Path: chuka.playstation.co.uk!news From: "John \( QuietBloke \)" Newsgroups: scee.yaroze.freetalk.english Subject: Re: New Game: pingping Date: Tue, 4 Sep 2001 16:24:17 +0100 Organization: PlayStation Net Yaroze (SCEE) Lines: 77 Message-ID: <9n2ro9$9t01@www.netyaroze-europe.com> References: <9mgdt1$66s1@www.netyaroze-europe.com> <01c13405$82c03540$LocalHost@pal-s-omnibook> <9mvj76$s3h4@www.netyaroze-europe.com> <9mvpgd$s3h9@www.netyaroze-europe.com> <3b95a3eb.75469749@www.netyaroze-europe.com> <9n0fhj$s3h15@www.netyaroze-europe.com> <3b942f4a.3445093@www.netyaroze-europe.com> <9n23t2$7dl4@www.netyaroze-europe.com> <3b95c768.42387730@www.netyaroze-europe.com> NNTP-Posting-Host: host213-122-49-226.btinternet.com X-Priority: 3 X-MSMail-Priority: Normal X-Newsreader: Microsoft Outlook Express 5.50.4522.1200 X-MimeOLE: Produced By Microsoft MimeOLE V5.50.4522.1200 Aye.. Ive done that. Ive defined update to just call paint and paint write everything to the background image then does copies it to the display. But the sprites still seem to occasionally flicker... Each sprite holds 32 images for the animated sprite at various angles and the flicker seems to occur when I switch to display a different image . maybe Im just imagining it. "Steven Osman" wrote in message news:3b95c768.42387730@www.netyaroze-europe.com... > Some flicker is caused by the fact that when update() is called > instead of paint(), the screen is first painted with the background > color, and then it is repainted. I alleviate that by having both > update and paint call the same routine to draw the screen. If you've > got double buffering going on, then both need only copy the active > frame, which keeps things fairly simple. > > Steven > > On Tue, 4 Sep 2001 09:37:13 +0100, "John \( QuietBloke \)" > wrote: > > >hmmm.. yeah.. I guess as long as you know you will be converting to > >C++ it should be fairly painless. Of course in my case both my Java and C++ > >are very rusty so thats easier said than done. > >Im still trying to remember how to do simple stuff like load a graphic up > >in Java. . You wouldnt believe how long I spent trying to code something > >that > >would split a single image up into the individual sprites held within it. > >I have actually managed to knock out some basic code for an applet which > >is now on my WebSite which ( fingers crossed ) wont cause any problems. > >I got the double bufering of the screen but if you watch it sometimes a > >sprite > >or two still seems to flicker. Any idea what it could be ? I seems to settle > >down > >after a while but I cant think what can be causing it or how to stop it. > > > > > >"Steven Osman" wrote in message > >news:3b942f4a.3445093@www.netyaroze-europe.com... > >> Actually, almost completely a rewrite, but not so bad. Lately, I've > >> been trying to write more of my yaroze stuff in C++, so the more I use > >> objects -- and the less I use pointers -- it should be a pretty easy > >> adaptation. > >> > >> What does come pretty easily is some of the game logic. I've found > >> that drawing and input is dependent on the platform, but actually > >> processing the input, moving characters, checking for game over, and > >> code like that is pretty straight-forward -- this is particularly the > >> case when you're going from java to yaroze. > >> > >> Most people will tell you I'm crazy for my "religion" on Java versions > >> -- so you may want to go and get other opinions. I've been using it > >> more than most people (since version 0.9x) and I've had to deal with > >> tonnes of compatability issues. Just think -- if you don't like > >> downloading for three hours, how would visitors to your site like to > >> be told that they have to install a 10-20 meg plugin just to use your > >> web site... Some (probably many) will just move right along to > >> another game. > >> > >> People argue that browsers change, features change, etc, but have no > >> clue just how long it takes for a browser update to propagate. > >> > >> I like 1.1, it offers a lot. Unfortunately, even swing is not > >> standard with 1.1, so depending on how much you want to minimize > >> downloads, you may want to avoid using swing and just stick to awt. > >> > >> Sauce > >> > > > > >