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Java framework for game development.
Check this out. Add some methods to jog.Graphics
to allow for this sorta stuff.
Then make the submarine game.
Copy existing lua code into java for generating borders on autotiles.
Add automatic scrolling in both x and y directions
Maybe also an auto-rotation.
Have a look at Jinput
I think this might be a problem, but I'm not sure.
Probably worth doing anyway...
sigh
Adhere to the ol' standards, and have a package structure something along the lines of net.jog.Graphics
and net.jog.lib.Camera
and stuff.
Instead of referring to clients by their IP address, the server should assign them uniqie (to each server/session) IDs and use this.
Add a sigmoid function to the easing library.
When a window is resized, the canvas isn't. It probably should be.
In a similar vein to the way Web2Py does it, have a global static T module that does translations from a lang
(?) folder. And generates the files and phrases if they don't exist. This seems tricky. I guess it'd have a HashMap for each language, with phrase in whatever-the-developer's-default-language-is to all the others.
An audio class to handle playing music and sound effects.
Change the way clearables are cleared, by having options to set the mode to AlphaComposite.CLEAR
, which would save the old colour, and then have rectangles and circles and everything clearning instead of drawing.
OR
Have a way of clearing circles/elipses.
Add a setPosition
procedure to parallax and have camera just set the x and y. Parallax will take that x and mod it by its width, and the y by its height. Before that, it'll divide x by distance (or multiply - whatever).
This should work.
I was thinking of something like the RMVX get_snapshot type thing. Where you get an image representing the way the graphics is.
The current implementation almost definitely doesn't work - it just returns the currentCanvas.
Rectangles of images.
Like this. Maybe with a way to choose this in your Main file.
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