Java-Games | A whole bunch of games programmed in java | Game Engine library

 by   Glank Java Version: v1.0 License: MIT

kandi X-RAY | Java-Games Summary

kandi X-RAY | Java-Games Summary

Java-Games is a Java library typically used in Gaming, Game Engine, Example Codes applications. Java-Games has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. However Java-Games build file is not available. You can download it from GitHub.

A whole bunch of games programmed in java.
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              Java-Games has a low active ecosystem.
              It has 211 star(s) with 203 fork(s). There are 27 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 1 open issues and 4 have been closed. On average issues are closed in 67 days. There are 3 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of Java-Games is v1.0

            kandi-Quality Quality

              Java-Games has 0 bugs and 0 code smells.

            kandi-Security Security

              Java-Games has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              Java-Games code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              Java-Games is licensed under the MIT License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              Java-Games releases are not available. You will need to build from source code and install.
              Java-Games has no build file. You will be need to create the build yourself to build the component from source.
              Java-Games saves you 2707 person hours of effort in developing the same functionality from scratch.
              It has 5867 lines of code, 561 functions and 81 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Java-Games and discovered the below as its top functions. This is intended to give you an instant insight into Java-Games implemented functionality, and help decide if they suit your requirements.
            • Runs the wavefile .
            • Gets the World .
            • Initialization level .
            • Start the game .
            • Initialise Car .
            • Decrypts a file .
            • Rolls the stream .
            • Displays an image .
            • Test if a ball is good .
            • Checks if the block can be fit into the block
            Get all kandi verified functions for this library.

            Java-Games Key Features

            No Key Features are available at this moment for Java-Games.

            Java-Games Examples and Code Snippets

            No Code Snippets are available at this moment for Java-Games.

            Community Discussions

            QUESTION

            How to set JFrame in fullscreen using users native resolution?
            Asked 2021-Feb-15 at 13:11

            I am trying to create a little game for a project in university. Since I need to update the screen permanently I am looking for a good render loop implementation. It should be full screen. I found this on gamedev.net - Java Games: Active Rendering:

            ...

            ANSWER

            Answered 2021-Feb-15 at 13:11

            There are lots of issues with this code.

            First of all, when you are checking (polling) a flag variable in the main thread, that will be updated by a key listener, which will be called in the event dispatch thread, the minimum you have to do, is to declare that variable volatile.

            Then, there is no point in using JFrame when you don’t use the Swing framework at all. Further, it’s nonsensical to request double buffering from the AWT and then, use a BufferedImage for another buffering atop the already buffered operation.

            Using the native resolution is as easy as removing the setDisplayMode(…) call. After turning the window to full screen, you can simply use getWidth() and getHeight() on it to get the actual dimensions for the operations (it’s not needed for the buffered image, as that was obsolete anyway).

            Source https://stackoverflow.com/questions/66205853

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install Java-Games

            You can download it from GitHub.
            You can use Java-Games like any standard Java library. Please include the the jar files in your classpath. You can also use any IDE and you can run and debug the Java-Games component as you would do with any other Java program. Best practice is to use a build tool that supports dependency management such as Maven or Gradle. For Maven installation, please refer maven.apache.org. For Gradle installation, please refer gradle.org .

            Support

            For any new features, suggestions and bugs create an issue on GitHub. If you have any questions check and ask questions on community page Stack Overflow .
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            gh repo clone Glank/Java-Games

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            git@github.com:Glank/Java-Games.git

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