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  New 2D java Game Editor  (Read 2634 times)
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Offline alfredogarciaw

JGO Visitor




« Posted 2005-12-02 19:50:07 »

Hello:
Some months ago I was looking for an Open Source 2D Game Editor(with a user interface) for JAVA, and didn't find one, in fact I was looking for one with an LGPL license. So that could protect the Game it's self (closed source)but share some common code giving it to the Framework.

I have spent the last 6 months programming a Game Editor for JAVA.
, would  really appreciate your opinions.

According to the slogan "Release Early, Release Often" the project is there so that you  can tell if the project is useful, would really appreciate your opinions.

JXArcade is a 2D Game Editor for JAVA. It allows you to produce Arcade java games using a graphic Interface to define sprites , animated sprites, paths and scene. 
It also provides a consistent framework for game   
development 


The Joystick Input Engine and the Sound Engine  was not implemented intentionally to give
space to every game programmer that feels can contribute to this framework. (Any contribution that makes the framework better will be accepted)
Remember that the license is LGPL, so you can extend the framework and use it even
commercially with out the need to open your source.

http://sourceforge.net/projects/jxarcade
Offline whome

Junior Member




Carte Noir Java


« Reply #1 - Posted 2005-12-11 12:51:12 »

Looked at the code and found interesting code in obtainImage method. You draw image several times on top of itself to force it to be managed. Is it mandatory in JDK1.4.2.x and JDK1.5.x virtual machines before images are accelerated?

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ImageManagement.java
public Image obtainImage(String spriteImageFilename) throws
            Exception {

        Object o = tablaCacheImagenes.get(spriteImageFilename);
        if (o != null) {
            Image theImage = (Image) o;
            return theImage;
        }

        BufferedImage theBufferedImage = this.obtainBufferedImage(
                spriteImageFilename);

        Image img = theBufferedImage.getScaledInstance(theBufferedImage.
                getWidth(), theBufferedImage.getHeight(), Image.SCALE_DEFAULT);
        GraphicsEnvironment ge =
                GraphicsEnvironment.getLocalGraphicsEnvironment();
        Image imNada = ge.getDefaultScreenDevice().getDefaultConfiguration().
                       createCompatibleImage(10, 10);
        //the next lines are there because the JVM make an image
      // to be "managed image" if it is used several times

        imNada.getGraphics().drawImage(img, 0, 0, null);
        imNada.getGraphics().drawImage(img, 0, 0, null);
        imNada.getGraphics().drawImage(img, 0, 0, null);
        imNada.getGraphics().drawImage(img, 0, 0, null);

        tablaCacheImagenes.put(spriteImageFilename, img);
        return img;
    }
Offline oNyx

JGO Coder


Medals: 1


pixels! :x


« Reply #2 - Posted 2005-12-11 13:10:09 »

There is a flag for that:

System.setProperty("sun.java2d.accthreshold", "0");

弾幕 ☆ @mahonnaiseblog
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Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #3 - Posted 2005-12-12 02:02:34 »

Is it mandatory in JDK1.4.2.x and JDK1.5.x virtual machines before images are accelerated?

No.  Managed images are an implementation detail.  There is no requirement that they be supported.

Offline whome

Junior Member




Carte Noir Java


« Reply #4 - Posted 2005-12-12 09:43:19 »

One suggestion:
I would recommend using a native AWT FileDialog chooser instead of pure-Swing FileDialog. We Windozers just cant stand Swing FileDialog due to a lack of many features.
Offline swpalmer

JGO Coder




Where's the Kaboom?


« Reply #5 - Posted 2005-12-14 05:11:54 »

I would recommend using a native AWT FileDialog chooser instead of pure-Swing FileDialog. We Windozers just cant stand Swing FileDialog due to a lack of many features.

Have you voted for the relevant bugs?  I'm hoping these issues get fixed in Mustang.

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