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  Anyone intereted In Helping With This Project?
Posted by: arrelin1 - 06-06-2013, 12:57 PM - Forum: VB.NET (Visual Basic 2010/2008) - Replies (1)

I am a serious vb.NET programmer. Inhave made some commercial and non commercial applications. And the demand for features and quality is getting higher. And while I know how to provide a high quality program, it takes a lot of time to add it to everything when you make an already complex program. Im not about to skimp on my quality, or rip off my customers. Thats why I need a few programmers in VS 10 to help me with some of my projects. Heres what I offer

- Credit for your work.

- A percentage of profit from anything you help with.

Please email me - <!-- e --><a href="mailto:arrelin1@yahoo.com">arrelin1@yahoo.com</a><!-- e --> if you are interested. It won't require too much code per task. Thank you.

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  Game Engine Import
Posted by: arrelin1 - 05-27-2013, 05:17 PM - Forum: VB.NET (Visual Basic 2010/2008) - Replies (1)

I am trying to make a game making software run in a panel in my program. what happens now is that when my program starts, the game maker opens in its own window; I want it to open in my panel. Can someone tell me how to make it either run where it is in the panel and can have other buttons surrounding it or what I need to use to make it run INSIDE my program. I used the code

Code:
Private Sub Panel1_Paint(ByVal sender As System.Object, ByVal e As System.Windows.Forms.PaintEventArgs) Handles Panel1.Paint
        System.Diagnostics.Process.Start("C:\Program Files (x86)\Unity\Editor\unity.exe")
    End Sub

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  TutorialGame?
Posted by: Aaron Rogers118 - 05-20-2013, 07:08 AM - Forum: Request a Video - Replies (2)

I've been whateing for you (brandon) to finesh your tutorials on how to make a game that has a "LevelEditor". In your last tutorial on this subject, you had just fuinushd showing how to make the LevelEditor.



Attached Files
.zip   TutorialGame.zip (Size: 42.84 KB / Downloads: 613)
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  Mouselistener help
Posted by: jorgenRe - 05-19-2013, 04:38 AM - Forum: Java - Replies (3)

I'm trying to learn java from your video tutorials and i'm on part 19 now when executing your program it does not find any mouse so nothing happens when the mouse is pressed.
[code2=java]import java.applet.Applet;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.event.MouseEvent;
import java.awt.event.MouseListener;

public class mouselistener
extends Applet
implements MouseListener{

private Graphics globalGraphics = null;

public void inint()
{
this.addMouseListener(this);
}

public void paint(Graphics g)
{
this.setSize(new Dimension(800, 600));

globalGraphics = g.create();
}

public void drawDot(int x, int y)
{
//define r, g, b color randomizer
int r = (int) (Math.random() * 255);
int g = (int) (Math.random() * 255);
int b = (int) (Math.random() * 255);

System.out.println("test");

Color randomColor = new Color(r,g,b);
globalGraphics.setColor(randomColor);
globalGraphics.fillRect(x, y, 10, 10);
}

@Override
public void mouseClicked(MouseEvent e) {

}

@Override
public void mouseEntered(MouseEvent arg0) {
System.out.println("Mouse have entered!");

}

@Override
public void mouseExited(MouseEvent arg0) {
System.out.println("Mouse have gone");
}

@Override
public void mousePressed(MouseEvent e) {
System.out.println("Click");
int mouseX = e.getX();
int mouseY = e.getY();

drawDot(mouseX, mouseY);

}

@Override
public void mouseReleased(MouseEvent arg0) {
// TODO Auto-generated method stub

}
}[/code2]

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  jBFCanvas
Posted by: brandonio21 - 05-13-2013, 09:20 PM - Forum: Code Snippets - Replies (6)

I have created a class which automatically implements and runs double-buffering. What does this mean? If you're making a game and want to utilize the mechanics of double-buffering, but don't know how, simply make your game class extend jBFCanvas and you will have a working Canvas object that automatically works as a double-buffering machine. Simply override the DoLogic and Draw methods!

