Returns the x-y-coordinates of the center of the cell with given The key ClosingMode in gamegrid.properties.Īll Swing methods are executed by the Event Dispatch Thread (EDT), soĪll methods may be executed directly from any thread. Is executed that terminates the JVM, but you can modifiy this behaviorīy registering your own implementation of the ExitListener interface or by using When the close button of the GameGrid window title bar is hit, System.exit(0) For more detailsĬonsult gamegrid.properties file found in the distribution. Java properties file gamegrid.properties. Some library defaults of the GameGrid window can be modified by using a This does not mean that ALL methods are thread-safe. Methods that access/modify the internal data structureĪre made thread-safe. to a text area or a second game grid in a GUI application) You may deny to give the focus to otherĬomponents (e.g. Be aware that the game grid window must have theįocus so that the keys are active. Key strokes may be reported by a GGKeyListener or by polling the keyboard using Override getStackTrace() or register your own GGExceptionHandler.įor applets the Java standard exception handler is not modified because To change this behavior, register a null GGExceptionHandler, Useful for GUI-based applications where no console window is visible. Stack trace in a modal dialog box and terminates the application. If a non-default constructor of GameGrid is used, all uncaught exceptionsĪre handled by a GGExceptionHandler that shows the Native DLL soundtouch.dll must be found in the system path. (source from you may change pitch and tempo independently.įor the compilation you need the package ch.aplu.jaw and the Using a sound converter integrated in the native DLL soundtouch.dll Is entirely rewritten and in my responsability.Ī extended sound library is included that supports MP3. (see and by an article about game programming in Java The class design is inspired by the great Greenfoot programming environment There image is automatically centered in the cell as accurate as possible. The x- and y-coordinates for positioning actors are actually the cell index ranging fromĠ <= x < nbHorzCells (exclusive) horizontally and 0 <= y < nbVertCells (exclusive) vertically. Registers a window listener that calls refresh() when the window is activated. The window is moved or by calling refresh(). Repainting is done in every simulation cycle, when To increase performance the automatic repainting of the graphicsĬanvas is disabled. GameGrid(60, 50, 10) will need a background image with 601 x 501 pixels.) NbVerticalPixels vertically to fit exactly into the playground. So the background image must have nbVertPixels horizontally and NbVertPixels = height + 1 pixels vertically, with pixel indexes 0 <= i <= width (inclusive),Ġ <= k <= height (inclusive) respectively.įor pixel accurate positioning be aware that an image that has the size m x n in pixel unitsĬontains m+1 pixels horizontally and n+1 pixels vertically. Thus the playground contains nbHorzPixels = width + 1 pixels horizontally and Height = nbVertCells * cellSize vertically. The size in pixel units of the usable playground is width = nbHorzCells * cellSize horizontally and The cellSize is given in pixel units, e.g. (A GameGrid may be added to the content pane of a JFrame without harm.) Not add a GameGrid in a JScrollPane (use the AWT container ScrollPane instead). In principle do not mix Swing and AWT components. In order to use hardware based rendering enhancement (page flipping). GameGrid is derived from Canvas (a heavy weight component based on AWT) (Run, Step, Reset) and a slider to select the simulation period. In a simple frame window with or without a navigation bar containing 3 buttons You may use a GUI builderīecause GameGrid is a Java bean. The default constructor (parameterless) is used to create a canvas that canīe embedded in your own frame window or applet. The background of the game grid can be decorated with drawings or a background To achieve fine-grained placement and smoother animation. More elaborate scenarios may use smaller cells (down to a single pixel unit) Simple scenarios may use large cells thatĮntirely contain the representations of objects in a single cell. The size of cells can be specified (in pixel units = distanceīetween two adjacent pixels) at GrameGrid's creation time,Īnd is constant after creation. Class to create a container where the actors live in.
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