| bio | website | notarealurl.com |
|---|---|---|
| location | United States | |
| age | 23 | |
| visits | member for | 11 months |
| seen | May 18 at 17:00 | |
| stats | profile views | 15 |
~I have Java relatively mastered already, but the C/.NET languages could use some work.~
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Mar 28 |
accepted | How to scroll background image-Android App |
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Mar 28 |
comment |
How to scroll background image-Android App Yes I found a tutorial on making an interface so I can write Java classes instead of working with the GUI activity xml layout >.< |
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Mar 10 |
comment |
How to scroll background image-Android App It may actually be best I avoid xml sheets altogether and just do hard coding in Java, so I can implement "complex" effects like this. |
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Mar 10 |
asked | How to scroll background image-Android App |
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Aug 6 |
comment |
Java: Tile-based Collision Detection with Rectangles I'm feeling that it really is the aforementioned problem that the x and y of the player does not match up with the x and y of the tiles. I'll keep at it figuring out tile by tile collision but I at least have the player staying within the boundaries of my map |
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Aug 5 |
comment |
Java: Tile-based Collision Detection with Rectangles Still haven't gotten the if statement to work without a null exception...I'm unsure of the problem. |
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Aug 5 |
comment |
Java: Tile-based Collision Detection with Rectangles I may have narrowed it down that I'm checking too many tiles and not just like one that is in front of the player. Plus, the player is technically in the same position on the screen (half width and height). Still looking into it further because it might not just be the last half of that if statement. |
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Aug 4 |
revised |
Java: Tile-based Collision Detection with Rectangles More code that may be the reason for the problem. Offers more insight on what it could be. |
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Aug 4 |
comment |
Java: Tile-based Collision Detection with Rectangles It's also important to note that when I use certain statements ALL tiles are blocked (To test this I move right and am blocked). So the collision detection methods and all seem to work, just not in the correct manner. |
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Aug 4 |
comment |
Java: Tile-based Collision Detection with Rectangles Okay, I think I've narrowed the new Null-Pointer Exception to the statement after the && operator in the checkCollision(). I think it needs to be level.tiles[i].id but tiles[] in the level class is an int[]. Could it be the static reference to the rockTile? I've tried the id of the rockTile too. |
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Aug 3 |
revised |
Java: Tile-based Collision Detection with Rectangles More details. Further expansion of new code I'm experimenting with. |
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Aug 3 |
comment |
Java: Tile-based Collision Detection with Rectangles @Layoric I guess that's the part I'm unsure about, but I'm assuming so as you said. I updated the code. |
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Aug 3 |
comment |
Java: Tile-based Collision Detection with Rectangles Hmmm I'm getting some Null-Pointer Exceptions when I add getX and Y methods to my level class. I'll keep you posted if I make any headway. |
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Aug 2 |
asked | Java: Tile-based Collision Detection with Rectangles |
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Jul 27 |
comment |
Java: Standing Animation Alright that seemed to break your explanation down easier. I just have to tweak the numbers and my character should be all set. Thanks. |
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Jul 26 |
comment |
Java: Standing Animation So there is a pause before initiating movement via the tick() inputs? I can't find a great place to put the while(input != null) without it giving me a blank screen because the rest of my code didn't fire. |
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Jul 26 |
comment |
Java: Standing Animation I was thinking the timing needed like the pause(500milliseconds) method or that threads were needed for measuring the time? |
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Jul 24 |
accepted | Java: Standing Animation |
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Jul 24 |
comment |
Java: Standing Animation Yeah I've really tried to skimp out on timed things since i don't want to have to deal with threads (I'm still kind of a beginner) although I probably will have to add them at some point even though it's just a Pokemon mock up. Thanks for the help though the !input.____ worked! |
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Jul 24 |
comment |
Should my game handle collisions in the Player object? Sorry I was thinking of a KeyListener and that this would somehow deal with keyboard/movement. |