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AforcefulFiasco

Member Since 20 May 2013
Offline Last Active Nov 24 2013 11:27 PM

Topics I've Started

How to compile Java Applets in Vim/Mac CMD

08 October 2013 - 08:47 PM

Hey all. I've been working on my pc lately using eclipse and java applets. I want to switch over to my mac, but using vim and the command line instead of eclipse. Every time I try to compile, it tells me I don't have a main function added, which I didn't need while I was using eclipse. Can someone help me out? I'll post some relevant code. Thanks!



import java.applet.Applet;
import java.awt.Color;
import java.awt.Frame;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.net.URL;
import java.util.ArrayList;

public class Main extends Applet implements Runnable, KeyListener {
	private Animator animateRight, animateLeft, animateUp, animateDown;
	private ArrayList<BufferedImage> spriteRight, spriteLeft, spriteUp, spriteDown;
	private Image image;
	private Graphics second;
	private URL base;
	private Player player;
	private boolean left, right, down, up;
	private String lastDir;
	private long animateSpeed;
	BufferedImageLoader loader;
	BufferedImage spriteSheet;
	SpriteSheet ss;

	public void init() {
		setSize(1200, 800);
		setBackground(Color.BLACK);
		setFocusable(true);
		addKeyListener(this);
		Frame frame = (Frame) this.getParent().getParent();
		frame.setTitle("RPG v. 0.0.1");
		try {
			base = getDocumentBase();
		} catch (Exception e) {
			e.printStackTrace();
		}
		
		setUpAnimations();
		left = down = right = up = false;
		
	}

	public void start() {
		Thread thread = new Thread(this);
		player = new Player();
		thread.start();
	}

	@Override
	public void run() {
		// TODO Auto-generated method stub
		while (true) {
			player.update();
			repaint();
			try {
				Thread.sleep(17);
			} catch (InterruptedException e) {
				e.printStackTrace();
			}
		}
	}
	
	public void update(Graphics g) {
		if (image == null) {
			image = createImage(this.getWidth(), this.getHeight());
			second = image.getGraphics();
		}

		second.setColor(getBackground());
		second.fillRect(0, 0, getWidth(), getHeight());
		second.setColor(getForeground());
		paint(second);
		
		g.drawImage(image, 0, 0, this);
	}
	
	public void paint(Graphics g) {
		if(right){
			animateRight.update(System.currentTimeMillis());
			g.drawImage(animateRight.sprite, player.getPosX(), player.getPosY(), this);
		}
		else if(left){
			animateLeft.update(System.currentTimeMillis());
			g.drawImage(animateLeft.sprite, player.getPosX(), player.getPosY(), this);
		}
		else if(up) {
			animateUp.update(System.currentTimeMillis());
			g.drawImage(animateUp.sprite, player.getPosX(), player.getPosY(), this);
		}
		else if(down) {
			animateDown.update(System.currentTimeMillis());
			g.drawImage(animateDown.sprite, player.getPosX(), player.getPosY(), this);
		}
	}

	public void stop() {

	}

	public void destroy() {

	}

	@Override
	public void keyPressed(KeyEvent e) {
		switch(e.getKeyCode()) {
		case KeyEvent.VK_A:
			player.moveLeft();
			player.setMovingLeft(true);
			left = true;
			lastDir = "left";
			break;
		
		case KeyEvent.VK_D:
			player.moveRight();
			player.setMovingRight(true);
			right = true;
			lastDir = "right";
			break;
		
		case KeyEvent.VK_W:
			player.moveUp();
			player.setMovingUp(true);
			up = true;
			lastDir = "up";
			break;
			
		case KeyEvent.VK_S:
			player.moveDown();
			player.setMovingDown(true);
			down = true;
			lastDir = "down";
			break;
		}
		
	}

	@Override
	public void keyReleased(KeyEvent e) {
		switch (e.getKeyCode()) {
		case KeyEvent.VK_W:
			up = false;
			player.setMovingUp(false);
			break;

		case KeyEvent.VK_S:
			down = false;
			player.setMovingDown(false);
			break;

		case KeyEvent.VK_A:
			left = false;
			player.setMovingLeft(false);
			break;

		case KeyEvent.VK_D:
			right = false;
			player.setMovingRight(false);
			break;

		case KeyEvent.VK_SPACE:
			break;

		case KeyEvent.VK_CONTROL:

			break;

		}

	}

	@Override
	public void keyTyped(KeyEvent arg0) {
		// TODO Auto-generated method stub

