EzEngine - Easy Wrapper for LWJGL

A little Demo “Game”(not finished), showing off some Cel Shading :stuck_out_tongue:
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After some a long time in the dark, this engine is now back.
I have already implemented TextRenderer and a 2D Graphics lib :o

Example:


import org.ezlwjgl.GL.*;
import org.lwjgl.input.Keyboard;

public class Example {

	public static void main(String[] args) {
		WindowManager.enableMouse = true;
		WindowManager.mouseGrab = true;
		WindowManager.enableKeyboard = true;
		WindowManager.createWindow("Test", 800, 600, 60);
		int texture = TextureLoader.loadTexture("/shop.png");
		while (true) {
			Renderer.make3D();
			Renderer.make2D();
			/**
			 * ALIGN_CENTER align the text to center of screen
			 * drawString(String text, int align) */
			Graphics.drawString("Center Aligned Text", Graphics.ALIGN_CENTER);

			/* drawString(String text, int textSize, double x, double y, double z) */
			Graphics.drawString("Absolute Coordinate Text", 1, 32, 250, 0);

			Graphics.drawString("Small text", .5, 32, 265, 0);

			Graphics.drawString("Big text", 2, 32, 275, 0);

			/* drawTexture(int textureID, double x, double y, double width, double height) */
			Graphics.drawTexture(texture, 0, 0, 32, 32);
			Graphics.drawString("<- Full texture draw", 1, 40, 8, 0);
			
			
			/**
			 * Renders a tile from texture tile_x = tile x coordinate in pixels, tile_y = tile y coordinate in pixels, tile_w = tile width in pixels,
			 * tile_h = tile height in pixels, size_x = texture width, size_y = texture height.
			 * 
			 * drawTexture(int textureID, int tile_x, int tile_y, int tile_w, int tile_h, int size_x, int int size_y, double x, double y, double width, double height) */
			Graphics.drawTexture(texture, 0, 0, 16, 16, 32, 32, 0, 40, 32, 32);

			Graphics.drawString("<- Tiled texture draw", 1, 40, 48, 0);
			if (WindowManager.update() || Keyboard.isKeyDown(Keyboard.KEY_ESCAPE)) {
				break;
			}
		}
		WindowManager.destroyWindow();
	}
}

Produces:

hi I took a quick look at the source of your textrenderer and you probably should take a look at for loops

I know, just threw that TextRenderer together for an other project. (It’s actually my first working text renderer :D)
plus there are some font alignment issues(if you scroll down you’ll see).
There were alot of copy-paste, but i’ll probably look into adding some for loops at a later date.

Added for loops to TextRenderer.java, it now contains 70% less code :stuck_out_tongue:
100 - (538 / (1771 / 100)) = 69,621682665160926030491247882552% reduction