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  • Archery game programming algorithm

    - by Ricky
    I need the algorithm to animate the arrow based on 2 parameters, angle while shooting and power while drawing the bow. Ive tried to use y=asinx but it works only when shooting in up direction. Doesnt work well while shooting with straight or down direction. Thanks.

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  • Accessing Private Frameworks to see what they do...

    - by Moshe
    I am investigating the UIFont thing on iPhone. (You can't easily use custom fonts.) I was wondering if the peeking at the Quarts drawing methods would help. The issue is, i don't know where to look or how to access that information. Where can I find the framework headers? Also, I was wondering where the iPhone stores the Fonts. (Path to them...)

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  • iPhone + OpenGL. How Do I Correctly Switch From Landscape to Portrait?

    - by dugla
    Because of the additional complexity of drawing via an EAGLView vs. a UIView I was wondering of someone has found a robust way to handle changing the device orientation from Landscape to Portrait. One approach is to tear down the framebuffer and rebuild from scratch which would require saving/retrieving scene state. The other would be far simpler: just rotate and resize the view. What is the best practice for this? Thanks, Doug

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  • Changing Opacity of All Elements but One Div

    - by waiwai933
    I'm trying to fade all elements on a webpage except for one div. I've been able to fade all the elements with the following jQuery: $('*').css('opacity', .3); However, it seems as if opacity is a property that inherits from parent elements, even if I explicitly set the opacity of the div to 1. I'm drawing a blank as to any solutions right now, so can I have some help here?

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  • Python Animation Timing

    - by M3RPHY
    I'm currently working on sprite sheet tool in python that exports the organization into an xml document but I've run into some problems trying to animate a preview. I'm not quite sure how to time the frame rate with python. For example, assuming I have all of my appropriate frame data and drawing functions, how would I go about coding the timing to display it at 30 frames per second (or any other arbitrary rate).

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  • VS2008 VB project - Changing application type automatically adds references

    - by Stijn
    Visual Basic Create a new project with the Empty Project template (Visual Basic - Windows) Go to the project properties, and change the Application type by choosing something else or reselecting Windows Forms Application. When reselecting, Visual Studio will automatically add references to System.Deployment, System.Drawing and System.Windows.Forms C# Create a new project with the Empty Project template (Visual C# - Windows) Go to the project properties, and change the Application type to any of the choices. Visual studio will not add references. Question Is there a way to change this behaviour for Visual Basic?

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  • Java Hardware Acceleration

    - by Freezerburn
    I have been spending some time looking into the hardware acceleration features of Java, and I am still a bit confused as none of the sites that I found online directly and clearly answered some of the questions I have. So here are the questions I have for hardware acceleration in Java: 1) In Eclipse version 3.6.0, with the most recent Java update for Mac OS X (1.6u10 I think), is hardware acceleration enabled by default? I read somewhere that someCanvas.getGraphicsConfiguration().getBufferCapabilities().isPageFlipping() is supposed to give an indication of whether or not hardware acceleration is enabled, and my program reports back true when that is run on my main Canvas instance for drawing to. If my hardware acceleration is not enabled now, or by default, what would I have to do to enable it? 2) I have seen a couple articles here and there about the difference between a BufferedImage and VolatileImage, mainly saying that VolatileImage is the hardware accelerated image and is stored in VRAM for fast copy-from operations. However, I have also found some instances where BufferedImage is said to be hardware accelerated as well. Is BufferedImage hardware accelerated as well in my environment? What would be the advantage of using a VolatileImage if both types are hardware accelerated? My main assumption for the advantage of having a VolatileImage in the case of both having acceleration is that VolatileImage is able to detect when its VRAM has been dumped. But if BufferedImage also support acceleration now, would it not have the same kind of detection built into it as well, just hidden from the user, in case that the memory is dumped? 3) Is there any advantage to using someGraphicsConfiguration.getCompatibleImage/getCompatibleVolatileImage() as opposed to ImageIO.read() In a tutorial I have been reading for some general concepts about setting up the rendering window properly (tutorial) it uses the getCompatibleImage method, which I believe returns a BufferedImage, to get their "hardware accelerated" images for fast drawing, which ties into question 2 about if it is hardware accelerated. 4) This is less hardware acceleration, but it is something I have been curious about: do I need to order which graphics get drawn? I know that when using OpenGL via C/C++ it is best to make sure that the same graphic is drawn in all the locations it needs to be drawn at once to reduce the number of times the current texture needs to be switch. From what I have read, it seems as if Java will take care of this for me and make sure things are drawn in the most optimal fashion, but again, nothing has ever said anything like this clearly. 5) What AWT/Swing classes support hardware acceleration, and which ones should be used? I am currently using a class that extends JFrame to create a window, and adding a Canvas to it from which I create a BufferStrategy. Is this good practice, or is there some other type of way I should be implementing this? Thank you very much for your time, and I hope I provided clear questions and enough information for you to answer my several questions.

