Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

11855 Posts in 1569 Topics- by 3045 Members - Latest Member: lensreslai

10. February 2012, 04:56:32 AM
Xith3D CommunityProjectsYour Projects (Moderator: 'n ddrylliog)Sonic the Hedgehog 3D Fangame (old topic)
Pages: 1 2 3 [4] 5
Print
Author Topic: Sonic the Hedgehog 3D Fangame (old topic)  (Read 17659 times)
Marvin Fröhlich
Xith Lord
Administrator
Guru
*****
Offline Offline

Posts: 4337


May the 4th, be with you...


View Profile
« Reply #45 on: 25. August 2007, 04:17:09 PM »

What would I use for XPAL??

What do you mean? This is XPAL code, isn't it?

Marvin
Logged
BrazilianBoy
Becoming dependent
**
Offline Offline

Posts: 208


l_p_camargo@hotmail.com
View Profile Email
« Reply #46 on: 25. August 2007, 04:22:02 PM »

I'm trying to create a fade in/out effect. Is there an utility class for it?
Logged

Getting my hands dirty Smiley
Marvin Fröhlich
Xith Lord
Administrator
Guru
*****
Offline Offline

Posts: 4337


May the 4th, be with you...


View Profile
« Reply #47 on: 25. August 2007, 04:55:19 PM »

I'm trying to create a fade in/out effect. Is there an utility class for it?

No. There's no utility class, but it's possible. It's not too difficult to do. I'll create a util class and post here when I'm ready.

Marvin
Logged
hawkwind
Getting respectable
***
Offline Offline

Posts: 363



View Profile Email
« Reply #48 on: 25. August 2007, 05:03:26 PM »

Quote
What do you mean? This is XPAL code, isn't it?

I don't know,  I couldn't tell what is or isn't XPAL stuff.  If it is then GREAT. Grin
Logged
Marvin Fröhlich
Xith Lord
Administrator
Guru
*****
Offline Offline

Posts: 4337


May the 4th, be with you...


View Profile
« Reply #49 on: 25. August 2007, 05:13:16 PM »

I don't know,  I couldn't tell what is or isn't XPAL stuff.  If it is then GREAT. Grin

There's no JOODE code directly used in xith. So all physics code, you'll find in xith(tk) will be XPAL code.

Marvin
Logged
'n ddrylliog
Moderator
Guru
*****
Offline Offline

Posts: 1188



View Profile WWW Email
« Reply #50 on: 25. August 2007, 05:19:29 PM »

Quote
@hawkwind : You're talking about using JOODE via XPAL, right ?

Danged if I know, 

I create a new box using JoodeCollisionEngine.newBox(bounds)

and listen using

new CollisionListener() {

         public void onCollision(Collision collision) {


What would I use for XPAL??
Man, you just made me very happy Smiley

XPAL was designed so that you shouldn't know that you use it, yet it works and you find it easy to use.

If it's what you have, then I'm glad ^^
Logged
BrazilianBoy
Becoming dependent
**
Offline Offline

Posts: 208


l_p_camargo@hotmail.com
View Profile Email
« Reply #51 on: 25. August 2007, 06:25:09 PM »

My fade in/out animatable class is almost ready. But I need a little help here: how can I make a tranparent panel(or widget). I'm calling the method setTransparency() but it doesn't work!!!
Logged

Getting my hands dirty Smiley
Marvin Fröhlich
Xith Lord
Administrator
Guru
*****
Offline Offline

Posts: 4337


May the 4th, be with you...


View Profile
« Reply #52 on: 25. August 2007, 06:39:44 PM »

My fade in/out animatable class is almost ready. But I need a little help here: how can I make a tranparent panel(or widget). I'm calling the method setTransparency() but it doesn't work!!!

Don't worry mine is already done Smiley.
I'm currently working on another implementation, that modifies the brightness. Give me 5 minutes...

Marvin
Logged
Marvin Fröhlich
Xith Lord
Administrator
Guru
*****
Offline Offline

Posts: 4337


May the 4th, be with you...


View Profile
« Reply #53 on: 25. August 2007, 06:47:50 PM »

OK, it's ready. You can now either use HUDFadeOutHandler or BrightnessFadeOutHandler.
Code:
new HUDFadeOutHandler( hud, getOperationScheduler(), 2000L );

Marvin

EDIT: Maybe a little more convenient:
Code:
HUDFadeOutHandler.fade( hud, getOperationScheduler(), 2000L );
I does the same.

And to react on fade-finish, you would want to override the onInterpolationFinished() method. (Don't forget the super call).
« Last Edit: 25. August 2007, 06:54:17 PM by Marvin Fröhlich » Logged
Marvin Fröhlich
Xith Lord
Administrator
Guru
*****
Offline Offline

Posts: 4337


May the 4th, be with you...


View Profile
« Reply #54 on: 25. August 2007, 07:41:35 PM »

4 - Definitely check out how avatars are added and handled in the BSPGameTest, this tied in with what is done to slide your avatar during a collision (see the listener handling in Physics) is all you need.  Thanx to Marvin and Amos it took about 15 minutes to add a avatar/collision handling system to my game.

Please checkout from SVN. I've massively simplified the sliding thing. You should not use the way I used it in the BSPGameTest. It is work in progress and it is not yet perfect. Please see, how I did it in the FirstPersonInputHandlerTest. I've just simplified it by far. All you need to do now is this:
Code:
fpHandler.setSlidingColliderCheckCallback( collEngine, collGroup );
where collGroup is the CollideableGroup, that contains the walls. Isn't this simple Smiley?

Marvin
Logged
Marvin Fröhlich
Xith Lord
Administrator
Guru
*****
Offline Offline

Posts: 4337


May the 4th, be with you...


View Profile
« Reply #55 on: 25. August 2007, 09:26:34 PM »

I've fixed the collision detection in BSPGameTest. It now works pretty well. I now use BoxCollideables. have a look at it.

Marvin
Logged
'n ddrylliog
Moderator
Guru
*****
Offline Offline

Posts: 1188



View Profile WWW Email
« Reply #56 on: 26. August 2007, 02:14:29 PM »

I've fixed the collision detection in BSPGameTest. It now works pretty well. I now use BoxCollideables. have a look at it.
Why can't you pass through the holes at each end of the walled passage, at the top of the map ?
Logged
Marvin Fröhlich
Xith Lord
Administrator
Guru
*****
Offline Offline

Posts: 4337


May the 4th, be with you...


View Profile
« Reply #57 on: 26. August 2007, 02:19:21 PM »

Why can't you pass through the holes at each end of the walled passage, at the top of the map ?

Hehe, I've also noticed that. It's because of the boxes. They don't have holes Wink. We would need TriMeshes there. But they still seem to be buggy. I will make a testcase in JOODE, that demonstrates this bug and ask Arne to fix that. Then we can use TriMeshes again.

Marvin
Logged
'n ddrylliog
Moderator
Guru
*****
Offline Offline

Posts: 1188



View Profile WWW Email
« Reply #58 on: 26. August 2007, 02:25:14 PM »

Wow, you mean that the whole map is represented physically by a set of boxes Huh Hehehe ^^
Logged
Marvin Fröhlich
Xith Lord
Administrator
Guru
*****
Offline Offline

Posts: 4337


May the 4th, be with you...


View Profile
« Reply #59 on: 26. August 2007, 02:28:16 PM »

Wow, you mean that the whole map is represented physically by a set of boxes Huh Hehehe ^^

Precisely. Can this be done more efficiently except for some kind of OcTree based Space?

Marvin
Logged
Pages: 1 2 3 [4] 5
Print
Jump to:  

Theme orange-lt created by panic