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  • Movement in RPG

    - by user1264811
    I want to make an RPG game in which I move tile by tile. So when I hit up, the tile row that I am on decreases by one for example. Also, it's supposed to be a slow movement so that I can see the change in tile, i.e. I can see my sprite move from tile to tile. Currently, with the code I have, when I hit a direction on my keyboard, I move several blocks within seconds and by the time I release the button I have already gotten a nullPointerException error because I have left the map. How can I slow down the movement?

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  • proper way to creation multiple similiar buttons/panels

    - by JayAvon
    I have the below Code which i tried to do, but it only shows(the minus/plus button) on the last GirdLayout (Intelligence stat): JButton plusButton = new JButton("+"); JButton minusButton = new JButton("-"); statStrengthGridPanel = new JPanel(new GridLayout(1,3)); statStrengthGridPanel.add(minusButton); statStrengthGridPanel.add(new JLabel("10")); statStrengthGridPanel.add(plusButton); statConstitutionGridPanel = new JPanel(new GridLayout(1,3)); statConstitutionGridPanel.add(minusButton); statConstitutionGridPanel.add(new JLabel("10")); statConstitutionGridPanel.add(plusButton); statDexterityGridPanel = new JPanel(new GridLayout(1,3)); statDexterityGridPanel.add(minusButton); statDexterityGridPanel.add(new JLabel("10")); statDexterityGridPanel.add(plusButton); statIntelligenceGridPanel = new JPanel(new GridLayout(1,3)); statIntelligenceGridPanel.add(minusButton); statIntelligenceGridPanel.add(new JLabel("10")); statIntelligenceGridPanel.add(plusButton); I know I can do something like I did for the Panel names(have multiple ones), but I did not want to do that for the Panels in the first place. I am trying to use best practice and not have my code be repetitive. Any suggestions?? The goal is to have 4 stats, to assign points to, with decrement and increment buttons(I decided against sliders). Eventually I will have them have upper and lower limits, decrement the "unused" label, and all of that good stuff, but I just want to not be repetitive. Thanks for any help.

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  • WebFX: Running JavaFX as web page

    - by Bruno.Borges
    This weekend I wanted to learn JavaFX, so I decided to code an idea I had a few years ago when I first saw JavaFX Script. So I started coding a web browser that runs HTML with the awesome, HTML5 supported WebView. But this browser also offers one extra feature: it loads FXML files as if they were HTML. So instead of defining your web page with HTML and running with WebKit, you can define a web page with FXML+CSS+JS and run as a JavaFX application. The project is called WebFX and already has a prototype on GitHub. I also uploaded a video on YouTube demonstrating the idea. What do you think about using JavaFX in the future for web pages, instead of HTML?

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  • How should I determine direction from a phone's orientation & accelerometer?

    - by Manoj Kumar
    I have an Android application which moves a ball based on the orientation of the phone. I've been using the following code to extract the data - but how do I use it to determine what direction the ball should actually travel in? public void onSensorChanged(int sensor, float[] values) { // TODO Auto-generated method stub synchronized (this) { Log.d("HIIIII :- ", "onSensorChanged: " + sensor + ", x: " + values[0] + ", y: " + values[1] + ", z: " + values[2]); if (sensor == SensorManager.SENSOR_ORIENTATION) { System.out.println("Orientation X: " + values[0]); System.out.println("Orientation Y: " + values[1]); System.out.println("Orientation Z: " + values[2]); } if (sensor == SensorManager.SENSOR_ACCELEROMETER) { System.out.println("Accel X: " + values[0]); System.out.println("Accel Y: " + values[1]); System.out.println("Accel Z: " + values[2]); } } }

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  • I've been told that Exceptions should only be used in exceptional cases. How do I know if my case is exceptional?