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  • Multicolor text in TreeView (Embarcadero RAD studio)

    - by Andrew
    Hello everyone, I am writing a piece of software in C++ RAD studio 2010 and got a question about TreeView. Is it possible to use multicolor text in a TTreeView component? I could not find a easy way but to implement custom drawing which seems to be weird nowadays. Are there any straight-forward ways or maybe additional components that can do it for me?

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  • WPF: Combine Geometries / Canvas for Geometries?

    - by stefan.at.wpf
    Hello, I have 2 geometries A and B which I'd like to combine like shown at the end of the following drawing: http://www.imagebanana.com/view/9vm6zoy/geocombine.png How could one do this? Is there something like a "virtual canvas for geometries" where I can place A and B, move B accordingly and then get a geometrie from this? Thanks for any hint!

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  • Convert Pen to IntPtr

    - by Bevin
    Is there a simple way to convert a System.Drawing.Pen into its unmanaged counterpart? Like, if you had a Pen like this: Pen p = new Pen(Color.Blue, 1f); IntPtr ptr = p.ToPtr(); I know this code doesn't work, but is there a way to do it similarly?

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  • Problem making local copy of a webpage

    - by Claudiu
    I want to run this chrome experiment locally. I copied the .html and .js files, along with the two .jpgs that the demo uses. However, when I run it off my local drive, Chrome gives this error: light.js:89 - Uncaught Error: SECURITY_ERR: DOM Exception 18 Line 89 returns the image data from the canvas after drawing the image to it. What's causing this security exception? It seems to not be Chrome-specific, as Firefox gives the same error.

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  • Is there a utility that can monitor open windows/ in .net winforms?

    - by Jules
    This is a general question, but I'll explain my specific need at the moment: I want to find the framework class that enables one to choose an image at design-time. I can find the editor that is used at run-time - its the Drawing.Design.ImageEditor. At design time, however, a different editor pops up which allows one to choose an image from resources. I'm guessing I could run some kind of program, then open up the image editor, from the property grid, and see what new windows/classes have been created? Thanks

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  • WPF Writing custom Control

    - by Petoj
    I wanted to write a Custom Control that would show a family tree... so i looked on FamilyShow.... So their control inherits FrameworkElement but then every thing gets super complex... are there any easy tutorials out there that show how to implement a custom FrameworkElement with children and so on? Basically what i fail to do is this, Add child controls and show them, and when drawing getting the coordinates of the child controls...

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  • Binding Source suspends itself when I don't want it to.

