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Quote from: yeongJIN_COOL on November 24, 2010, 09:31:57 amI'm learning Java in APCS class, but never knew Java supports graphic.. X.oI'll download ur source code to study it... Ooh! Another APCSer! Are you taking yours at your school? I have to take mine online, since not enough people signed up at my school.Currently, we're just reviewing some stuff, since I started about 2 weeks ago, but I can't wait to mess with graphical stuff.
I'm learning Java in APCS class, but never knew Java supports graphic.. X.oI'll download ur source code to study it...
Welcome our good friend Mr Friendly He is fully rigged and animated, and will attack your cursor just like you are the main character. http://greenfootgallery.org/scenarios/1034The next step is to write a waypoint method in the Character class that will allow enemies to navigate the rooms and corridors and follow, track, and find the character.
Yeah he definitively got the scary effects right. It really works. Now imagine if the game was full screen and he added a scene requiring cyan/red 3D glasses with a 3D face popping up. Btw is full screen possible with that Java library?
Quote from: DJ Omnimaga on December 28, 2010, 07:33:56 pmYeah he definitively got the scary effects right. It really works. Now imagine if the game was full screen and he added a scene requiring cyan/red 3D glasses with a 3D face popping up. Btw is full screen possible with that Java library?full screen is possible in java, yes. i forget how though.
Fullscreen is not planned unfortunately, i would have to redesign the entire game, as well as the engine. Plus, i don't even know if i can do fullscreen with the library i am using. And i think the shadow casting would go really slowly with such a large space, unless i doubled the size of the tiles, which means re-spriting over 200 sprites. In short, i really don't see fullscreen happening
doubling the size of the tiles is as easy as doing g2d.setTransform(AffineTransform.getScaleInstance(2,2));where g2d is a Graphics2D object. everything drawn will be drawn 2x wider and 2x higher.you could even find the coefficient to go from your normal tile-size to full-screen, regardless of the user's resolution.Fullscreentile : fullscreen ratio(use getCenterPoint())just saying edit: also, i don't *think* you'll experience much of a slowdown using this method, but don't quote me on that. i should try it with juggernaut before i say this kind of stuff..
Quote from: nemo on December 30, 2010, 01:25:59 amdoubling the size of the tiles is as easy as doing g2d.setTransform(AffineTransform.getScaleInstance(2,2));where g2d is a Graphics2D object. everything drawn will be drawn 2x wider and 2x higher.you could even find the coefficient to go from your normal tile-size to full-screen, regardless of the user's resolution.Fullscreentile : fullscreen ratio(use getCenterPoint())just saying edit: also, i don't *think* you'll experience much of a slowdown using this method, but don't quote me on that. i should try it with juggernaut before i say this kind of stuff..Ooh thanks i'll look into this, this might be very interesting!EDIT: Scaling might not work though... i don't have access to the image that is actually being displayed. I specify a bunch of objects and a background image and the library displays all of them for me.