    - by tieTYT
    My specific case here is that the user can pass in a string into the application, the application parses it and assigns it to structured objects. Sometimes the user may type in something invalid. For example, their input may describe a person but they may say their age is "apple". Correct behavior in that case is roll back the transaction and to tell the user an error occurred and they'll have to try again. There may be a requirement to report on every error we can find in the input, not just the first. In this case, I argued we should throw an exception. He disagreed, saying, "Exceptions should be exceptional: It's expected that the user may input invalid data, so this isn't an exceptional case" I didn't really know how to argue that point, because by definition of the word, he seems to be right. But, it's my understanding that this is why Exceptions were invented in the first place. It used to be you had to inspect the result to see if an error occurred. If you failed to check, bad things could happen without you noticing. Without exceptions every level of the stack needs to check the result of the methods they call and if a programmer forgets to check in one of these levels, the code could accidentally proceed and save invalid data (for example). Seems more error prone that way. Anyway, feel free to correct anything I've said here. My main question is if someone says Exceptions should be exceptional, how do I know if my case is exceptional?

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  • I am trying to figure out the best way to understand how to cache domain objects

    - by Brett Ryan
    I've always done this wrong, I'm sure a lot of others have too, hold a reference via a map and write through to DB etc.. I need to do this right, and I just don't know how to go about it. I know how I want my objects to be cached but not sure on how to achieve it. What complicates things is that I need to do this for a legacy system where the DB can change without notice to my application. So in the context of a web application, let's say I have a WidgetService which has several methods: Widget getWidget(); Collection<Widget> getAllWidgets(); Collection<Widget> getWidgetsByCategory(String categoryCode); Collection<Widget> getWidgetsByContainer(Integer parentContainer); Collection<Widget> getWidgetsByStatus(String status); Given this, I could decide to cache by method signature, i.e. getWidgetsByCategory("AA") would have a single cache entry, or I could cache widgets individually, which would be difficult I believe; OR, a call to any method would then first cache ALL widgets with a call to getAllWidgets() but getAllWidgets() would produce caches that match all the keys for the other method invocations. For example, take the following untested theoretical code. Collection<Widget> getAllWidgets() { Entity entity = cache.get("ALL_WIDGETS"); Collection<Widget> res; if (entity == null) { res = loadCache(); } else { res = (Collection<Widget>) entity.getValue(); } return res } Collection<Widget> loadCache() { // Get widgets from underlying DB Collection<Widget> res = db.getAllWidgets(); cache.put("ALL_WIDGETS", res); Map<String, List<Widget>> byCat = new HashMap<>(); for (Widget w : res) { // cache by different types of method calls, i.e. by category if (!byCat.containsKey(widget.getCategory()) { byCat.put(widget.getCategory(), new ArrayList<Widget>); } byCat.get(widget.getCatgory(), widget); } cacheCategories(byCat); return res; } Collection<Widget> getWidgetsByCategory(String categoryCode) { CategoryCacheKey key = new CategoryCacheKey(categoryCode); Entity ent = cache.get(key); if (entity == null) { loadCache(); } ent = cache.get(key); return ent == null ? Collections.emptyList() : (Collection<Widget>)ent.getValue(); } NOTE: I have not worked with a cache manager, the above code illustrates cache as some object that may hold caches by key/value pairs, though it's not modelled on any specific implementation. Using this I have the benefit of being able to cache all objects in the different ways they will be called with only single objects on the heap, whereas if I were to cache the method call invocation via say Spring It would (I believe) cache multiple copies of the objects. I really wish to try and understand the best ways to cache domain objects before I go down the wrong path and make it harder for myself later. I have read the documentation on the Ehcache website and found various articles of interest, but nothing to give a good solid technique. Since I'm working with an ERP system, some DB calls are very complicated, not that the DB is slow, but the business representation of the domain objects makes it very clumsy, coupled with the fact that there are actually 11 different DB's where information can be contained that this application is consolidating in a single view, this makes caching quite important.

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  • Deprecated vs. Denigrated in JavaDoc?

    - by jschoen
    In the JavaDoc for X509Certificate getSubjectDN() it states: Denigrated, replaced by getSubjectX500Principal(). I am used to seeing Deprecated in the for methods that should not be used any longer, but not Denigrated. I found a bug report about this particular case where it was closed with comment: This isn't a bug. "Deprecated" is meant to be used only in serious cases. When we are using a method that is Deprecated, the general suggested action is to stop using the method. So what is the suggested action when a method is marked as Denigrated?