    - by Scott Chamberlain
    I have two data tables set up in a Master-Details configuration with a relation "Ticket_CallSegments" between them. I also have two Binding Sources and a Data Grid View configured like this (Init Code) // // dgvTickets // this.dgvTickets.AllowUserToAddRows = false; this.dgvTickets.AllowUserToDeleteRows = false; this.dgvTickets.AllowUserToResizeRows = false; this.dgvTickets.AutoGenerateColumns = false; this.dgvTickets.ColumnHeadersHeightSizeMode = System.Windows.Forms.DataGridViewColumnHeadersHeightSizeMode.AutoSize; this.dgvTickets.Columns.AddRange(new System.Windows.Forms.DataGridViewColumn[] { this.cREATEDATEDataGridViewTextBoxColumn, this.contactFullNameDataGridViewTextBoxColumn, this.pARTIALNOTEDataGridViewTextBoxColumn}); this.dgvTickets.DataSource = this.ticketsDataSetBindingSource; this.dgvTickets.Dock = System.Windows.Forms.DockStyle.Fill; this.dgvTickets.Location = new System.Drawing.Point(0, 0); this.dgvTickets.MultiSelect = false; this.dgvTickets.Name = "dgvTickets"; this.dgvTickets.ReadOnly = true; this.dgvTickets.RowHeadersVisible = false; this.dgvTickets.SelectionMode = System.Windows.Forms.DataGridViewSelectionMode.FullRowSelect; this.dgvTickets.Size = new System.Drawing.Size(359, 600); this.dgvTickets.TabIndex = 0; // // ticketsDataSetBindingSource // this.ticketsDataSetBindingSource.DataMember = "Ticket"; this.ticketsDataSetBindingSource.DataSource = this.ticketsDataSet; this.ticketsDataSetBindingSource.CurrentChanged += new System.EventHandler(this.ticketsDataSetBindingSource_CurrentChanged); // // callSegementBindingSource // this.callSegementBindingSource.DataMember = "Ticket_CallSegments"; this.callSegementBindingSource.DataSource = this.ticketsDataSetBindingSource; this.callSegementBindingSource.Sort = "CreateDate"; //Function to update a rich text box. private void ticketsDataSetBindingSource_CurrentChanged(object sender, EventArgs e) { StringBuilder sb = new StringBuilder(); rtbTickets.Clear(); foreach (DataRowView drv in callSegementBindingSource) { TicketsDataSet.CallSegmentsRow row = (TicketsDataSet.CallSegmentsRow)drv.Row; sb.AppendLine("**********************************"); sb.AppendLine(String.Format("CreateDate: {1}, Created by: {0}", row.USERNAME, row.CREATEDATE)); sb.AppendLine("**********************************"); rtbTickets.SelectionFont = new Font("Arial", (float)11, FontStyle.Bold); rtbTickets.SelectedText = sb.ToString(); rtbTickets.SelectionFont = new Font("Arial", (float)11, FontStyle.Regular); rtbTickets.SelectedText = row.NOTES + "\n\n"; } } However when ticketsDataSetBindingSource_CurrentChanged gets called when I select a new row in my Data Grid View callSegementBindingSource.IsBindingSuspended is set to true and my text box does not update correctly (it seems to always pull from the same row in CallSegments). Can anyone see what I am doing wrong or tell me how to unsuspend the binding so it will pull the correct data?

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  • .NET Impersonate and file upload issues

    - by Jagd
    I have a webpage that allows a user to upload a file to a network share. When I run the webpage locally (within VS 2008) and try to upload the file, it works! However, when I deploy the website to the webserver and try to upload the file through the webpage, it doesn't work! The error being returned to me on the webserver says "Access to the path '\05prd1\emp\test.txt' is denied. So, obviously, this is a permissions issue. The network share is configured to allow full access both to me (NT authentication) and to the NETWORK SERVICE (which is .NET's default account and what we have set in our IIS application pool as the default user for this website). I have tried this with and without impersonation upon the webserver and neither way works, yet both ways work on my local machine (in other words, with and without impersonation works on my local machine). The code that does the file upload is below. Please note that the code below includes impersonation, but like I said above, I've tried it with and without impersonation and it's made no difference. if (fuCourses.PostedFile != null && fuCourses.PostedFile.ContentLength > 0) { System.Security.Principal.WindowsImpersonationContext impCtx; impCtx = ((System.Security.Principal.WindowsIdentity)User.Identity).Impersonate(); try { lblMsg.Visible = true; // The courses file to be uploaded HttpPostedFile file = fuCourses.PostedFile; string fName = file.FileName; string uploadPath = "\\\\05prd1\\emp\\"; // Get the file name if (fName.Contains("\\")) { fName = fName.Substring( fName.LastIndexOf("\\") + 1); } // Delete the courses file if it is already on \\05prd1\emp FileInfo fi = new FileInfo(uploadPath + fName); if (fi != null && fi.Exists) { fi.Delete(); } // Open new file stream on \\05prd1\emp and read bytes into it from file upload FileStream fs = File.Create(uploadPath + fName, file.ContentLength); using (Stream stream = file.InputStream) { byte[] b = new byte[4096]; int read; while ((read = stream.Read(b, 0, b.Length)) > 0) { fs.Write(b, 0, read); } } fs.Close(); lblMsg.Text = "File Successfully Uploaded"; lblMsg.ForeColor = System.Drawing.Color.Green; } catch (Exception ex) { lblMsg.Text = ex.Message; lblMsg.ForeColor = System.Drawing.Color.Red; } finally { impCtx.Undo(); } } Any help on this would be very appreciated!

