Timeline for Best way of implementing custom UI objects jawa.awt.Graphics
Current License: CC BY-SA 3.0
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Nov 29, 2017 at 20:38 | comment | added | Kerdo | Still two questions: 1) How do I make sliders? How do I make them follow the mouse? I have to set the selection point of the bounds and move it by how much the mouse moves or something? 2) When holding mouse1 (in game) and moving the mouse at the same time the mouse x and y still update but I'm drawing a line from the player to the mouse x and y, the line stays still and so do the bullets. | |
Nov 29, 2017 at 20:35 | comment | added | Kerdo | So I got it working like it should. Added a line in MenuManager's setmenu function that sets the currently selected UI Manager (that the MouseManager uses to send over mousepresses) to the selected menu's ones. | |
Nov 29, 2017 at 20:16 | comment | added | Kerdo | I'm only using pure Java. Here's my drawing code in my main gameloop: imgur.com/r2SgDxz | |
Nov 29, 2017 at 13:19 | comment | added | ice1000 | Can I see your drawing code? Maybe your way of drawing the widgets is wrong. You may ask a new question and send me the link, since it's a different topic | |
Nov 29, 2017 at 13:17 | comment | added | ice1000 | Actually I'm not familiar with the API you used so I can't be helpful with the usage of the widgets :) (BTW you have 16 rep now and you can upvote my answer :) | |
Nov 29, 2017 at 13:16 | history | edited | ice1000 | CC BY-SA 3.0 |
deleted 5 characters in body
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Nov 29, 2017 at 13:14 | comment | added | ice1000 |
A suggestion: for (A a : as) { if (!a.x()) continue; a.y(); } can be replaced with for (A a : as) { if (a.x()) a.y(); } :D
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Nov 29, 2017 at 13:06 | comment | added | ice1000 |
You can g.fillRect(0, 0, width, height) before every refresh
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Nov 28, 2017 at 17:19 | comment | added | Kerdo | Some screencaps of my code: imgur.com/XRWA1XB (MouseManager), imgur.com/a/YsHXt (Main menu UI implementation), imgur.com/a/qQDWm (UIManager). Any comments of making it better? (2/2) | |
Nov 28, 2017 at 17:17 | comment | added | Kerdo | Thanks for your reply. I followed some tutorials and now got some things still to ask: I'm switching between gamestates (main menu, pause menu, etc). When switching the old menu's ui components are still accessible (clickable, executable). So I wrote a simple UI Manager to update all the components simultaneously. Now I'm creating a new UI Manager for every state and have to switch it in mousemanager. Is it better to have one and have tags on uicomponents to tell which state they belong in and update them when the corresponding menu is active? Mousemanager: (1/2) | |
Nov 26, 2017 at 20:00 | history | answered | ice1000 | CC BY-SA 3.0 |