[code2=java]import java.awt.Canvas;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Toolkit;
import java.awt.image.BufferStrategy;

/*
* This class is created to make making games easier, it allows
* classes to automatically inherit double-buffer capabilities and
* canvas properties
* To use, force your class to extend this class and override the draw and dologic methods
* created by brandonio21, Brandon Milton, <!-- m --><a class="postlink" href="http://brandonsoft.com">http://brandonsoft.com</a><!-- m -->
*/
public class jBFCanvas
extends Canvas
implements Runnable
{

private static final long serialVersionUID = 1L;

private int waitTime;

private BufferStrategy bfStrategy;
private Graphics bfGraphics;

private Thread loopThread;

public jBFCanvas(int waitTime, Dimension preferredSize)
{
this.waitTime = waitTime;
this.setPreferredSize(preferredSize);

//constructor, we need to intialize the thread
if (loopThread == null)
loopThread = new Thread(this);
}

public void paint(Graphics g)
{
//initialize backbuffer
if (bfStrategy == null)
{
this.createBufferStrategy(2);
bfStrategy = this.getBufferStrategy();
}
try
{
loopThread.start();
}
catch (Exception e) {} //this means the thread was already started. Don't do anything
}

public void DoLogic()
{
//this is where apps calculations will go
}

public void Draw(Graphics g)
{
//this is where all apps drawings will go
}

public void Render()
{
bfStrategy = this.getBufferStrategy();
bfGraphics = null;
try
{
bfGraphics = bfStrategy.getDrawGraphics();
bfGraphics.clearRect(0, 0, this.getPreferredSize().width, this.getPreferredSize().height);
Draw(bfGraphics);
}
catch (Exception e) {}
finally
{
if (bfGraphics != null)
bfGraphics.dispose();
}
bfStrategy.show();
Toolkit.getDefaultToolkit().sync();
}
@Override
public void run() {
//loop. Ignore this
while (true)
{
DoLogic();
Render();

//now we wait
Thread.currentThread();
try
{
Thread.sleep(waitTime);
}
catch (Exception e) {}
}

}

public int getWaitTime() {
return waitTime;
}

public void setWaitTime(int waitTime) {
this.waitTime = waitTime;
}

public Graphics getGraphics() {
return bfGraphics;
}

public void setGraphics(Graphics bfGraphics) {
this.bfGraphics = bfGraphics;
}


}[/code2]

Pastebin Link:
<!-- m --><a class="postlink" href="http://pastebin.com/TjKbECee">http://pastebin.com/TjKbECee</a><!-- m -->

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  Does anyone know anything about programing an Arduino?
Posted by: Aaron Rogers118 - 05-13-2013, 01:20 PM - Forum: Computing - Replies (1)

I want to start using Arduino. does anyone know any tutorials or code snippets for Arduino programing?

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  Button
Posted by: Aaron Rogers118 - 05-10-2013, 06:22 AM - Forum: Programming Help - Replies (3)

I've got the window and the back buffer setup, but how do I make the buttons, where do I put it in the class which class do I put it in, and how do I set the location?

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  RectangleImage
Posted by: brandonio21 - 05-09-2013, 03:08 PM - Forum: Code Snippets - Replies (3)

I have developed a small class which syncs a rectangle with an image, allowing the seamless detection of collisions within an image using an invisible rectangle, if you will. This is extremely useful for game objects such as players, bullets, enemies, etc.

Hopefully you find it useful:
[code2=java]class RectangleImage
{
private Image img = null;
private Rectangle rect = null;

public RectangleImage(Image img, int x, int y)
{
this.img = img;
ImageIcon icon = new ImageIcon(img);
this.rect = new Rectangle(x, y, icon.getIconWidth(), icon.getIconHeight());
}

public Rectangle getRect()
{
return this.rect;
}

public Image getImg()
{
return this.img;
}

public void move(int x, int y)
{
this.rect.setBounds(x, y, rect.width, rect.height);
}

public void draw(Graphics2D g2, ImageObserver o)
{
g2.drawImage(this.img, this.rect.x, this.rect.y, this.rect.width, this.rect.height, o);
}