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  • Making a Grid in an NSView

    - by Hooligancat
    I currently have an NSView that draws a grid pattern (essentially a guide of horizontal and vertical lines) with the idea being that a user can change the spacing of the grid and the color of the grid. The purpose of the grid is to act as a guideline for the user when lining up objects. Everything works just fine with one exception. When I resize the NSWindow by dragging the resize handle, if my grid spacing is particularly small (say 10 pixels). the drag resize becomes lethargic in nature. My drawRect code for the grid is as follows: -(void)drawRect:(NSRect)dirtyRect { NSRect thisViewSize = [self bounds]; // Set the line color [[NSColor colorWithDeviceRed:0 green:(255/255.0) blue:(255/255.0) alpha:1] set]; // Draw the vertical lines first NSBezierPath * verticalLinePath = [NSBezierPath bezierPath]; int gridWidth = thisViewSize.size.width; int gridHeight = thisViewSize.size.height; int i; while (i < gridWidth) { i = i + [self currentSpacing]; NSPoint startPoint = {i,0}; NSPoint endPoint = {i, gridHeight}; [verticalLinePath setLineWidth:1]; [verticalLinePath moveToPoint:startPoint]; [verticalLinePath lineToPoint:endPoint]; [verticalLinePath stroke]; } // Draw the horizontal lines NSBezierPath * horizontalLinePath = [NSBezierPath bezierPath]; i = 0; while (i < gridHeight) { i = i + [self currentSpacing]; NSPoint startPoint = {0,i}; NSPoint endPoint = {gridWidth, i}; [horizontalLinePath setLineWidth:1]; [horizontalLinePath moveToPoint:startPoint]; [horizontalLinePath lineToPoint:endPoint]; [horizontalLinePath stroke]; } } I suspect this is entirely to do with the way that I am drawing the grid and am open to suggestions on how I might better go about it. I can see where the inefficiency is coming in, drag-resizing the NSWindow is constantly calling the drawRect in this view as it resizes, and the closer the grid, the more calculations per pixel drag of the parent window. I was thinking of hiding the view on the resize of the window, but it doesn't feel as dynamic. I want the user experience to be very smooth without any perceived delay or flickering. Does anyone have any ideas on a better or more efficient method to drawing the grid? All help, as always, very much appreciated.

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  • Thread not behaving correctly