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  • JBox2D applyLinearImpulse doesn't work

    - by Romeo
    So i have this line of code: if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), cam.screenToWorld(body.getPosition())); System.out.println("I can jump!"); } My problem is that the console display I can jump! but the body doesn't do that. Can you explain to me if i do something wrong? Some more code. This function creates my 'hero' the one supposed to jump. private Body setDynamic(float width, float height, float x, float y) { PolygonShape shape = new PolygonShape(); shape.setAsBox(width/2, height/2); BodyDef bd = new BodyDef(); bd.allowSleep = true; bd.position = new Vec2(cam.screenToWorld(new Vec2(x + width / 2, y + height / 2))); bd.type = BodyType.DYNAMIC; bd.userData = new BodyInfo(width, height); Body body = world.createBody(bd); body.createFixture(shape, 10); return body; } And this is the main update loop: if(input.isKeyDown(Input.KEY_A)) { body.setLinearVelocity(new Vec2(-10*delta, body.getLinearVelocity().y)); } else if (input.isKeyDown(Input.KEY_D)) { body.setLinearVelocity(new Vec2(10*delta, body.getLinearVelocity().y)); } else { body.setLinearVelocity(new Vec2(0, body.getLinearVelocity().y)); } if(input.isKeyDown(Input.KEY_W)&&canJump()) { body.applyLinearImpulse(new Vec2(0, 30), body.getPosition()); System.out.println("I can jump!"); } world.step(delta * 0.001f, 10, 5); }

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  • Scrolling though objects then creating a new instace of this object

    - by gopgop
    In my game when pressing the right mouse button you will place an object on the ground. all objects have the same super class (GameObject). I have a field called selected and will be equal to one certain gameobject at a time. when clicking the right mouse button it checks whats the instance of selected and that how it determines which object to place on the ground. code exapmle: t is the "slot" for which the object will go to. if (selected instanceof MapleTree) { t = new MapleTree(game,highLight); } else if (selected instanceof OakTree) { t = new OakTree(game,highLight); } Now it has to be a "new" instance of the object. Eventually my game will have hundreds of GameObjects and I don't want to have a huge if else statement. How would I make it so it scrolls though the possible kinds of objects and if its the correct type then create a new instance of it...? When pressing E it will switch the type of selected and is an if else statement as well. How would I do it for this too? here is a code example: if (selected instanceof MapleTree) { selected = new OakTree(game); } else if (selected instanceof OakTree) { selected = new MapleTree(game); }

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  • Box2D platformer movement. Are joints a good idea?

    - by Romeo
    So i smashed my brains trying to make my character move. As i wanted later in the game to add explosions and bullets it wasn't a good idea to mess with the velocity and the forces/impulses didn't work as i expected so something stuck in my mind: Is it a good idea to put at his bottom a wheel(circle) which is invisible to the player that will do the movement by rotation? I will attach this to my main body with a revolute joint but i don't really know how to make the main body and wheel body to don't collide one with each other since funny things can happen. What is your oppinion?

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  • Web App vs Portal Platform - convincing the customer

    - by shinynewbike
    We're evaluating a set of requirements for a customer who wants Liferay which mainly has AAA and Web CMS requirements, and allowing user to upload their own content. Also all inetgration is via web services. However there is no need for other features such as actual "portlets", i18n, mashups, skins, themes, tagging, social presence, no collaboration etc So we feel we can do this as a standard JEE web app and not use Liferay (or any other portal product) since these are overheads we dont need. The customer feels the Web CMS requirements + user upload justify the "portal" product. Can anyone help me with some points to convince the customer? Assuming our point of view is right.

