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1  Java Game APIs & Engines / Engines, Libraries and Tools / Porting slick2d over to android? on: 2011-09-24 19:29:54
Hey guys i just got into android programming and was really curious how to port my games over to android, and what i would need to do to make them adaptable to the droid's touch screen
2  Java Game APIs & Engines / OpenGL Development / Re: How do i move a sprite in LWJGL? on: 2011-07-22 04:54:38
Yeah that was my method before. I did that and had the X and Y coords printed out at the end of the loop to see if their values change (they did) but the quad i was drawing is still sitting on the same spot, which makes no sense, I'm thinking I'm missing some kind of 'refresh' command i don't know about :/
3  Java Game APIs & Engines / OpenGL Development / How do i move a sprite in LWJGL? on: 2011-07-22 03:14:03
Here is my source code, for some reason it draws the quad but it doesnt move, even though the variables are changing when keys are pressed:

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package little2dworld;
import java.awt.Color;
import org.lwjgl.opengl.Display;
import org.lwjgl.opengl.DisplayMode;
import org.lwjgl.LWJGLException;
import org.lwjgl.input.Keyboard;
import static org.lwjgl.opengl.GL11.*;

public class Little2DWorld {
    float x = 20, y = 20;
    final float VEL = .01f;
    int width = 400, height = 400;
    boolean up = false, right = false, down = false, left = false;
    private void updateLoop(){
        while(Keyboard.next()){
        if(Keyboard.getEventKey() == Keyboard.KEY_W)
            y = y - VEL;
        if(Keyboard.isKeyDown(Keyboard.KEY_D))
            right = true;
        if(Keyboard.isKeyDown(Keyboard.KEY_S))
            down = true;
        if(Keyboard.isKeyDown(Keyboard.KEY_A))
            left = true;
        }
        System.out.println("X coord: " + x + "\n" + "Y coord: " + y);
    }
    private void create(){
        try{
            Display.setDisplayMode(new DisplayMode(800, 600));
            Display.create();
            Display.setVSyncEnabled(true);
            initGL();
            while(!Display.isCloseRequested()){
                updateLoop();
                render();
               
                Display.update();
                Display.sync(100);
            }
            Display.destroy();
            System.exit(0);
        }catch(LWJGLException e){
           
        }
    }
    private void initGL(){
        glEnable(GL_TEXTURE_2D);
        glClearColor(0f, 0f, 0f, 0f);
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glViewport(0, 0, 800, 600);
       
       
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        glOrtho(0, 800, 600, 0, -1, 1);
        glMatrixMode(GL_MODELVIEW);
       
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        glLoadIdentity();
    }
    private void render(){
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
    glColor3f(240, 240, 240);
    glBegin(GL_QUADS);
        glVertex2f(x, y);
        glVertex2f(x+width, y);
        glVertex2f(x+width, y+height);
        glVertex2f(x, y+height);
    glEnd();
    }
    public static void main(String[] args) {
        new Little2DWorld().create();
    }
}


What am i doing wrong? I also feel like most of this can be simplified SO MUCH MORE  Emo
4  Java Game APIs & Engines / Engines, Libraries and Tools / Re: JPCT graphical capabilities? on: 2011-07-20 19:20:03
We should get you some good modelers so we can slap up a modern looking example Smiley i never saw those before, but most of them still have, that look. I remember awhile back seeing some kind of indoor level with blue lights that looks very, good
5  Java Game APIs & Engines / Engines, Libraries and Tools / JPCT graphical capabilities? on: 2011-07-20 18:41:26
I was just curious, i really like the engine, but all the scenes it shows off are very...1995 esque, does anyone have some stuff made with JPCT that is, pretty?
6  Java Game APIs & Engines / Engines, Libraries and Tools / Re: I cant even get JPCT to run its 'hello world' tutorial on: 2011-07-19 21:43:59
woot! that worked (i fell like an idiot for not noticing the wrong constant), now my only major problem is what the box itself looks like, here ive uploaded an image of both the texture and what it looks like on the box

