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Offline NewOnJava

Junior Member




1970 born Java game hobbyer.


« Posted 2007-02-21 12:17:34 »

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Offline cylab

JGO Ninja


Medals: 43



« Reply #1 - Posted 2007-02-21 14:17:11 »

You should not do it this way. Use System.nanoTime() between _render() calls and use the difference as multiplicator for your scrolling offset.

Mathias - I Know What [you] Did Last Summer!
Offline NewOnJava

Junior Member




1970 born Java game hobbyer.


« Reply #2 - Posted 2007-02-21 14:51:49 »

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Legends of Yore - The Casual Retro Roguelike
Offline cylab

JGO Ninja


Medals: 43



« Reply #3 - Posted 2007-02-21 15:21:46 »

it just is so ugly to add game coordinate checks to JOGL screen rendering loops and if the computer is slow the game runs slow , i should get better game run with timer based coordinate changes !!
No you won't. You'll just shift the problem. You have to use polling:
- Create 4 boolean fields in your class: left,up,right,down
- Implement a KeyListener with keyPressed() and keyReleased()
- set the corresponding boolean flag to true, if a cursor key is pressed
- set the corresponding boolean flag to false, if a cursor key is released
- in your _render() method set the apropriate scrollspeed for x/y based on the direction flags
- multiply the result with the System.nanoTime()-difference between two _render()-calls

This way you should get a stable scrollspeed regardless of CPU-Speed and rendering load.

( nice English, heh )
Yeah Smiley  but I am german, so it doesn't matter, since we are the only country to have an own locale for our english: de_EN Grin  (i've really seen that as locale setting for english pages in one of our customers CMS!!!)

Mathias - I Know What [you] Did Last Summer!
Offline NewOnJava

Junior Member




1970 born Java game hobbyer.


« Reply #4 - Posted 2007-02-22 10:41:13 »

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