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1  Discussions / Community & Volunteer Projects / Re: Little Enjine Project Approved! on: 2005-03-22 23:53:54
Thanx for the thumbs up guys. I'll document the code better, make some adjustments to it, configure the CVS and prepare the project home.
2  Java Game APIs & Engines / J2ME / Re: Fadingin in and out on: 2005-03-16 14:12:11
Oh dear!

I should have said that the screen would fade to BLACK, and then fade in inside the city. Falken gave me the solution. Thx. Maybe we should ask for gamma support in kvm-interest? So fading to black would be easy, just decreasing the gamma until the screen is completely balcked out. Then, add gamma gradualy until is returns to its default value.
3  Java Game APIs & Engines / J2ME / Re: Fadingin in and out on: 2005-03-15 10:24:58
I'll try the drawRGB to see how it performs. Anyway, I'll just be sure to create other types of "fades", like striping out, squaring out etc.
4  Java Game APIs & Engines / J2ME / Fadingin in and out on: 2005-03-12 13:49:54
Is it possible to create a fade effect in MIDP2? I have a screen showings stuff with LayerManager. Then I need to change to another screen (like the player entering a city). The screen would then fade out, and fade in inside the city.
5  Java Game APIs & Engines / J2ME / Re: LayerManager and Sprites on: 2005-03-09 15:39:02
That's what I imagined. Thanks. I will have to re-read my academic algorithms book. I just do not remember quick sort, bubble sort... eheh. I thought I would never need to reimplement those again... It's good they are easy to implement...
6  Java Game APIs & Engines / J2ME / Re: Extending Layer: bug? on: 2005-03-09 15:35:07
I think the code from the reference implementation is not optimized at all. For instance, TiledLayer is painfully slow. Its faster to draw the scene with clipping and drawImage().

The Nokia implementation, though, is quite fast. On the game I'm working on, a screen composed of 15x12 tiles, each tile 16x16 pixels, runs at 21 FPS on Sun's implementation. On Nokia emulator it jumps to 62 FPS. Almost 3 times faster.

Other emulators (Sony Ericsson for instance) is just a diferent face for the sun wtk. They use the same, slow, code. I'm eager to test my app on a real device to see how it performs.
7  Java Game APIs & Engines / J2ME / LayerManager and Sprites on: 2005-03-08 18:55:07
The LayerManager in MIDP 2.0 draws layers acording to their z-orden in the LayerManager object. Since a Sprite is a Layer, than it follows the same rules for being rendered.

But the basic theory about tile based games are that each row is drawn one by one, so sprites located lower at the screen are on top of other Sprites upper in the screen. This is usefull for giving life to the isometric view.

Is there a good way to rearrange the sprites so that sprites with greater Y location has a smaller z order? Do I have to manually remove the sprites and inserts them in the LayerManager in the correct order?

Did I make myself clear?
8  Java Game APIs & Engines / J2ME / Re: Tiled Layer on: 2005-03-08 15:40:16
If you want to use a picture as a background it's better to just use Graphics.drawImage() instead.

TiledLayer is not the best aproach for doing this.
9  Java Game APIs & Engines / J2ME / Re: Debugging: using eclipseME or whatever .. ? on: 2005-03-08 10:45:26
Huys,

If you use Eclipse/EclipseME, you can debug your midlets. From the docs at EclipseME plugin site, what you have to do is set the debugger timeout for at least 15000 ms (Window->Preferences->Java->Debug).

It's not perfect tough. Actually is quite buggy. Sometimes the debugger will not show any signs of activity and Eclipse will not be able to stop the midlet from running.

But sometimes it works. It's a start. Maybe they will improve debugging in later versions.
10  Java Game APIs & Engines / J2ME / Re: Sprite Movement on: 2005-03-07 19:03:45
Actually, the diferences between repaint() and flushGraphics() are that repaint informs the application that the Canvas needs to be repainted. The painting operation happens using the Canvas paint() method. Since it is a request, you have no idea when the application will answer your request. But it shall do so sooner or later.

flushGraphics can only be used with gameCanvas(), and its responsibility is to flush the offscreen buffer into the device display. So, the preferred aproach for using GameCanvas is not to override the paint method and ask for a repaint(), but to get the graphics object from the GameCanvas (by calling getGraphics()) drawing stuff with it and then flush the graphics.

The painting operations used with the graphics object returned by the getGraphics() method of GameCanvas will draw on an offscreen buffer, and flushGraphics() will flush the buffer content into the display.

Diferently from the asynchronous behaviour of paint()/repaint(), flushGraphics will only return when the buffer content is fully drawn into the display.

The API docs have some more information about that.
11  Java Game APIs & Engines / J2ME / Extending Layer: bug? on: 2005-03-07 15:35:45
I just found out that even with the API Javadocs leading you to believe it is possible to subclass layer by saying "Layer subclasses must implement a paint(Graphics) method so that they can be rendered", the class cannot be subclassed by MIDP 2 developers.

The constructor of class Layer has default visibility, meaning that only classes within the same package can see the constructor.

I really believe it's a bug. I see no reason for it to be this way. If they wanted the developers not to be able to extend Layer functionality, they would also make Sprite and TiledLayer final classes.  As of today, the only way to extend a Layer is by subclassing one of those, wich is very ackward if what you intend is to create a diferent kind of a layer.

What are your soughts about that? I have found nothing on Sun about it.
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