http://i.imgur.com/9h7Lk.png

http://i.imgur.com/CCuJK.png

is that normal? is there anything i can do to fix that?
7  Java Game APIs & Engines / Engines, Libraries and Tools / Re: I cant even get JPCT to run its 'hello world' tutorial on: 2011-07-19 21:18:11
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package jpcttest;
import com.threed.jpct.*;
import java.awt.Color;
import java.util.logging.Level;
import org.lwjgl.input.Keyboard;
public class JPCTtest {
    FrameBuffer buffer;
    boolean isClosedRequest = false;
    public void create() throws InterruptedException{
        World world = new World();
        world.setAmbientLight(0, 255, 0);
        TextureManager.getInstance().addTexture("dirty", new Texture("dirtyrapscallion.png"));
        Object3D box = Primitives.getBox(13f, 2f);
        box.setTexture("dirty");
        box.setEnvmapped(Object3D.ENVMAP_ENABLED);
        box.build();
        world.addObject(box);
        world.getCamera().setPosition(50, -50, -5);
        world.getCamera().lookAt(box.getTransformedCenter());
       
        buffer = new FrameBuffer(800, 600, FrameBuffer.SAMPLINGMODE_NORMAL);
        buffer.disableRenderer(IRenderer.RENDERER_SOFTWARE);
        buffer.enableRenderer(IRenderer.MODE_OPENGL);
       
        while(!isClosedRequest){
            box.rotateY(.01f);
            buffer.clear(Color.BLUE);
            world.renderScene(buffer);
            world.draw(buffer);
            buffer.update();
            buffer.displayGLOnly();
            Thread.sleep(10);
        }
        buffer.disableRenderer(IRenderer.RENDERER_OPENGL);
        buffer.dispose();
        System.exit(0);
       
    }
   
   
    public static void main(String[] args) {
        try {
            new JPCTtest().create();
        } catch (InterruptedException ex) {
            java.util.logging.Logger.getLogger(JPCTtest.class.getName()).log(Level.SEVERE, null, ex);
        }
    }
}


I just changed some things up to fix some weird errors like the LWJGL problem and just changed it to a boolean for now. I also chaanged the image, here is all the stuff the console prints out

Quote
Loading Texture...dirtyrapscallion.png
[ Tue Jul 19 17:17:11 EDT 2011 ] - WARNING: Unsupported Texture width (200)...resizing to a width of 256 pixels!
Java version is: 1.6.0_26
-> support for BufferedImage
Version helper for 1.5+ initialized!
-> using BufferedImage
Software renderer (OpenGL mode) initialized
Software renderer disposed
Software renderer (OpenGL mode) initialized
[ Tue Jul 19 17:17:12 EDT 2011 ] - WARNING: displayGLOnly() shouldn't be called without OpenGL support being (solely) used (com.threed.jpct.SoftGLRenderer@8bdcd2/null)

That last line then spams itself so it must be something in the loop that is causing it to say that
8  Java Game APIs & Engines / Engines, Libraries and Tools / I cant even get JPCT to run its 'hello world' tutorial on: 2011-07-19 21:05:07
Yeah i get the error,
Exception in thread "main" java.lang.IllegalStateException: Cannot determine close requested state of uncreated window
   at org.lwjgl.opengl.Display.isCloseRequested(Display.java:583)
   at jpcttest.JPCTtest.create(JPCTtest.java:23)
   at jpcttest.JPCTtest.main(JPCTtest.java:41)
Java Result: 1

obviously im missing something from that tutorial because it does make sense since there is nothing actually making a window, here is my code, do you guys know what im missing?