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  • Making a collision detection system

    - by Sri Harsha Chilakapati
    I'm very new to game development (just started 3 months ago) and I've learning through creating a game engine. It's located here. In terms of collision, I know only brutefoce detection, in which case, the game slows down if there are a number of objects. So my question is How should I program the collisions? I want them to happen automatically for every object and call the object's collision(GObject other) method on each collision. Are there any new algorithms which can make this fast? If so, can anybody6 sh6ed some light on this topic? And I think of making it like the game maker Thanks

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  • OpenGL Get Rotated X and Y of quad

    - by matejkramny
    I am developing a game in 2D using LWJGL library. So far I have a rotating box. I have done basic Rectangle collision, but it doesn't work for rotated rectangles. Does OpenGL have a function that returns the vertices of rotated rectangle? Or is there another way of doing this using trigonometry? I had researched how to do this and everything I found was using some matrix that I don't understand so I am asking if there is another way of doing this. For clarification, I am trying to find out the true (rotated) X,Y of each point of the rectangle. Let's say, the first point of a rectangle (top,left) has x=10 y=10.. Width and height is 100 pixels. When I rotate the rectangle using glRotatef() the x and y stay the same. The rotation is happening inside OpenGL. I need to extract the x,y of the rectangle so I can detect collisions properly.

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  • TortoiseSVN and Subclipse icons not updating with SVN? [migrated]

    - by Thomas Mancini
    I have a repository on a network share with working directories on two separate machines. Upon making changes to my local working directory and committing them, the icons are not changing on the other developer's machine. If the Dev goes to Team Synchronize with Repository it shows the changes in the Synchronize view within Eclipse, however I was expecting the icon next to the project to change if it is not in sync with the repository. The same happens with TortoiseSVN in Windows Explorer. If we right click and check the repository for modifications it shows them, however the overlay icon on the directory is still the green check box. Am I just misinterpreting what I expect to happen, or is there a way to get these icons to change if the project is no longer in sync with the repository?

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  • Box2D platformer movement. Should i mess with velocity?

    - by Romeo
    I have a platformer game in which I implemented the movement using a wheel attached to the hero. For jumping I use this: player.body.applyLinearImpulse(new Vec2(0, 30000000), player.body.getPosition()); The problem is that the xVelocity doesn't remain the same during the jump so it isn't looking natural. Is there any way to modify only the x velocity of the body so that before jumping I store it in a variable and after jumping I apply it to the body? I hope you understand what I am trying to say.

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  • Should I extract specific functionality into a function and why?

    - by john smith optional
    I have a large method which does 3 tasks, each of them can be extracted into a separate function. If I'll make an additional functions for each of that tasks, will it make my code better or worse and why? Edit: Obviously, it'll make less lines of code in the main function, but there'll be additional function declarations, so my class will have additional methods, which I believe isn't good, because it'll make the class more complex. Edit2: Should I do that before I wrote all the code or should I leave it until everything is done and then extract functions?

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  • Terrain square loading

    - by AndroidXTr3meN
    Games like Skyrim, Morrowind, and more are using quads or square to divide the terrain if im correct. The player is always at #5 1 | 2 | 3 4 | 5 | 6 7 | 8 | 9 So whenever you cross the border you unload and load the new "areas" But if the user goes just over the edge and then the second after goes back previous area a lot of unnecessary loading and unloading is done. Is there a general approach to this because I dont think games like skyrim have this issue? Cheers!

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  • Need some help implementing VBO's with Frustum Culling

    - by Isracg
    i'm currently developing my first 3D game for a school project, the game world is completely inspired by minecraft (world completely made out of cubes). I'm currently seeking to improve the performance trying to implement vertex buffer objects but i'm stuck, i already have this methods implemented: Frustum culling, only drawing exposed faces and distance culling but i have the following doubts: I currently have about 2^24 cubes in my world, divided in 1024 chunks of 16*16*64 cubes, right now i'm doing immediate mode rendering, which works well with frustum culling, if i implement one VBO per chunk, do i have to update that VBO each time i move the camera (to update the frustum)? is there a performance hit with this? Can i dynamically change the size of each VBO? of do i have to make each one the biggest possible size (the chunk completely filled with objects)?. Would i have to keep each visited chunk in memory or could i efficiently remove that VBO and recreated it when needed?.

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  • What workflow engines are companies using and would you use it again? [on hold]

    - by cbmeeks
    I've been asked to find out "what's out there" when it comes to workflow engines. We have projects where a workflow based development environment makes sense. I've looked a little into jBPM but it seemed to have a steep learning curve. Google seems to take me to commercial products or products that I think are open source but instead have very limited "community editions". I could simply be searching for the wrong terms. What I would like to know are what actual workflow based products have you used at your company and to what degree of success or failure was it? Would you use it again? Thanks.

