","size":581,"stargazers_count":12,"open_issues_count":0,"forks_count":2,"subscribers_count":4,"default_branch":"master","last_synced_at":"2024-11-15T15:42:26.142Z","etag":null,"topics":["engine","gpu-acceleration","rendering","spritesheet"],"latest_commit_sha":null,"homepage":"","language":"ActionScript","has_issues":true,"has_wiki":null,"has_pages":null,"mirror_url":null,"source_name":"danwolfgang/mt-plugin-GeoType","license":null,"status":null,"scm":"git","pull_requests_enabled":true,"icon_url":"https://github.com/tversteeg.png","metadata":{"files":{"readme":"README.md","changelog":null,"contributing":null,"funding":null,"license":null,"code_of_conduct":null,"threat_model":null,"audit":null,"citation":null,"codeowners":null,"security":null,"support":null}},"created_at":"2012-10-16T18:19:04.000Z","updated_at":"2023-01-28T21:26:07.000Z","dependencies_parsed_at":"2022-08-29T02:02:32.036Z","dependency_job_id":null,"html_url":"https://github.com/tversteeg/Nexus","commit_stats":null,"previous_names":[],"tags_count":0,"template":false,"template_full_name":null,"repository_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/tversteeg%2FNexus","tags_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/tversteeg%2FNexus/tags","releases_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/tversteeg%2FNexus/releases","manifests_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories/tversteeg%2FNexus/manifests","owner_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners/tversteeg","download_url":"https://codeload.github.com/tversteeg/Nexus/tar.gz/refs/heads/master","host":{"name":"GitHub","url":"https://github.com","kind":"github","repositories_count":253177882,"owners_count":21866414,"icon_url":"https://github.com/github.png","version":null,"created_at":"2022-05-30T11:31:42.601Z","updated_at":"2022-07-04T15:15:14.044Z","host_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub","repositories_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repositories","repository_names_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/repository_names","owners_url":"https://repos.ecosyste.ms/api/v1/hosts/GitHub/owners"}},"keywords":["engine","gpu-acceleration","rendering","spritesheet"],"created_at":"2024-08-03T05:01:05.679Z","updated_at":"2025-05-09T02:33:03.446Z","avatar_url":"https://github.com/tversteeg.png","language":"ActionScript","funding_links":[],"categories":["3D Engines","Frameworks"],"sub_categories":["Other Engines"],"readme":"![Logo](http://student-kmt.hku.nl/~thomas24/Modules/DesignResearch1/Nexus%20Logo.png)\n------------\nAS3 2D GPU accelerated engine, easy to use.\nDiscontinued\n------------\nWhen you want to generate sprite sheets using Adobe Flash CS6, follow these instructions:\n\n1. Save `JSON-Nexus.plugin.jsfl` from the root folder of the github repo to `Program Files\\Adobe\\Adobe Flash CS6\\Common\\Configuration\\Sprite Sheet Plugins`.\n2. Now open Flash CS6, select the files you want to save as a sprite sheet in your library, press right mouse and click on `Generate Sprite Sheet...`.\n3. Click on the `Data format:` menu and select `JSON-Fixed`, and dont select `Rotate`, you can select `Trim` and `Stack Frames` if you like. The engine uses alpha maps so I would recommend using PNG's without a background color, I also recommend a Shape padding of about 10 pixels when you want to generate normal maps.\n4. Press on Browse and select the location where the source files of your project are, press `Save` and then press `Export`.\n\nExample Code:\n```actionscript\nvar world:SimpleWorld = new SimpleWorld(stage, spriteSheet, spritesPosition, normalMap);\n/* \n*  Creates a new World instance, this initializes the GPU for rendering\n*  The first variable is the stage so it can get the size of the stage and the framerate\n*  The second variable is the sprite sheet texture map, this map contains all the objects you want to draw\n*  The third variable is a string containing the positions passed by the JSON script used to create the sprite sheet\n*  The last variable is optional, it is a normal map which you can generate using the sprite sheet map\n*/\n\nDebugSpriteSheet.saveAsPnG(spriteSheet, spritesPosition, 2048, 2048);\n/*\n*  Optional, this saves a image to your computer where each sprite is labelled with the sprite id that must be used to call on it\n*  This is very usefull for debugging so you dont have to remember all the id's\n*  The first variable is the sprite sheet you want to disect\n*  The second variable is the JSON string used for the sprites positions\n*  The third and fourth variables are the size of the image you want to saveAsPnG\n*/\n\nvar object:Box = world.addSprite(spriteId, Box);\n/*\n*  This creates a sprite which is pooled automatically, you can destroy it by using object.die()\n*  The first variable is the id of the sprite, you can find this using the DebugSpriteSheet function\n*  The second variable is the type of the object, you can use StaticBox (No scale and rotation), Box, and MovieBox(Animated using multiple sprites)\n*/\n\n// Inside a enterFrame Event listener:\nworld.render(new Point(lightPositionX, lightPositionY));\n/*\n*  This function renders the stage, when you supplied a normal map with the constructor function it uses 3 render passes, and otherwise 1\n*  The variable that is passes is the position of the light used with the normal map as a Point\n*/\n```\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Ftversteeg%2FNexus","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Ftversteeg%2FNexus","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Ftversteeg%2FNexus/lists"}