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package jpcttest;
import com.threed.jpct.*;
import java.awt.Color;
import java.util.logging.Level;
public class JPCTtest {
    FrameBuffer buffer;
    public void create() throws InterruptedException{
        World world = new World();
        world.setAmbientLight(0, 255, 0);
        TextureManager.getInstance().addTexture("steve-stand", new Texture("steve_standing.png"));
        Object3D box = Primitives.getBox(13f, 2f);
        box.setTexture("steve_stand");
        box.setEnvmapped(Object3D.ENVMAP_ENABLED);
        box.build();
        world.addObject(box);
        world.getCamera().setPosition(50, -50, -5);
        world.getCamera().lookAt(box.getTransformedCenter());
       
        buffer = new FrameBuffer(800, 600, FrameBuffer.SAMPLINGMODE_NORMAL);
        buffer.disableRenderer(IRenderer.RENDERER_SOFTWARE);
        buffer.enableRenderer(IRenderer.MODE_OPENGL);
       
        while(!org.lwjgl.opengl.Display.isCloseRequested()){
            box.rotateY(.01f);
            buffer.clear(Color.BLUE);
            world.renderScene(buffer);
            world.draw(buffer);
            buffer.update();
            buffer.displayGLOnly();
            Thread.sleep(10);
        }
        buffer.disableRenderer(IRenderer.RENDERER_OPENGL);
        buffer.dispose();
        System.exit(0);
       
    }
   
   
    public static void main(String[] args) {
        try {
            new JPCTtest().create();
        } catch (InterruptedException ex) {
            java.util.logging.Logger.getLogger(JPCTtest.class.getName()).log(Level.SEVERE, null, ex);
        }
    }
}
9  Java Game APIs & Engines / Java 2D / Big issue with repaint and my world builder app on: 2011-06-17 03:51:23
Hello those of you who are checking out this thread. I'm currently having some repaint problems on my custom JPanel i made to create a 2d game world maker. Here is the flow of the program thus far:
1)New window appears with a blank JPaenl
2)Click generate and then select dimensions
3)Graphics2D draws rectangles to JPanel
4)Click on a box and it will turn it black

The major problem is, is that when I click on a block to make it black the JButton "generate" will create a copy of itself right under "File" in the JMenubar. Then if i resize the window in any way and try to click another square it will completely mess up the drawing of the squares until it gets resized again. here is my code:

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package builderapplet;
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
public class BuilderApplet {
    public static void main(String[] args) {
        ProgFrame pf = new ProgFrame();
        pf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        pf.setVisible(true);
    }

}
class ProgFrame extends JFrame implements ActionListener{
    JMenuBar bar;
        JMenu file;
            JMenuItem save;
            JMenuItem clear;
    JButton generate;

    BuildBoard board;
        boolean canDraw;
        int blocksWide, blocksHigh;
    public ProgFrame(){
        super("Terraria Builder Applet");

        bar = new JMenuBar();
            file = new JMenu("File");
                save = new JMenuItem("Save");
                clear = new JMenuItem("Clear");

        generate = new JButton("Generate");
        generate.addActionListener(this);
        generate.setBorderPainted(false);
        generate.setContentAreaFilled(false);

        board = new BuildBoard();
        board.setPreferredSize(new Dimension(800, 600));

        this.setJMenuBar(bar);
        bar.add(file);
            file.add(save);
            file.add(clear);
        bar.add(generate);

        add(board);
        pack();
    }
    public void actionPerformed(ActionEvent e){
        ConfigureWindow win = new ConfigureWindow();
        if(e.getSource() == generate){
            win.setLocation(getX()+(getWidth()/2), getY()+(getHeight()/2));
            win.pack();
            win.setVisible(true);
        }
    }
    public class ConfigureWindow extends JFrame implements ActionListener{
        JLabel lblBlockSize;
        JLabel lblX;
        SpinnerModel widthModel;
            JSpinner spnBlockSizeWidth;
        SpinnerModel heightModel;
            JSpinner spnBlockSizeHeight;
           
        JButton ok;

        final int START = 1, MIN = 1, MAX = 800, INC = 1;

        public ConfigureWindow(){
            super("Configure");
            setLayout(new GridLayout(1, 2));
            JPanel panel = new JPanel();

            lblBlockSize = new JLabel("Block Size");
            widthModel = new SpinnerNumberModel(START, MIN, MAX, INC);
            spnBlockSizeWidth = new JSpinner(widthModel);
            lblX = new JLabel("x");
            heightModel = new SpinnerNumberModel(START, MIN, MAX, INC);
            spnBlockSizeHeight = new JSpinner(heightModel);
            ok = new JButton("OK");

