Java-Game | Java game - | Game Engine library
kandi X-RAY | Java-Game Summary
kandi X-RAY | Java-Game Summary
Java game
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Top functions reviewed by kandi - BETA
- 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
Java-Game Key Features
Java-Game Examples and Code Snippets
Community Discussions
Trending Discussions on Java-Game
QUESTION
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 13:11There 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).
QUESTION
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 10:00I think problem may be with update your actors bounds, i can't find where you update it. I wrote similiar game and i change Bound
s of actors on each update step and all works well in some lines...
QUESTION
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 19:53The 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.
Community Discussions, Code Snippets contain sources that include Stack Exchange Network
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Install Java-Game
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 .
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