    - by ivor
    Hello, I wonder if anyone can help me to understand where I could be going wrong with this code; Basically I'm working on a turorial and calling the class below from another class - and it is getting the following error; Exception in thread "Thread-1" java.lang.NullPointerException at org.newdawn.spaceinvaders.TCPChat.run(TCPChat.java:322) at java.lang.Thread.run(Unknown Source) I realise the error is beibg flagged in another class- but I have tested the other class with a small class which sets up a separate thread - and it works fine, but as soon as I try and implement a new thread in this class - it causes all sorts of problems. Am I setting up the thread correctly in this class? Basically I can set up a thread in this class, with a test loop and it's fine, but when I bring in the functionality of the rest of the game it sometimes hangs, or does not display at all. Any suggestions on where I could be going wrong would be greatly appreciated. Thanks for looking. package org.newdawn.spaceinvaders; import java.awt.BorderLayout; import java.awt.Canvas; import java.awt.Color; import java.awt.Dimension; import java.awt.FlowLayout; import java.awt.Graphics2D; import java.awt.GridLayout; import java.awt.event.ActionEvent; import java.awt.event.ActionListener; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.WindowAdapter; import java.awt.event.WindowEvent; import java.awt.image.BufferStrategy; import java.util.ArrayList; import java.util.Scanner; import java.awt.*;//maybe not needed import javax.swing.*;//maybenot needed import java.util.Random; //import java.io.*; /** * The main hook of our game. This class with both act as a manager * for the display and central mediator for the game logic. * * Display management will consist of a loop that cycles round all * entities in the game asking them to move and then drawing them * in the appropriate place. With the help of an inner class it * will also allow the player to control the main ship. * * As a mediator it will be informed when entities within our game * detect events (e.g. alient killed, played died) and will take * appropriate game actions. * * @author Kevin Glass */ public class Game extends Canvas implements Runnable{ /** The stragey that allows us to use accelerate page flipping */ private BufferStrategy strategy; /** True if the game is currently "running", i.e. the game loop is looping */ private boolean gameRunning = true; /** The list of all the entities that exist in our game */ private ArrayList entities = new ArrayList(); /** The list of entities that need to be removed from the game this loop */ private ArrayList removeList = new ArrayList(); /** The entity representing the player */ private Entity ship; /** The speed at which the player's ship should move (pixels/sec) */ private double moveSpeed = 300; /** The time at which last fired a shot */ private long lastFire = 0; /** The interval between our players shot (ms) */ private long firingInterval = 500; /** The number of aliens left on the screen */ private int alienCount; /** The number of levels progressed */ private double levelCount; /** high score for the user */ private int highScore; /** high score for the user */ private String player = "bob"; //private GetUserInput getPlayer; /** The list of entities that need to be removed from the game this loop */ /** The message to display which waiting for a key press */ private String message = ""; /** True if we're holding up game play until a key has been pressed */ private boolean waitingForKeyPress = true; /** True if the left cursor key is currently pressed */ private boolean leftPressed = false; /** True if the right cursor key is currently pressed */ private boolean rightPressed = false; /** True if we are firing */ private boolean firePressed = false; /** True if game logic needs to be applied this loop, normally as a result of a game event */ private boolean logicRequiredThisLoop = false; //private Thread cThread = new Thread(this); //public Thread t = new Thread(this); //private Thread g = new Thread(this); void setHighscore(int setHS) { highScore = setHS; } public int getHighscore() { return highScore; } public void setPlayer(String setPlayer) { player = setPlayer; } public String getPlayer() { return player; } public void run() { //setup(); System.out.println("hello im running bob"); /*int count = 1; do { System.out.println("Count is: " + count); count++; try{Thread.sleep(1);} catch(InterruptedException e){} } while (count <= 2000000);*/ //Game g =new Game(); //Game g = this; // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //setup(); //this.gameLoop(); //try{thread.sleep(1);} //catch{InterruptedException e} } /** * Construct our game and set it running. */ public Game () { //Thread t = new Thread(this);//set up new thread for invaders game //t.run();//run the run method of the game //Game g =new Game(); //setup(); //Thread t = new Thread(this); //thread.start(); //SwingUtilities.invokeLater(this); Thread er = new Thread(this); er.start(); } public void setup(){ //initialise highscore setHighscore(0); // create a frame to contain our game JFrame container = new JFrame("Space Invaders 101"); // get hold the content of the frame and set up the resolution of the game JPanel panel = (JPanel) container.getContentPane(); panel.setPreferredSize(new Dimension(800,600)); //panel.setLayout(null); // setup our canvas size and put it into the content of the frame setBounds(0,0,800,600); panel.add(this); // Tell AWT not to bother repainting our canvas since we're // going to do that our self in accelerated mode setIgnoreRepaint(true); // finally make the window visible container.pack(); container.setResizable(false); container.setVisible(true); // add a listener