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  • Circle physics and collision using vectors

    - by Joe Hearty
    This is a problem I've been having, When making a set number of filled circles at random locations on a JPanel and applying a gravity (a negative change in the y), each of the circles collide. I want them to have collision detection and push in the opposite direction using vectors but I don't know how to apply that to my scenario could someone help? public void drawballs(Graphics g){ g.setColor (Color.white); //displays circles for(int i = 0; i<xlocationofcircles.length-1; i++){ g.fillOval( (int) xlocationofcircles[i], (int) (ylocationofcircles[i]) ,16 ,16 ); ylocationofcircles[i]+=.2; //gravity if(ylocationofcircles[i] > 550) //stops gravity at bottom of screen ylocationofcircles[i]-=.2; //Check distance between circles(i think..) float distance =(xlocationofcircles[i+1]-xlocationofcircles[i]) + (ylocationofcircles[i+1]-xlocationofcircles[i]); if( Math.sqrt(distance) <16) ...

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  • Problem with boundary collision

    - by James Century
    The problem: When the player hits the left boundary he stops (this is exactly what I want), when he hits the right boundary. He continues until his rectangle's left boundary meets with the right boundary. Outcome: https://www.youtube.com/watch?v=yuJfIWZ_LL0&feature=youtu.be My Code public class Player extends GameObject{ BufferedImageLoader loader; Texture tex = Game.getInstance(); BufferedImage image; Animation playerWalkLeft; private HealthBarManager healthBar; private String username; private int width; private ManaBarManager manaBar; public Player(float x, float y, ObjectID ID) { super(x, y, ID, null); loader = new BufferedImageLoader(); playerWalkLeft = new Animation(5,tex.player[10],tex.player[11],tex.player[12],tex.player[13],tex.player[14],tex.player[15],tex.player[17],tex.player[18]); } public void tick(LinkedList<GameObject> object) { setX(getX()+velX); setY(getY()+velY); playerWalkLeft.runAnimation(); } public void render(Graphics g) { g.setColor(Color.BLACK); FontMetrics fm = g.getFontMetrics(g.getFont()); if(username != null) width = fm.stringWidth(username); if(username != null){ g.drawString(username,(int) x-width/2+15,(int) y); } if(velX != 0){ playerWalkLeft.drawAnimation(g, (int)x, (int)y); }else{ g.drawImage(tex.player[16], (int)x, (int)y, null); } g.setColor(Color.PINK); g.drawRect((int)x,(int)y,33,48); g.drawRect(0,0,(int)Game.getWalkableBounds().getWidth(), (int)Game.getWalkableBounds().getHeight()); } @SuppressWarnings("unused") private Image getCurrentImage() { return image; } public float getX() { return x; } public float getY() { return y; } public void setX(float x) { Rectangle gameBoundry = Game.getWalkableBounds(); if(x >= gameBoundry.getMinX() && x <= gameBoundry.getMaxX()){ this.x = x; } } public void setY(float y) { //IGNORE THE SetY please. this.y = y; } public float getVelX() { return velX; } public void setHealthBar(HealthBarManager healthBar){ this.healthBar = healthBar; } public HealthBarManager getHealthBar(){ return healthBar; } public float getVelY() { return velY; } public void setVelX(float velX) { this.velX = velX; } public void setVelY(float velY) { this.velY = velY; } public ObjectID getID() { return ID; } public void setUsername(String playerName) { this.username = playerName; } public String getUsername(){ return this.username; } public void setManaBar(ManaBarManager manaBar) { this.manaBar = manaBar; } public ManaBarManager getManaBar(){ return manaBar; } public int getLevel(){ return 1; } public boolean isPlayerInsideBoundry(float x, float y){ Rectangle boundry = Game.getWalkableBounds(); if(boundry.contains(x,y)){ return true; } return false; } } What I've tried: - Using a method that checks if the game boundary contains player boundary rectangle. This gave me the same result as what the check statement in my setX did.