            panel.setLayout(new FlowLayout());


            add(panel);
            panel.add(lblBlockSize);
            panel.add(spnBlockSizeWidth);
            panel.add(lblX);
            panel.add(spnBlockSizeHeight);
            panel.add(ok);

            ok.addActionListener(this);
        }
        public void actionPerformed(ActionEvent e){
            canDraw = true;
            blocksWide = (Integer)spnBlockSizeWidth.getValue();
            blocksHigh = (Integer)spnBlockSizeHeight.getValue();
            board.initDraw(blocksWide, blocksHigh);
            this.setVisible(false);
        }
    }
}


Then this is the custom panel i created for the editor:

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package builderapplet;
import java.awt.*;
import javax.swing.*;
import java.awt.event.*;
public class BuildBoard extends JPanel implements MouseListener{
    boolean canDraw = false;
    int width, height;
    int blockWidth = 50, blockHeight = 50;
    Rectangle[][] rects;
    boolean[][] drawOrFill;
    public BuildBoard(){
        //setLayout(null);
       this.setIgnoreRepaint(true); // Commented out of not there is still no effect on this
   }
    public void initDraw(int width, int height){
        this.width = width;
        this.height = height;
        rects = new Rectangle[width][height];
        drawOrFill = new boolean[width][height];

        for(int y = 0; y < height; y++){
            for(int x = 0; x < width; x++){
                rects[x][y] = new Rectangle(x*blockWidth, y*blockWidth, blockWidth, blockHeight);
                drawOrFill[x][y] = true;
            }
        }
        this.addMouseListener(this);
        System.out.println("block height: " + blockWidth + "\n block height: " + blockHeight);
        canDraw = true;
        repaint();
    }
    @Override
    public void paint(Graphics g){
        System.out.println("Paint method called");
        Graphics2D g2 = (Graphics2D)g;

        g2.setColor(new Color(0, 0, 0, 1f));
        if(canDraw){
            for(int y = 0; y < height; y++){
                for(int x = 0; x < width; x++){
                    if(drawOrFill[x][y] == true)
                        g2.drawRect(x*blockWidth, y*blockHeight, blockWidth, blockHeight);
                    else
                        g2.fillRect(x*blockWidth, y*blockHeight, blockWidth, blockHeight);
                } // End of inner loop
           } // End of outer loop

        } // end of if statment
   } // end of paint method

    public void mouseClicked(MouseEvent e) {
        for(int y = 0; y < height; y++){
            for(int x = 0; x < width; x++){
                if(rects[x][y].contains(e.getX(), e.getY())){
                    drawOrFill[x][y] = false;
                }
            }
        }
        repaint(); // When i comment this out it wont repaint when i click but it will not bug out when i resize the window
   }

    public void mousePressed(MouseEvent e) {

    }

    public void mouseReleased(MouseEvent e) {

    }

    public void mouseEntered(MouseEvent e) {

    }

    public void mouseExited(MouseEvent e) {

    }

    public int getBlockWidth(){
        return blockWidth;
    }
    public int getBlockHeight(){
        return blockHeight;
    }
} // end of class


pictures of it running:





Yes I KNOW it says terraria builder applet but as for right now i have it as a desktop app to test it out, i didn't meant to name it applet my bad
10  Java Game APIs & Engines / OpenGL Development / Exception in thread "main" java.lang.UnsatisfiedLinkError: no lwjgl in java.libr on: 2011-03-17 21:48:13
hehe sorry it was a noobish question i finally realized i have to change the VM options in Netbeans by going to the properties window on my project! Silly goose haha
11  Java Game APIs & Engines / Java 2D / Re: Cant get AffineTransform to do what i want on: 2011-03-17 04:05:27
ahh thanks, also im having a bit of an issue with the AffineTransform.scale() method...it seems to push the image up for no real reason. i know you can use the graphics2D class to scale but is there another way. Or maybe a way to get these displacments to be predictable?

