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1  Java Game APIs & Engines / J2ME / Re: Bluetooth on: 2005-04-25 15:41:31
well i think ive worked out where my implemenation is going wrong, i am using a RFCOMM method with streams, if use an OBEX method i can send small files of information (say in XML) about the mirrored player, thus being more relaible and informative,

any ideas?

2  Java Game APIs & Engines / J2ME / Bluetooth on: 2005-04-23 12:18:58

having polished off my single player function i have decided to continue with my project specification (part of my uni dissertation) and implement multiplayer bluetooth.

have managed to get the phones connected, loading into the game and placing the two players. moving a player on one phone moves its mirror on the other phone, cool right!

my implementation may work, but its not exactly robust. here s the situation.

i have a class called player, so i have a created a vector which contains 2 instances of the class player, one the server the other the client.

the keystates from one handset are fed to the other, but the Player moves to far (in the right direction), do you suppose that i also send the precsie location of the player instead, to ensure continuity as the game is constantaly alsive refreshing itself? would i be better feeding game logic rather than keystates?

also, when using a stream how does it scheduele the inputs and know the tag associated with a transfer for sending more than one variable?

also, any clues what a IOException error 10054 during TCP wirte means? or is it just when one phone has dies and cant communicate?

are there any bluewizards who could shed some light on this topic?

(i reccomend the book Bluetooth application programming, by Kumar et al, pretty helpfull stuff, got me from nothing to here in 3 days)

cheers guys,

3  Java Game APIs & Engines / J2ME / Re: adding sound! on: 2005-04-07 14:08:20
david you are a true legand!

my monkey can now battle to the sweet guitar rifts of Luarance Juber's pass the buck! simply sensational! Grin
4  Java Game APIs & Engines / J2ME / Re: adding sound! on: 2005-04-06 13:24:37
cheers David,

here's the returned complier build errors:

C:\WTK22\apps\Monkey Madness\src\ incompatible types
found   :
required: Player
      Player audioPlayer = Manager.createPlayer( is , "audio/midi");
                                               ^(this hat apperas under the 1st paranthases'(')
C:\WTK22\apps\Monkey Madness\src\ cannot resolve symbol
symbol  : method start ()
location: class Player
                 ^(this hat apperas under the first dot .)
2 errors
Build failed

here are my imports:
import javax.microedition.midlet.*;
import javax.microedition.lcdui.*;
import javax.microedition.rms.*;
import java.util.*;

um the method that does this call is in the MIDlet. is there any other info you need to diagnose this situation

many thanks for your time

5  Java Game APIs & Engines / J2ME / Re: adding sound! on: 2005-04-05 12:48:37
thank you david, once again!

i have downloaded and complied the sheepdog example with success, and refrenced the midi file appropriatly but i continue to get an incompatible type error pointing to the use of 'is' on the Manager.createPlayer?? it says required type is Player?

have also made sure that i am importing the media API, aggghh  Shocked

so frustrted with this as it seems so easy?

any other pointers guys?
6  Java Game APIs & Engines / J2ME / adding sound! on: 2005-04-04 14:34:15
i am trying to add sound to my game and have found this implementation

try {
InputStream is = getClass().getResourceAsStream("song.mid");
Player audioPlayer = Manager.createPlayer(is, "audio/midi");
} catch (IOException ioe) {
} catch (MediaException me) { }

problem is i keep getting a compliation error pointing to the 'is' in the second line with the manager, saying its an incompatible type. i have imported, util, the and media.control, where am i going wrong?

any ideas?

beta test the current game @
7  Java Game APIs & Engines / J2ME / Re: It will run on emulater but not on real phone on: 2005-04-04 12:44:36
sorted my problem and thought i would complete this thread and post my latter findings.

prefreably dont uses spaces in the name of your jar as it can be confusing with the whole %20 http substitution in the jad

and um just make sure your jad is perfectly correct, the smallest byte of inaccuracy will fail the authentication process,

happy porting, it trully is a bit of a nightmare!

8  Java Game APIs & Engines / J2ME / Re: It will run on emulater but not on real phone on: 2005-03-11 09:42:39
i am having the same problem porting to a device, i have read the above information but am still having problems, why oh why, the frustration!

any more clues?

url of the game is

many thanks if you can help me?

9  Java Game APIs & Engines / J2ME / Re: Remove Sprite and Array on: 2005-02-17 17:24:28
A much simpler solution is just to use a Vector instead of an array. Then, yes, if you do 'vector.removeElementAt(2);', afterwards the elements at 3 upwards are moved to being at 2 upwards. (Actually, the Vector's implementation has done a System.arraycopy just as above).

i am using this method as described above, but when i call remove element some of the 5 sprites (DROIDS) crash and the sprite stays on the screen!?

monkey = new Monkey(this);

         for (int i = 0; i < NUM_DROID; ++i)
             Droid newDroid = new Droid(this);
catch(IllegalArgumentException e)
           {System.out.println("Error" + e);

any ideas as to what else may be necessery to handle this implementation?

many thanks!
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