Java-Game | Java game - | Game Engine library

 by   dungeongod Java Version: Current License: No License

kandi X-RAY | Java-Game Summary

kandi X-RAY | Java-Game Summary

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

Java game
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            kandi-support Support

              Java-Game has a low active ecosystem.
              It has 4 star(s) with 0 fork(s). There are no watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              Java-Game has no issues reported. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of Java-Game is current.

            kandi-Quality Quality

              Java-Game has no bugs reported.

            kandi-Security Security

              Java-Game has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.

            kandi-License License

              Java-Game does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              Java-Game releases are not available. You will need to build from source code and install.
              Java-Game has no build file. You will be need to create the build yourself to build the component from source.

            Top functions reviewed by kandi - BETA

            kandi has reviewed Java-Game and discovered the below as its top functions. This is intended to give you an instant insight into Java-Game implemented functionality, and help decide if they suit your requirements.
            • Start the game loop
            • Fills the Y value
            • Checks if the player is collision
            • Check if the player has a collision
            • Draws the graphics component
            • Draws the game over the text
            • Draws the background image
            • Draw the enemy
            • The main method
            • Start an animation
            • Music music
            • Starts the music
            • Fires a fire
            • Prepares the magnets for this board
            • Checks to see if this tile is a collision
            Get all kandi verified functions for this library.

            Java-Game Key Features

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

            Java-Game Examples and Code Snippets

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

            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

            QUESTION

            How to detect collisions between objects in LibGDX
            Asked 2020-May-04 at 00:31

            This is my first post on stack overflow so I apologize in advance if I'm breaking any rules about posting, etc. I have been working on a an asteroids-esque shooting game and I can't figure out how to get the collision detection working between the rocks and the laser.
            The source code can be found here. I had to make some changes to the update method of LevelScreen because the original code is dependent on using the BlueJ IDE. I found a fix in this post and got the collision working between the spaceship and the rocks.

            The LevelScreen class

            ...

            ANSWER

            Answered 2020-May-03 at 10:00

            I think problem may be with update your actors bounds, i can't find where you update it. I wrote similiar game and i change Bounds of actors on each update step and all works well in some lines...

            Source https://stackoverflow.com/questions/61491889

            QUESTION

            ObjectInputStream does not read all objects from the output stream
            Asked 2019-Aug-04 at 20:09

            I'm trying to send objects from a server to a rendering client, through a socket. The first list of Entity-objects consists of 8 entities, but many more are added to the list. My server can end up writing hundreds of objects to an ObjectOutputStream, but the client only reads the initial 8.

            I have tried calling the flush() both before and after the writeObject method, but this does not seem to make a difference. I have narrowed the problem down to be client-sided.

            The server writes an ArrayList to the stream using this method:

            ...

            ANSWER

            Answered 2019-Aug-04 at 19:53

            The problem is that ObjectStreams keep track of already sent objects, and instead of sending them again, they will just reference the previous object.

            Make a copy of your ArrayList and send the new ArrayList.

            tl;dr: Serialization was not intended for server/client comunication.

            Source https://stackoverflow.com/questions/57349440

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

            Vulnerabilities

            No vulnerabilities reported

            Install Java-Game

            You can download it from GitHub.
            You can use Java-Game 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-Game 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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