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package isometrictest;
import javax.swing.*;
import java.awt.*;
import java.awt.geom.AffineTransform;
import java.io.File;
import javax.imageio.ImageIO;
public class GUI extends JFrame{
    Image tile;
    JPanel pane;
    int width, height;
    int imgX = 200;
    int imgY = 200;
    int imgX2 = 500; //This is just for displacment of the second image to show you what i mean
   public GUI(){
        super("Isometric Test");
        try{
        tile = ImageIO.read(new File("C:/Users/Yosef/Documents/NetBeansProjects/isometricTest/grasstxt2.png"));
        width = tile.getWidth(pane);
        height = tile.getHeight(pane);
        System.out.println("Image Width: "+width + "\n"+"Image Height: " + height);

        }catch(Exception ae){
            ae.printStackTrace();
        }

        pane = new JPanel();
        getContentPane().add(pane);

    }
    @Override
    public void paint(Graphics g){
        Graphics2D g2 = (Graphics2D)g;
        AffineTransform tf = new AffineTransform(); //First image's AffineTransform
       AffineTransform tx = new AffineTransform(); //Second image's AffineTransform

        tf.scale(1, 1);
        tf.rotate(Math.toRadians(45), imgX+width/2, imgY+height/2);
        tf.translate(imgX, imgY);

        g2.drawImage(tile, tf, pane);

        tx.scale(1, 0.5);
        tx.rotate(Math.toRadians(45), imgX2+width/2, imgY+height/2);
        tx.translate(imgX2, imgY);
        g2.drawImage(tile, tx, pane);
    }
}


Here is a visual picture of what is happening, the left one is without a scale and the second one has a 0.5 scale on the Y axis
12  Java Game APIs & Engines / Java 2D / Re: Cant get AffineTransform to do what i want on: 2011-03-17 01:59:46
You sir or ma'am, ARE A GOD
13  Java Game APIs & Engines / Java 2D / Cant get AffineTransform to do what i want on: 2011-03-17 00:20:00
Ok well i was playing around with images and attempted to create an isometric tile basically by rotating the image 45 degrees and scaling it's y by 50%, sadly the original image would scale by half instead of when it is rotated, here is the code

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package isometrictest;
import javax.swing.*;
import java.awt.*;
import java.awt.geom.AffineTransform;
import java.io.File;
import javax.imageio.ImageIO;
public class GUI extends JFrame{
    Image tile;
    JPanel pane;
    public GUI(){
        super("Isometric Test");
        try{
        tile = ImageIO.read(new File("C:/Users/Yosef/Documents/NetBeansProjects/isometricTest/grasstxt2.png"));
        }catch(Exception ae){
            ae.printStackTrace();
        }

        pane = new JPanel();
        getContentPane().add(pane);



    }
    @Override
    public void paint(Graphics g){
        Graphics2D g2 = (Graphics2D)g;
        AffineTransform tf = new AffineTransform();
        //AffineTransform tx = new AffineTransform();
       tf.translate(300, 0);
        tf.rotate(Math.toRadians(45));
        tf.scale(1d, 0.5d);
        g2.drawImage(tile, tf, pane);

    }
}

And this is what is happening:
14  Discussions / General Discussions / Re: Hi! Is this real life? on: 2011-02-11 14:32:51
Capital! now if only i could find some good jME tutorials
15  Discussions / General Discussions / Re: Hi! Is this real life? on: 2011-02-10 22:06:36
Yeah I decided it was time to step up my Java skills to game programming. I come from an XNA background so hopefully that helps. I came across jMonkey Engine, it seems pretty legitimate but what do you guys think of it, i was going to start tinkering in it soon.

Edit:
Raven, thank you! i dont know why i was being downvoted haha, sorry about that
16  Discussions / General Discussions / Re: Hi! Is this real life? on: 2011-02-10 19:53:43
Riven must have mis-read my post, he set me to -1 :/
17  Discussions / General Discussions / Re: Hi! Is this real life? on: 2011-02-10 15:55:29
What sarcasm...i didnt think there would be a bustling forum all dedicated to Java game programming
18  Discussions / General Discussions / Hi! Is this real life? on: 2011-02-10 15:36:37
A Java Game Development Forum...Pinch me I'm dreaming
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