A new version of this scenario was uploaded on 2020-12-16 14:09:55 UTC
Can now "defeat" mobs by "attacking" them (just simple test for now) by getting near them and pressing space bar. Code has also been optimized further, but still a long way to go!
A new version of this scenario was uploaded on 2020-12-23 12:10:49 UTC
Code cleanup, added a temporary welcome screen.
Any plans to share this? I was thinking of doing something similar for our school's CS projects. :)
A new version of this scenario was uploaded on 2020-12-23 20:01:59 UTC
Big internal changes to World to make it dynamic! Just testing ... should work the same.
A new version of this scenario was uploaded on 2020-12-23 20:04:32 UTC
A new version of this scenario was uploaded on 2020-12-25 18:23:38 UTC
Testing some internal changes for Gallery effect.
A new version of this scenario was uploaded on 2020-12-25 18:27:32 UTC
A new version of this scenario was uploaded on 2020-12-25 18:30:58 UTC
A new version of this scenario was uploaded on 2020-12-25 18:37:51 UTC
A new version of this scenario was uploaded on 2020-12-25 18:45:29 UTC
I do plan to share this!
I can offer no timeline, but ultimately I try to share everything I create, for the benefit of my students, and educators and students everywhere :)
I've designed game-based projects for my classes. When I looked into game design there was so much: Threading, fps, collisions, etc. So in order to scaffold it I turned to GF. Are you using timers for managing fps, or in the act-cycle loop?
A new version of this scenario was uploaded on 2021-01-21 03:17:17 UTC
Huuuuuuge efficiency gains ... I think.
Hi Mr Bradley. This uses System time / delta time.
Presently working on a slick workaround for the lack of a z variable.
Greenfoot can be pretty deep it you want it to be.
No threads. Just a common timer based on nanotime, to keep things sort of in sync. I don't believe that the Greenfoot Gallery would play nicely with threads (everything gets converted to JavaScript before being displayed in HTML 5) so I didn't even consider that.
At it's core there is TreeMap of TreeMaps of ArrayList of GameObject (not as complicated as it sounds - just a way to keep track of objects without having millions of null checks) and a camera algorithm to provide a list of objects near enough to the player to be "drawn." I layer that over a separately managed by similarly timed Tile engine.
The thing that's slowing me down is that this is a behemoth of old code! This wasn't a planned project - it started off as starter code for an almost completely unrelated student project (an image manipulation project, where they manipulate a buffered image using 2d array logic) and so each time I add something, there is a lot of backtracking. Having said that, if you send me a message on the Teacher side of this website, I'll send you a link to the code.
Hi! There is actually loading time ... It takes about a second, sometimes less. The characters are made by starting with SpriteSheets from LPC Pixel Cup (google it), including the base character and the equipment, and layering them by drawing them on top of each other in a correct order. I'm not ready to share this code publicly and my most recent attempt to make it possible to move to different "levels" has resulted in an error I can't solve so I've stopped working on it for the time being, but if you reach out by email, I can share a previous version with you that has the smooth graphics engine implemented. Also, please don't spam "Hi" as it clears the rest of the chats/updates.
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