Marvin Fröhlich
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« Reply #45 on: 25. August 2007, 04:17:09 PM » |
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What would I use for XPAL??
What do you mean? This is XPAL code, isn't it? Marvin
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BrazilianBoy
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« Reply #46 on: 25. August 2007, 04:22:02 PM » |
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I'm trying to create a fade in/out effect. Is there an utility class for it?
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Marvin Fröhlich
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« Reply #47 on: 25. August 2007, 04:55:19 PM » |
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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
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hawkwind
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« Reply #48 on: 25. August 2007, 05:03:26 PM » |
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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. 
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Marvin Fröhlich
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« Reply #49 on: 25. August 2007, 05:13:16 PM » |
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I don't know, I couldn't tell what is or isn't XPAL stuff. If it is then GREAT.  There's no JOODE code directly used in xith. So all physics code, you'll find in xith(tk) will be XPAL code. Marvin
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'n ddrylliog
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« Reply #50 on: 25. August 2007, 05:19:29 PM » |
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@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  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 ^^
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BrazilianBoy
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« Reply #51 on: 25. August 2007, 06:25:09 PM » |
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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!!!
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Marvin Fröhlich
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« Reply #52 on: 25. August 2007, 06:39:44 PM » |
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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  . I'm currently working on another implementation, that modifies the brightness. Give me 5 minutes... Marvin
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Marvin Fröhlich
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« Reply #53 on: 25. August 2007, 06:47:50 PM » |
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OK, it's ready. You can now either use HUDFadeOutHandler or BrightnessFadeOutHandler. new HUDFadeOutHandler( hud, getOperationScheduler(), 2000L );
Marvin EDIT: Maybe a little more convenient: 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).
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« Last Edit: 25. August 2007, 06:54:17 PM by Marvin Fröhlich »
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Marvin Fröhlich
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« Reply #54 on: 25. August 2007, 07:41:35 PM » |
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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: fpHandler.setSlidingColliderCheckCallback( collEngine, collGroup );
where collGroup is the CollideableGroup, that contains the walls. Isn't this simple  ? Marvin
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Marvin Fröhlich
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« Reply #55 on: 25. August 2007, 09:26:34 PM » |
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I've fixed the collision detection in BSPGameTest. It now works pretty well. I now use BoxCollideables. have a look at it.
Marvin
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'n ddrylliog
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« Reply #56 on: 26. August 2007, 02:14:29 PM » |
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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 ?
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Marvin Fröhlich
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« Reply #57 on: 26. August 2007, 02:19:21 PM » |
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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  . 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
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'n ddrylliog
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« Reply #58 on: 26. August 2007, 02:25:14 PM » |
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Wow, you mean that the whole map is represented physically by a set of boxes  Hehehe ^^
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Marvin Fröhlich
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« Reply #59 on: 26. August 2007, 02:28:16 PM » |
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Wow, you mean that the whole map is represented physically by a set of boxes  Hehehe ^^ Precisely. Can this be done more efficiently except for some kind of OcTree based Space? Marvin
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