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1  Java Game APIs & Engines / Java 2D / Problems with JButton with an image on :( on: 2003-05-23 09:46:28
i have a jbutton with an icon and a pressed icon. The problem is that when the button is active the border around the button gets gray and a even lager area gets gray when i press it. :-/ This dosent look good when i have a black background in the game. Does anyone have any tips on how i can make the border black instead of gray?  Huh
/VeNOM
2  Java Game APIs & Engines / Java 2D / setup program that makes *.exe ? on: 2003-05-07 12:23:54
I have made a game in java and now want to make a setup program that installs all the files and dirs and have a remove program funktion is there a program that can do this? i want a *.exe file Smiley
/VeNOM
3  Java Game APIs & Engines / Java 2D / ideas on collision in a soccer game? on: 2003-04-03 17:54:15
Im writing a soccer game and have a problem with the collision method..
All players extends Rectangel and i use intersects to see if anyone collides..
You see the game like looking down on it 2D.

I cant get a nice looking method.. I have tried to set that they shuld move back 10px in opposite dir... but that is bad... dont work.. Cry

anyone have any tips?  Huh
4  Java Game APIs & Engines / Java 2D / a "pass" funktion in a ball game? looks bad. on: 2003-03-05 20:02:32
Hi
Im doing a ball game and is working on the pass and shoot funktions.
Right now im doing so that i have the ball x and y and while the ball hasent intesected with a player it moves 3 pixels in the dir towards the player. 3 pixels in x and 3 in y until the ball have the same x and y as the player.
The problem is that this dont look nice at all.. the ball is moving werry bad.

I was woundering if anyone have a better idea in how to make this look better and natural.
I have been thinking about using pytagoras mathematics to calculate the length of the hypotenusa(i spell bad i know Sad ) and by that somehowe make the ball go 3 pixels on that line.. but the problem is in how to calculate the x and y to the endpoint..  Huh

But someone may have a mutch better sulution..
Thanks for your time...  Smiley
5  Java Game APIs & Engines / Java 2D / Getting Focus on a Jpanel? on: 2003-02-19 07:01:23
I´m having trouble getting focus on a Jpanel, where all the action is renderd.

I must add a textfield to the panel, to get it focused. But that sux.  Angry

Is there a better way to this?    Huh
6  Java Game APIs & Engines / Java 2D / Re: pressing 2 keys on the keyboard at the same ti on: 2003-02-18 12:22:15
Cheesy
thanks going to test it and se if i can use it  Grin
7  Java Game APIs & Engines / Java 2D / Re: pressing 2 keys on the keyboard at the same ti on: 2003-02-18 08:32:55
Embarrassed i dont get the picture.. how am i going to impliment it? Does anyone have a adress to a page with an exampel on it?
i really greatful for ur help.  Wink u r really nice taking time to answer all of the questions..
8  Java Game APIs & Engines / Java 2D / Re: pressing 2 keys on the keyboard at the same ti on: 2003-02-17 11:33:19
So if you hold down a key (a for an example) and it types out "aaaaaaa" on the screen, you actually press down and release the a key?

But does this enable other keys to used, so the program recognise 2 different buttons at the same time, and then handles them seperately?

I mean, that if you press down the r and e key, the program can recognise a "press down" and "release" on the r key and then also the e key (and so forth)?

Grin

9  Java Game APIs & Engines / Java 2D / pressing 2 keys on the keyboard at the same time? on: 2003-02-17 05:47:00
:-/
Im working on a game that needs to be able to handle if more than one button is pressed on the keyboard. The problem now is that when i press 2 buttons like e and r the comp thakes the last one of the keys that is pressed and just repeat it. like reeeeeeeeeee.. i want rerererer and so on.. can this be fixed?
10  Java Game APIs & Engines / Java 2D / *.jpg/gif file as a background for VolatileImage? on: 2003-02-11 16:08:31
Can i set a picture as a background in a VolatileImage and the set my objects on top of it? instead of *.setColor() or something like that..
Huh
11  Java Game APIs & Engines / Java 2D / 2D rendering problem? noob question on: 2003-02-10 21:03:54
Im trying to understand how this stuff works i have looked at some code.. this is as far as a come.
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import javax.swing.event.*;
import java.awt.event.*;
import javax.swing.*;
import java.awt.*;
import java.util.*;
import java.awt.image.*;
import java.awt.image.BufferStrategy;

public class RawSugar extends JFrame implements ActionListener {
      BufferStrategy bufferStrategy;

      public RawSugar() {

            JFrame window = new JFrame("Project: RawSugar Beta");
            window.setBounds(
                  50,
                  window.getToolkit().getScreenSize().height/20,
                  window.getToolkit().getScreenSize().width-100,
                  window.getToolkit().getScreenSize().height-100
            );

            window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
            BorderLayout border = new BorderLayout();
            Container c = window.getContentPane();
            c.setLayout(border);




            JMenuItem subMeny1;
            JMenuItem subMeny2;
            JMenuItem subMeny3;

            window.setIgnoreRepaint( true );

