alpha_x's Profile User Rating: -----

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User is offline Sep 04 2013 04:18 AM
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  1. In Topic: Drawing Grid Problem

    Posted 4 Sep 2013

    fixed it... I was not dispering my grid properly (i+16) was not sufficient to create gaps as it was g oing 16,17,18 etc...

    grid[j][i].drawImage((i*16)+4, (j*16)+16, g2d);

    Sorry...

    Any revisions are welcome!
  2. In Topic: Maths requirements for Algorithm Analysis

    Posted 23 Aug 2013

    Ok thanks a lot! I'll focus more on revising discrete mathematics then. Any book suggestions for someone that is relatively average at maths?
  3. In Topic: Zombie AI - not animating independantly

    Posted 7 Oct 2012

    Just to add my ZombieAI() is called in my GameUpdate method which is run in the GameLoop thread:

    	public void run() {
    		Thread t = Thread.currentThread();
    		while (t == gameloop) {
    			try {
    				Thread.sleep(5);
    			} catch (InterruptedException e) {
    				e.printStackTrace();
    			}
    			// poll keyboard - check if keys were pressed
    			keyboard.poll();
    
    			gameUpdate();
    		}
    	}
    
    
    
    public void gameUpdate() {
    
    		// process keys that are held down
    		handleInput();
    		// draw background
    
    		// g2d.setColor(Color.WHITE);
    		g2d.fill(new Rectangle(0, 0, ScreenWidth - 1, ScreenHeight - 1));
    
    		drawBackground();
    		// player.transform();
    		checkPlayerBoundaries();
    		player.setBoundsEnabled(true);
    		drawPlayer(player.getBoundsEnabled());
    
    		zombieAI();
    		checkZombieBoundaries();
    		for (int k = 0; k < MAX_ZOMBIES; k++) {
    			zombie[k].drawBounds(Color.BLUE);
    			zombie[k].draw();
    		}
    
    		drawBullets();
    		checkBulletStatus(); // JUST FOR DEBUG PURPOSES, REMOVE UPON COMPLETION
    
    		drawHealthBar();
    		g2d.setColor(Color.BLACK);
    		g2d.drawString("Position: " + player.x + "," + player.y, 10, 40);
    		g2d.drawString("Velocity: " + player.x + "," + player.y, 10, 60);
    		g2d.drawString("Animation: " + player.getCurrentFrame(), 10, 80);
    
    		g2d.drawString("Face Angle: " + player.getFaceAngle(), 10, 100);
    		g2d.drawString("Bullets Left: " + (MAX_BULLETS - currentShot), 10, 120);
    
    		g2d.drawString("Bullets Alive: " + getBulletsAlive(), 10, 140);
    		repaint();
    	}
    
    
    
  4. In Topic: Applying a transform when selectively drawing parts of a source image

    Posted 6 Oct 2012

    Oops silly me, thanks that worked!
  5. In Topic: Applying a transform when selectively drawing parts of a source image

    Posted 6 Oct 2012

    Sorry I just now realised that this may not be the right place for this question, if that is the case then can a moderator please move to the Game Programming sub-forum.

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