public boolean intersects(Rectangle r)
{
return this.rect.intersects®;
}

public Rectangle intersection(Rectangle r)
{
return this.rect.intersection®;
}

public void rotateImage(double degrees, ImageObserver o)
{
ImageIcon icon = new ImageIcon(this.img);
BufferedImage blankCanvas = new BufferedImage(icon.getIconWidth(), icon.getIconHeight(), BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = (Graphics2D)blankCanvas.getGraphics();
g2.rotate(Math.toRadians(degrees), icon.getIconWidth() / 2, icon.getIconHeight() / 2);
g2.drawImage(this.img, 0, 0, o);
this.img = blankCanvas;
}
}[/code2]
Pastebin link: <!-- m --><a class="postlink" href="http://pastebin.com/AC4aKBvx">http://pastebin.com/AC4aKBvx</a><!-- m -->
Rotation Pastebin Link: <!-- m --><a class="postlink" href="http://pastebin.com/6S9ADmXH">http://pastebin.com/6S9ADmXH</a><!-- m -->

The first tutorial on this code (moving images) can be seen here:
<!-- m --><a class="postlink" href="http://www.youtube.com/watch?v=0MKLBh0fBbg&feature=youtu.be">http://www.youtube.com/watch?v=0MKLBh0f ... e=youtu.be</a><!-- m -->

The second tutorial on this code (collisions/intersections) can be seen here:
<!-- m --><a class="postlink" href="http://www.youtube.com/watch?v=iO_RpUuDyeg&feature=youtu.be">http://www.youtube.com/watch?v=iO_RpUuD ... e=youtu.be</a><!-- m -->

The third tutorial on this code (rotation) can be seen here:
<!-- m --><a class="postlink" href="http://www.youtube.com/watch?v=vxNBSVuNKrc&feature=youtu.be">http://www.youtube.com/watch?v=vxNBSVuN ... e=youtu.be</a><!-- m -->

Although the above code is used in the first three tutorials, I have since revised the code. The updated version is:

[code2=java]class RectangleImage extends Rectangle
{
//RectangleImage class created by brandonio21 --
//allows seamless integration of positioning/rotation
//with images. Extremely useful for games.
//http://brandonsoft.com
private Image img = null;

public RectangleImage(Image img, int x, int y)
{
this.img = img;
ImageIcon icon = new ImageIcon(img);
this.setBounds(x, y, icon.getIconWidth(), icon.getIconHeight());
}

public Image getImg()
{
return this.img;
}

public void move(int x, int y)
{
this.setBounds(x, y, width, height);
}

public void draw(Graphics2D g2, ImageObserver o)
{
g2.drawImage(this.img, x, y, width, height, o);
}

public void rotateImage(double degrees, ImageObserver o)
{
ImageIcon icon = new ImageIcon(this.img);
BufferedImage blankCanvas = new BufferedImage(icon.getIconWidth(), icon.getIconHeight(), BufferedImage.TYPE_INT_ARGB);
Graphics2D g2 = (Graphics2D)blankCanvas.getGraphics();
g2.rotate(Math.toRadians(degrees), icon.getIconWidth() / 2, icon.getIconHeight() / 2);
g2.drawImage(this.img, 0, 0, o);
this.img = blankCanvas;
}
}[/code2]
Revised Pastebin Link: <!-- m --><a class="postlink" href="http://pastebin.com/EdwqJE1g">http://pastebin.com/EdwqJE1g</a><!-- m -->
Revised Class Video Discussion:
<!-- m --><a class="postlink" href="http://www.youtube.com/watch?v=JZSs_bqRij8&feature=youtu.be">http://www.youtube.com/watch?v=JZSs_bqR ... e=youtu.be</a><!-- m -->

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  can someone help me out?
Posted by: andrei.xd23 - 05-08-2013, 12:20 AM - Forum: Java - Replies (2)

Code:
import java.util.Scanner;


public class test3 {
    static Scanner sc = new Scanner(System.in);
    public static void main(String[] args)
    {
        String a = "Warrior";
        System.out.println("What are we?\na.Warriors\nb.Mages\nc.Noobs");
        String answer = sc.nextLine();
        if (a == answer)
        {
            System.out.println("That's fucking correct. Let's move on");
        }
        else
        {
            System.out.println("Wrong. That's just wrong");
        }
    }
}
ok so i made this code.. but something doesn't work properly ... i mean when i press run anything i write down it's incorrect..

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  Cool Website
Posted by: Ecnarf - 05-02-2013, 01:25 PM - Forum: Off-Topic - No Replies

Join VipLeakForums, it is a great site with a cool community.

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