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Archive for November, 2006

The init() Method The first line of code

Wednesday, November 15th, 2006

The init() Method The first line of code constructs a bouncing boxes world. After that, a magic camera is constructed, through which we will view the world. The run() Method In the run() method we keep track of how long a frame takes to render. If a frame […]

The parameter name starts with the class name,

Tuesday, November 14th, 2006

lastUpdate=System.currentTimeMillis(); while(alive){ long currentTime=System.currentTimeMillis(); long dtmillis=currentTime-lastUpdate; double dt=(double)dtmillis/1000; lastUpdate=currentTime; //– make sure the update doesn’t take to large “steps” if(dt>0.2) dt=0.2; world.update(dt); camera.update(dt); //– to speed up the repaint we tell the Applet to update //– directly instead of calling repaint if(getPeer()==null) […]

The parameter name starts with the class name,

Tuesday, November 14th, 2006

Black Art of Java Game Programming by Joel Fan Sams, Macmillan Computer Publishing ISBN: 1571690433 Pub Date: 11/01/96 Previous Table of Contents Next The initiateClasses() Method This method sees to it that all classes used in this world are initiated. It also retrieves a parameter, […]

The parameter name starts with the class name,

Tuesday, November 14th, 2006

The parameter name starts with the class name, followed by an underscore and then the name of the constant. The value depends on the parameter type. In this case it is a string that refers to a filename. The next thing that is in common for all bouncing boxes is […]

} //– make sure gravity does it s share

Tuesday, November 14th, 2006

Figure 12-3 The BouncingBox class The BouncingBox Constructor The constructor of a bouncing box takes two parameters: the world in which it should be inserted and the starting position. The base class, fMovingObject, is constructed by setting the velocity and angle to zero. The angular velocity is set […]

} //– make sure gravity does it s share

Tuesday, November 14th, 2006

Black Art of Java Game Programming by Joel Fan Sams, Macmillan Computer Publishing ISBN: 1571690433 Pub Date: 11/01/96 Previous Table of Contents Next The Overridden Update The first thing we do here is let the base class update itself. This is a must, or fMovingObject will […]

} //– make sure gravity does it s share

Tuesday, November 14th, 2006

} //– make sure gravity does it s share dp.y-=BouncingBoxWorld.gravity*dt; //– set the new velocity setdPosition(dp); } //– inititates the class public static void initiateClass (Applet app) { //– //– get the static “constants” that all bouncing boxes have //– try{ //– […]

Each fWorld keeps track of its own time

Tuesday, November 14th, 2006

In the following example you will see how you can use the core by extending the cornerstone classes. You should read the description and look at the code at the same time to get the most out of it. The headers for the core classes mentioned can be found on […]

Each fWorld keeps track of its own time

Tuesday, November 14th, 2006

Black Art of Java Game Programming by Joel Fan Sams, Macmillan Computer Publishing ISBN: 1571690433 Pub Date: 11/01/96 Previous Table of Contents Next Understanding the 3D Engine in the Core The 3D engine is a subsystem to the core. It is responsible for rendering the world as seen […]

Each fWorld keeps track of its own time

Tuesday, November 14th, 2006

Each fWorld keeps track of its own time starting with zero at creation. In order to simulate time, a world must be updated. Updating is done by calling the method update() with one argument: the amount of time that the core should update. This method will be called by an outsider […]

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