to respond to the user closing the window. If they // do we'd like to exit the game container.addWindowListener(new WindowAdapter() { public void windowClosing(WindowEvent e) { //cThread.interrupt(); System.exit(0); } }); // add a key input system (defined below) to our canvas // so we can respond to key pressed addKeyListener(new KeyInputHandler()); // request the focus so key events come to us requestFocus(); // create the buffering strategy which will allow AWT // to manage our accelerated graphics createBufferStrategy(2); strategy = getBufferStrategy(); // initialise the entities in our game so there's something // to see at startup initEntities(); } /** * Start a fresh game, this should clear out any old data and * create a new set. */ private void startGame() { // clear out any existing entities and intialise a new set entities.clear(); initEntities(); //initialise highscore setHighscore(0); // blank out any keyboard settings we might currently have leftPressed = false; rightPressed = false; firePressed = false; } /** * Initialise the starting state of the entities (ship and aliens). Each * entitiy will be added to the overall list of entities in the game. */ //private void initEntities() { public void initEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = 1.02; for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){ //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",100+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } } //private void initEntities() { public void initAlienEntities() { Random randomAlien = new Random(); // create the player ship and place it roughly in the center of the screen //ship = new ShipEntity(this,"sprites/ship.gif",370,550);//orignal //ship = new ShipEntity(this,"sprites/ship.gif",700,300);//changed postioning to right hand side //entities.add(ship); // create a block of aliens (5 rows, by 12 aliens, spaced evenly) alienCount = 0; levelCount = levelCount + 0.10;//this increases the speed on every level for (int row=0;row<7;row++) {//altered number of rows for (int x=0;x<5;x++) { int r = randomAlien.nextInt(100);//loop added to produce random aliens if (r < 50){//randome check to show alien //Entity alien = new AlienEntity(this,"sprites/alien.gif",/*100+*/(x*50),(50)+row*30); Entity alien = new AlienEntity(this,"sprites/alien.gif",-250+(x*90),(12)+row*85); entities.add(alien); alienCount++; } } } advanceAlienSpeed(levelCount); } /** * Notification from a game entity that the logic of the game * should be run at the next opportunity (normally as a result of some * game event) */ public void updateLogic() { logicRequiredThisLoop = true; } /** * Remove an entity from the game. The entity removed will * no longer move or be drawn. * * @param entity The entity that should be removed */ public void removeEntity(Entity entity) { removeList.add(entity); } /** * Notification that the player has died. */ public void notifyDeath() { message = "Oh no! They got you, try again?"; waitingForKeyPress = true; } /** * Notification that the player has won since all the aliens * are dead. */ public void notifyWin() { message = "Well done! You Win!"; waitingForKeyPress = true; } /** * Notification that an alien has been killed */ public void notifyAlienKilled() { // reduce the alient count, if there are none left, the player has won! alienCount--; if (alienCount == 0) { //notifyWin();win not relevant here... this.initAlienEntities();//call fresh batch of aliens } // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens advanceAlienSpeed(1.30); } public void advanceAlienSpeed(double speed) { // if there are still some aliens left then they all need to get faster, so // speed up all the existing aliens for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); if (entity instanceof AlienEntity) { // speed up by 2% entity.setHorizontalMovement(entity.getHorizontalMovement() * speed); //entity.setVerticalMovement(entity.getVerticalMovement() * 1.02); } } } /** * Attempt to fire a shot from the player. Its called "try" * since we must first check that the player can fire at this * point, i.e. has he/she waited long enough between shots */ public void tryToFire() { // check that we have waiting long enough to fire if (System.currentTimeMillis() - lastFire < firingInterval) { return; } // if we waited long enough, create the shot entity, and record the time. lastFire = System.currentTimeMillis(); ShotEntity shot = new ShotEntity(this,"sprites/shot.gif",ship.getX()+10,ship.getY()-30); entities.add(shot); } /** * The main game loop. This loop is running during all game * play as is responsible for the following activities: * <p> * - Working out the speed of the game loop to update moves * - Moving the game entities * - Drawing the screen contents (entities, text) * - Updating game events * - Checking Input * <p> */ public void gameLoop() { long lastLoopTime = System.currentTimeMillis(); // keep looping round til the game ends while (gameRunning) { // work out how long its been since the last update, this // will be used to calculate how far the entities should // move this loop long delta = System.currentTimeMillis() - lastLoopTime; lastLoopTime = System.currentTimeMillis(); // Get hold of a graphics context for the accelerated // surface and blank it out Graphics2D g = (Graphics2D) strategy.getDrawGraphics(); g.setColor(Color.black); g.fillRect(0,0,800,600); // cycle round asking each entity to move itself if (!waitingForKeyPress) { for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.move(delta); } } // cycle round drawing all the entities we have in the game for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.draw(g); } // brute force collisions, compare every entity against // every other entity. If any of them