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1  Game Development / Newbie & Debugging Questions / Re: Best approach for an opaque overlay? on: 2004-01-09 12:10:20
This is a very simple game, with no animation (it is based on a board game).

I'm guessing my current 'render loop' is just my overloaded paint() method...Is this correct?  Is this going to suffice for such a project, or am I going to have to get more fancy?

I'm still watching this thread, so any extraneous advice would be greatly appreciated  Wink

2  Game Development / Newbie & Debugging Questions / Re: Best approach for an opaque overlay? on: 2004-01-07 17:45:16
Thanks for responding...

OK, that's what I was expecting, regarding the event handling...

...and that leads me to the conclusion there isn't a good way to use a component to display the mini-map...I guess I'll just have to draw it right over the main image.

Which is less than convenient.

The good news is, I won't have to write my own component...

Now, to learn about render loops...

3  Game Development / Newbie & Debugging Questions / Best approach for an opaque overlay? on: 2004-01-07 13:18:05
Hi all!

I'm creating my first Java game, and I'm at a crossroads with the HUD, and I wanted your advice...

This is an application, not applet.

I've extended Frame to display the 1500x1000 map, which is scrollable and zoomable.  On top of this I wish to place a mini-map (like Empire Earth).

In doing so, I'd like to make it abstract enough to use for the other overlays of the HUD, such as player stats.

I don't want it to have a frame, although I would like for it to have the ability to be dragged (accept events).

Do you guys have any helpful advice for me?


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