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1  Game Development / Newbie & Debugging Questions / JLabel usage on: 2009-04-24 03:37:47
So, I'm making a platformer at the moment, and have a few development tools made so that other people ca do some of the work for me (Like write dialogue, cutscenes, make maps, and put together sound-packs).  One of the things that I've been asked to do is add a function that will allow somebody to zoom in and out of maps in the map-maker.  Maps are rendered by loading a large number of JLabels containing ImageIcons into a JInternalFrame.  Each JLabel is 40*40 pixels in size, and the ImageIcons are either .gif or .png . Three JLabels occupy any given single space; one for foreground, one for middle ground, one for background.  Each JLabel has a MouseListener added to it.
Is there any way of resizing all labels and shrinking their respective icons?
2  Game Development / Newbie & Debugging Questions / Re: applet and player movement help on: 2009-04-23 22:16:07
I tried timer before and I wouldn't recommend it. Sure the a Timer with a calling to repaint() is the easiest way to get started for a begginer but I found out it had some issue. For example, the Timer was always like 2 milliseconds off the speed I want him to be... (Sometime like 10 millisec for fast timer).

However, you can still add multiple ActionListeners to a timer.  This is especially important when you have multiple objects in multiple classes all checking and reacting to certain conditions (Such as a ball changing direction when it touches a wall, or a turtle turning around when it approaches a cliff).
3  Game Development / Newbie & Debugging Questions / Re: applet and player movement help on: 2009-04-23 19:33:18
It's good that your movement is working out nicely, but there's another issue.
The while loop you're using for updating graphics?  Be rid of it.
What you want to do is use a Timer ( javax.swing.Timer ) and have your updates contained within an ActionLIstener class.
Like so :
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class UpdateListener implements ActionListener 
         {
            public void actionPerformed(ActionEvent event)
            {
            repaint();
            }
         }
UpdateListener Update = new UpdateListener();
Timer t = new Timer(50, Update);
t.start();


Why you should do this : Timers can have multiple ActionListeners added to them and removed from them.  This is especially important when you have multiple things to refresh that will act in different ways, such as NPCs moving around according to their surroundings or the player's position.  You can also stop and start Timers, which is useful if you want to pause the game or only have some things being refreshed under certain conditions.
Other points include that you can remove ActionListeners from a timer (IE - removing the ActionListener from the timer when a component is removed from the screen).
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