collide notify // both entities that the collision has occured for (int p=0;p<entities.size();p++) { for (int s=p+1;s<entities.size();s++) { Entity me = (Entity) entities.get(p); Entity him = (Entity) entities.get(s); if (me.collidesWith(him)) { me.collidedWith(him); him.collidedWith(me); } } } // remove any entity that has been marked for clear up entities.removeAll(removeList); removeList.clear(); // if a game event has indicated that game logic should // be resolved, cycle round every entity requesting that // their personal logic should be considered. if (logicRequiredThisLoop) { //g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); for (int i=0;i<entities.size();i++) { Entity entity = (Entity) entities.get(i); entity.doLogic(); } logicRequiredThisLoop = false; } // if we're waiting for an "any key" press then draw the // current message //show highscore at top of screen //show name at top of screen g.setColor(Color.white); g.drawString("Player : "+getPlayer()+" : Score : "+getHighscore(),20,20); if (waitingForKeyPress) { g.setColor(Color.white); g.drawString(message,(800-g.getFontMetrics().stringWidth(message))/2,250); g.drawString("Press any key",(800-g.getFontMetrics().stringWidth("Press any key"))/2,300); } // finally, we've completed drawing so clear up the graphics // and flip the buffer over g.dispose(); strategy.show(); // resolve the movement of the ship. First assume the ship // isn't moving. If either cursor key is pressed then // update the movement appropraitely ship.setVerticalMovement(0);//set to vertical movement if ((leftPressed) && (!rightPressed)) { ship.setVerticalMovement(-moveSpeed);//**took out setHorizaontalMOvement } else if ((rightPressed) && (!leftPressed)) { ship.setVerticalMovement(moveSpeed);//**took out setHorizaontalMOvement } // if we're pressing fire, attempt to fire if (firePressed) { tryToFire(); } // finally pause for a bit. Note: this should run us at about // 100 fps but on windows this might vary each loop due to // a bad implementation of timer try { Thread.sleep(10); } catch (Exception e) {} } } /** * A class to handle keyboard input from the user. The class * handles both dynamic input during game play, i.e. left/right * and shoot, and more static type input (i.e. press any key to * continue) * * This has been implemented as an inner class more through * habbit then anything else. Its perfectly normal to implement * this as seperate class if slight less convienient. * * @author Kevin Glass */ private class KeyInputHandler extends KeyAdapter { /** The number of key presses we've had while waiting for an "any key" press */ private int pressCount = 1; /** * Notification from AWT that a key has been pressed. Note that * a key being pressed is equal to being pushed down but *NOT* * released. Thats where keyTyped() comes in. * * @param e The details of the key that was pressed */ public void keyPressed(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "press" if (waitingForKeyPress) { return; } // if (e.getKeyCode() == KeyEvent.VK_LEFT) { ////leftPressed = true; ///} //// if (e.getKeyCode() == KeyEvent.VK_RIGHT) { //rightPressed = true; if (e.getKeyCode() == KeyEvent.VK_UP) { leftPressed = true; } if (e.getKeyCode() == KeyEvent.VK_DOWN) { rightPressed = true; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = true; } } /** * Notification from AWT that a key has been released. * * @param e The details of the key that was released */ public void keyReleased(KeyEvent e) { // if we're waiting for an "any key" typed then we don't // want to do anything with just a "released" if (waitingForKeyPress) { return; } if (e.getKeyCode() == KeyEvent.VK_UP) {//changed from VK_LEFT leftPressed = false; } if (e.getKeyCode() == KeyEvent.VK_DOWN) {//changed from VK_RIGHT rightPressed = false; } if (e.getKeyCode() == KeyEvent.VK_SPACE) { firePressed = false; } } /** * Notification from AWT that a key has been typed. Note that * typing a key means to both press and then release it. * * @param e The details of the key that was typed. */ public void keyTyped(KeyEvent e) { // if we're waiting for a "any key" type then // check if we've recieved any recently. We may // have had a keyType() event from the user releasing // the shoot or move keys, hence the use of the "pressCount" // counter. if (waitingForKeyPress) { if (pressCount == 1) { // since we've now recieved our key typed // event we can mark it as such and start // our new game waitingForKeyPress = false; startGame(); pressCount = 0; } else { pressCount++; } } // if we hit escape, then quit the game if (e.getKeyChar() == 27) { //cThread.interrupt(); System.exit(0); } } } /** * The entry point into the game. We'll simply create an * instance of class which will start the display and game * loop. * * @param argv The arguments that are passed into our game */ //public static void main(String argv[]) { //Game g =new Game(); // Start the main game loop, note: this method will not // return until the game has finished running. Hence we are // using the actual main thread to run the game. //g.gameLoop(); //} }

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  • Account for simple url rewriting in ASP.NET MVC redirect

    - by Kevin Montrose
    How would you go about redirecting in ASP.NET MVC to take into account some external URL rewriting rules. For example: What the user enters: http://www.example.com/app/route What ASP.NET MVC sees: /route What I want to redirect to: http://www.example.com/app/other_route What actually happens when I do a simple RedirectToAction: http://www.example.com/other_route (which doesn't exist, from the outside anyway) This seems like it should be simple, but I'm drawing a blank.

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