            JMenuBar menuBar = new JMenuBar();
            window.setJMenuBar(menuBar);
            JMenu meny = new JMenu("Arkiv");
            meny.setMnemonic(KeyEvent.VK_A);
            menuBar.add(meny);

            subMeny1 = new JMenuItem("Nytt",KeyEvent.VK_T);
            subMeny1.setAccelerator(KeyStroke.getKeyStroke('N', ActionEvent.CTRL_MASK));
            meny.add(subMeny1);

            subMeny2 = new JMenuItem("Stäng",KeyEvent.VK_T);
            subMeny2.setAccelerator(KeyStroke.getKeyStroke('Q', ActionEvent.CTRL_MASK));
            meny.add(subMeny2);

            meny.addSeparator();

            subMeny3 = new JMenuItem("Stäng", new ImageIcon("macke.jpg"));
            subMeny3.setMnemonic(KeyEvent.VK_B);
            subMeny3.setAccelerator(KeyStroke.getKeyStroke('Q', ActionEvent.CTRL_MASK));
            meny.add(subMeny3);
            subMeny3.addActionListener(this);


            JPanel plan = new JPanel();
            plan.setBackground(Color.white);
            c.add(plan, BorderLayout.CENTER);

            ImageIcon icon = new ImageIcon("pics/test.jpg");
            c.add(new JLabel(icon), BorderLayout.WEST);

            JPanel right = new JPanel();
            right.setBackground(Color.black);
            c.add(right, BorderLayout.EAST);
            right.setLayout(new GridLayout(24,1));


            JPanel botten = new JPanel();
            botten.setBackground(Color.black);
            c.add(botten, BorderLayout.SOUTH);

            TextField goalP1 = new TextField();
            TextField goalP2 = new TextField();
            TextField timeLeft = new TextField();

            goalP1.setText("kauken");
            goalP1.setBackground(Color.red);
            botten.add(goalP1);

            goalP2.setText("0 Goals");
            goalP2.setBackground(Color.red);
            botten.add(goalP2);

            timeLeft.setText("TID KVAR");
            timeLeft.setBackground(Color.white);
            right.add(timeLeft);


            //------------------KNAPPAR--------------------

            JButton nytt = new JButton("New Game");
            right.add(nytt);
            nytt.setBackground(Color.gray);
            nytt.addActionListener(this);

            JButton end = new JButton("End Game");
            right.add(end);
            end.setBackground(Color.blue);
            end.addActionListener(this);

            JButton toplist = new JButton("TopList");
            right.add(toplist);
            toplist.setBackground(Color.gray);
            toplist.addActionListener(this);

            JButton p1 = new JButton("Player 1");
            right.add(p1);
            p1.setBackground(Color.blue);
            p1.addActionListener(this);

            JButton p2 = new JButton("Player 2");
            right.add(p2);
            p2.setBackground(Color.gray);
            p2.addActionListener(this);

            JButton start = new JButton("Start match");
            right.add(start);
            start.setBackground(Color.blue);
            start.addActionListener(this);


            window.setVisible(true);

            //--------------------------------------------------

            Image test2= Toolkit.getDefaultToolkit().createImage("test.png");

      int ScreenWidth;
   int ScreenHeight;
      int test = 1;
      //boolean Running = true;
      bufferStrategy = plan.getBufferStrategy();
      plan.createBufferStrategy( 3 );


        while( test == 1 )
        {
           // This is where you would call a method that updates your game state (ie: moves
           // objects, checks for collisions, etc.

           // updategame();

           // Call our render function to draw everything.

           render();

           // Sleep

           try
           {
         Thread.sleep( 30 );  // This should be replaced with proper frame rate limiting code
           } catch( InterruptedException e ) {}
        }
          }


          // A variable used with render()

          int i = 0;

          // This method is called once every frame to display the current state of our game.

          private void render()
          {
        // If we've lost our video memory, don't bother drawing anything

              if( !bufferStrategy.contentsLost())
              {
                 Graphics g = bufferStrategy.getDrawGraphics();

                 // Clear the drawing buffer to white
                 g.setColor( Color.white );
                 g.fillRect( 0, 0, 100, 111 );

                 // Say hello
                 g.setColor( Color.black );
                 g.drawString( "Hello World!", i, i );

                 // We'll stop after 400 frames.
                 i++;
                // if( i > 400 )
              //      test=2;

                 bufferStrategy.show();
                 g.dispose();
              }

//--------------------------------------------------------------


      }

      public static void main (String[] args) {
            new RawSugar();
      }

      public void actionPerformed(ActionEvent e)
            {
                  /*if(e.getSource() == subMeny3)
                        System.exit(0);
                  else if(e.getSource() == cirkel)
                  {
                        Cirkel c = new Cirkel(ruta);
                        t = new Thread(c);
                        BouncingObject.tradarIgang.add(c);
                        t.start();
                  }
                  else if(e.getSource() == fyrkant)
                  {
                        Rektangel c = new Rektangel(ruta);
                        t = new Thread(c);
                        BouncingObject.tradarIgang.add(c);
                        t.start();
                  }*/


            }

}


the thing is that i want to be draw in the JPanel Plan.
I may be way wrong in my code.. anyone have any tips.. i tryed to set the drawing to the JFrame but thats not what i want and then the JFrame just shows the stuff on the screen before i started the program.. plx help
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