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JGame 3.0

JGame 3.0

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JGame 3.0 Ranking & Summary

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User Review: 0 (0 times)
File size: 5.3 MB
Platform: Any Platform
License: BSD License
Price:
Downloads: 496
Date added: 2007-08-09
Publisher: Boris van Schooten

JGame 3.0 description

JGame is a small high-level 2D game engine for producing games on Java platforms. It does a lot of the stuff you need for a game automatically, and "classic" type arcade games can be developed with a minimum of effort.
It is based on sprites with automatic collision detection, and a tile-based background with easy sprite-tile interaction facilities. JGame games can easily be run as stand-alone applications or as applets, and can be scaled to any resolution.
Main features:
- Tested on various platforms; can easily be run as applet as well.
- Ensures optimised and accelerated graphics for a variety of displays; even works well on remote X11 displays.
- The game is programmed at one resolution, but can be scaled to any desired resolution when run.
- Built-in animated "sprite" engine, with easy animation definition.
- Tile-based background handling, with decorative backdrop.
- Automatic collision detection with sprites and background tiles, and easy background tile interaction.
- Load sprites, tiles, and colour fonts directly from sprite sheets.
- Define images and animations in a text file.
Enhancements:
- New platform-independent versions of Point, Rectangle, Color, Font.
- Changes in package structure. Base classes are now in jgame, platform independent implementation details in jgame.impl, platform dependent classes in jgame.platform.
- Major changes in JGEngine/JGCanvas. A platform independent interface JGEngineInterface has been defined. The platform-independent code has been moved to jgame.impl.*, and for each platform there is a platform-dependent version of JGEngine, delegating functionality to jgame.impl.EngineLogic where possible.
- ImageUtil has been split into a platform-independent interface JGImage, and platform implementations JREImage and MIDPImage.
- StdGame now has two versions, the original for JRE and a somewhat simplified version for MIDP.
- The package tree has been changed. The sources are now in src-*, classes are compiled into classes-*. Compilation of the JGame classes and the examples and applications has been split.
- The code has been optimised: object creations in the most important tight loops have been reduced to near zero, repaintBG has been optimised by a factor 2, isOnPF/isInView were optimised.
- a small bug in background copying where the area bounds would exceed the size of the source image was fixed.
- A few methods were added specifically for use the Midlet platform, such as isMidlet(), displayWidth/Height(), setScalingPreferences().
- setCursor has been renamed to SetMouseCursor.
- there is a new engine getTiles method that copies the data into an existing object. Semantics of the getTiles methods in JGObject have been changed to return a local variable with the information copied into it, rather than create an object every time. Semantics of some other methods such as getImage is changed so as not to create a new object every time.
- fixed bug in exitEngine which did not set the JGObject default_engine to null
- fixed access exception occurring in unsigned webstart.
- improved frame skip logic so that game runs smoothly even if the machine is way too slow

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