	}

	
	
	public void setUpAnimations() {
		animateSpeed = 75;
		loader = new BufferedImageLoader();
		spriteSheet = null;
		try {
			spriteSheet = loader.loadImage("sprites_map_claudius.png");
		} catch (IOException e) {
			e.printStackTrace();
		}
		
		ss = new SpriteSheet(spriteSheet);
		
		spriteDown = new ArrayList<BufferedImage>();
		for (int i = 0; i < 5; i++) {
			if ( i == 0 ) {
				spriteDown.add(ss.grabSprite(0, 0, 32, 62));
			}
			else {
				spriteDown.add(ss.grabSprite(32*i, 0, 32, 62));
			}
		}
		
		animateDown = new Animator(spriteDown);
		animateDown.setSpeed(animateSpeed);
		animateDown.start();
		
		spriteLeft = new ArrayList<BufferedImage>();
		for (int i = 0; i < 5; i++) {
			if ( i == 0 ) {
				spriteLeft.add(ss.grabSprite(0, 62, 32, 62));
			}
			else {
				spriteLeft.add(ss.grabSprite(32*i, 62, 32, 62));
			}
		}
		animateLeft = new Animator(spriteLeft);
		animateLeft.setSpeed(animateSpeed);
		animateLeft.start();
		
		spriteUp = new ArrayList<BufferedImage>();
		for (int i = 0; i < 5; i++) {
			if ( i == 0 ) {
				spriteUp.add(ss.grabSprite(0, 62*2, 32, 62));
			}
			else {
				spriteUp.add(ss.grabSprite(32*i, 62*2, 32, 62));
			}
		}
		animateUp = new Animator(spriteUp);
		animateUp.setSpeed(animateSpeed);
		animateUp.start();
		
		spriteRight = new ArrayList<BufferedImage>();
		for (int i = 0; i < 5; i++) {
			if ( i == 0 ) {
				spriteRight.add(ss.grabSprite(0, 62*3, 32, 62));
			}
			else {
				spriteRight.add(ss.grabSprite(32*i, 62*3, 32, 62));
			}
		}
		animateRight = new Animator(spriteRight);
		animateRight.setSpeed(animateSpeed);
		animateRight.start();
	}

}


[Unity] Click to move and collision detection

20 May 2013 - 06:04 PM

Hey all! I'm working on a project that uses a click to move script to control the player. I'm having a small problem though, and it's hung me up for a good 3 hours. The character is just a cube, and he's walking on a plane. The problem comes into collision. I have a big cube in the middle of the plane that i want to run in to. Whenever you go to run at the cube, as soon as you hit the cube the player just starts to jitter around.

 

Here's the script for the walking: 

 

using UnityEngine;
using System.Collections;
 
public class CTM : MonoBehaviour {
 
    private Vector3 targetPosition;
    public Vector3 dir;
    private float dist;
    private float move;
 
    public float moveSpeed = 100f;
    public bool isRunning = false;
    public float stamina = 10;
    public GameObject collCheck;
    public GameObject check;
       
        // Update is called once per frame
        void Update ()
    {
        if (Input.GetKeyDown("w"))
        {
            if (isRunning)
                isRunning = false;
            else if (!isRunning && stamina >= 0)
                isRunning = true;
        }
 
        if (isRunning == false)
        {
            moveSpeed = 20f;
            if (stamina < 10)
                stamina += Time.deltaTime;
        }
        if (isRunning == true)
        {
            moveSpeed = 30f;
            stamina -= Time.deltaTime;
            if (stamina <= 0)
                isRunning = false;
        }
 
        //Revised code from JS ClickToMove
        if(Input.GetKey(KeyCode.Mouse1))
        {
            Plane playerPlane = new Plane(Vector3.up, transform.position);
            Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
            float hitdist = 0.0f;
            if (playerPlane.Raycast (ray, out hitdist))
                {
                    Vector3 targetPoint = ray.GetPoint(hitdist);
                    //targetPosition = ray.GetPoint(hitdist);
                    //var targetRotation = Quaternion.LookRotation(targetPoint - transform.position);
                    transform.rotation = Quaternion.LookRotation(targetPoint - transform.position);
                }
            //if (rigidbody.for
            //rigidbody.AddRelativeForce(new Vector3(0,0,1) * moveSpeed , ForceMode.Force);
            transform.Translate(Vector3.forward * moveSpeed * Time.deltaTime);
        }
       
 
        dir = targetPosition - transform.position;
        dist = dir.magnitude;
        move = moveSpeed * Time.deltaTime;
        /*
        Destroy(check);
        check = GameObject.Instantiate(collCheck, transform.position + (targetPosition - transform.position).normalized * moveSpeed * Time.deltaTime, Quaternion.identity) as GameObject;
        if (check.GetComponent<CollisionCheck>().collided == true)
            dir = Vector3.zero;
        */
        if(dist > move)
        {
            //transform.position += dir.normalized * move;
        }
        else
        {
            //transform.position = targetPosition;
        }
        //transform.position += (targetPosition - transform.position).normalized * moveSpeed * Time.deltaTime;
        }
}

 

I can provide more info if needed. Also will give skype ID if you think you can help over voice chat! Thanks!


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