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  • How should I model an economy-based game in code?

    - by Matthew G.
    I'd like to create an economy game based on an ancient civilization. I'm not sure how to design it. If I were working on a smaller game, like a copy of "Space Invaders," I'd have no problem structuring it like this: Main Control Class Graphics Class Player Class Enemy class I don't understand how I'd do this for larger projects like my economy game. Do I create a country class that contains a bunch of towns? Do the towns contain a lot building class, most contain classes of people? Do I make a path finding class that the player can access to get around?

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  • How to reference or connect a variable to another class without stack overflow?

    - by SystemNetworks
    I really need to re-arrange all my functions. I created a class. All my var, booleans, int, doubles and other things. I created every new variable so they can reference it and so they don't have an error. If your asking why I never just reference my main class vars to my sub-class becuase it will give me stack overflow! When in my main class i link my sub-class. subClass s = new subClass(); Then I reference my fake variable to my real variable for example: This is my sub-class variable(I call it fake) public int x = 0; In my main class, I put it like this: s.x = x; The problem is, it does not work! Maybe this is not the right place but I cant ask any questions on stack overflow because they banned me. If I connect my main class and connect my sub-class it will give me stack overflow. How do I stop it?

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  • How could I implement 3D player collision with rotation in LWJGL?

    - by Tinfoilboy
    I have a problem with my current collision implementation. Currently for player collision, I just use an AABB where I check if another AABB is in the way of the player, as shown in this code. (The code below is a sample of checking for collisions in the Z axis) for (int z = (int) (this.position.getZ()); z > this.position.getZ() - moveSpeed - boundingBoxDepth; z--) { // The maximum Z you can get. int maxZ = (int) (this.position.getZ() - moveSpeed - boundingBoxDepth) + 1; AxisAlignedBoundingBox aabb = WarmupWeekend.getInstance().currentLevel.getAxisAlignedBoundingBoxAt(new Vector3f(this.position.getX(), this.position.getY(), z)); AxisAlignedBoundingBox potentialCameraBB = new AxisAlignedBoundingBox(this, "collider", new Vector3f(this.position.getX(), this.position.getY(), z), boundingBoxWidth, boundingBoxHeight, boundingBoxDepth); if (aabb != null) { if (potentialCameraBB.colliding(aabb) && aabb.COLLIDER_TYPE.equalsIgnoreCase("collider")) { break; } else if (!potentialCameraBB.colliding(aabb) && z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } else if (z == maxZ) { if (this.grounded) { playFootstep(); } this.position.z -= moveSpeed; break; } } Now, when I tried to implement rotation to this method, everything broke. I'm wondering how I could implement rotation to this block (and as all other checks in each axis are the same) and others. Thanks in advance.

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  • Why do I have an error when adding states in slick?

    - by SystemNetworks
    When I was going to create another state I had an error. This is my code: public static final int play2 = 3; and public Game(String gamename){ this.addState(new mission(play2)); } and public void initStatesList(GameContainer gc) throws SlickException{ this.getState(play2).init(gc, this); } I have an error in the addState. above the above code. I don't know where is the problem. But if you want the whole code it is here: package javagame; import org.newdawn.slick.*; import org.newdawn.slick.state.*; public class Game extends StateBasedGame{ public static final String gamename = "NET FRONT"; public static final int menu = 0; public static final int play = 1; public static final int train = 2; public static final int play2 = 3; public Game(String gamename){ super(gamename); this.addState(new Menu(menu)); this.addState(new Play(play)); this.addState(new train(train)); this.addState(new mission(play2)); } public void initStatesList(GameContainer gc) throws SlickException{ this.getState(menu).init(gc, this); this.getState(play).init(gc, this); this.getState(train).init(gc, this); this.enterState(menu); this.getState(play2).init(gc, this); } public static void main(String[] args) { try{ AppGameContainer app =new AppGameContainer(new Game(gamename)); app.setDisplayMode(1500, 1000, false); app.start(); }catch(SlickException e){ e.printStackTrace(); } } } //SYSTEM NETWORKS(C) 2012 NET FRONT

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