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Branch: master
Commits on Aug 25, 2012
  1. Up the versions and use the Part3_4_5.java as the main driver. The de…

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    …mo will create SoundPart5.jnlp.
  2. Up the version

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  3. Create a game world with sound. This class will load the sound resour…

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    …ce's location not the actual media file.
  4. When user chooses weapon using a '1' or '2' small or large respective…

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    …ly the missiles will be launched relative to the nose tip of the ship. With the smaller diameter missile you would multiply the vector with a smaller scale so when launched it is closer to the nose tip. If using the larger missiles you want to multiply the vector with a larger scale to move missle further from the ship nose. Since the ship flies fast the inner collision circles can hit the missiles. May have to revisit collision algorithm to skip the ships hull.
  5. When user chooses weapon using a '1' or '2' small or large respective…

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    …ly the missiles will be launched relative to the nose tip of the ship. With the smaller diameter missile you would multiply the vector with a smaller scale so when launched it is closer to the nose tip. If using the larger missiles you want to multiply the vector with a larger scale to move missle further from the ship nose. Since the ship flies fast the inner collision circles can hit the missiles. May have to revisit collision algorithm to skip the ships hull.
Commits on Aug 12, 2012
  1. updated comments. It used to pool media players. Now it just loads th…

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    …em individually as separate media and media players to be spawned.
  2. New ability to allow game to sound to play mp3 files located in the r…

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    …esource directory of the demo project.
Commits on Jun 11, 2012
  1. Added a hitBounds member variable (Jfx Circle) for collision detectio…

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    …n. The initHitZone() method creates the collision bounded region of the ship. Also, I've scaled or translate the missile closer to the nose of the ship which is beyond the hit zone. If both regions are in the center you are shooting yourself. So beware when increasing the size of the hit zone. To make things better update the collide() method. Lastly, I've updated the shieldUp() method now called shieldToggle(). This method will swap the hitBounds or the shield.
Commits on Jun 9, 2012
  1. Added 3 members shieldOn, shield, shieldFade. The shieldOn is a flag …

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    …when the player hit the space bar. The shield is the green force field used to protect ship. The shieldFade is the animated effect to pulsate the shield.
    
    A method is added to respond when the player is pressing the space bar on the keyboard to toggle the shields.
  2. Include a collision area (Circle). Updated the default collide() meth…

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    …od to observe collision using the distance formula.
Commits on May 19, 2012
  1. Added comment to remind developer about the JNLP file needs the URL t…

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    …o where the jnlp file will reside.
    
    Example:
    gradle -DhostUrl=http://mysite/games/game1
  2. Initial revision.

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Commits on May 18, 2012
  1. Initial revision.

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  2. Initial revision.

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  3. Initial revision.

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  4. Initial revision.

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  5. Initial revision.

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  6. Initial revision.

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  7. Initial revision.

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  8. Initial revision.

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Commits on Apr 22, 2012
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