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JGame - a Java engine for 2D games Icon

JGame - a Java engine for 2D games

by schooten


JGame is a 2D game engine that runs on any Java JRE 1.2+ platform (OpenGL optional) and the MIDP2.0/CLDC1.1 mobile platform. It provides a comprehensive high-level framework, enabling arcade-style games to be developed with a minimum of code and effort.


http://www.13thmonkey.org/~boris/jgame/





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Release Date:

2008-03-17

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Registered:

2007-06-08

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  • Forum thread added

    waxime created the Remove magenta color forum thread

    posted by waxime 115 days ago

  • jgame-engine 3.3 file released: jgame-20080310a.zip

    * moved adGLListener upwards in initialisation because it seemed the listener did not always catch init events * fixed race condition where Animator was not always started * load screen now works properly in OpenGL * fixed bug where rotated sprites went wrong for non-square aspect ratio * scrolling now works without needing the NPOT extension. Seams are still visible if the graphics are enlarged, no NPOT is available, and the texture is not a power of two in size. * parallax scrolling is now available for the OpenGL platform. * View rotate/zoom is now supported in OpenGL * fixed old bug involving scaling a partially wrapped rectangle. * Debug facilities are now available in JOGL * Guardian and tutorial Example9 now use parallax scrolling. * new OpenGL game "Dingbat Attack"

    posted 659 days ago

  • jgame-engine 3.3 file released: jgame-20080310a.tar.gz

    * moved adGLListener upwards in initialisation because it seemed the listener did not always catch init events * fixed race condition where Animator was not always started * load screen now works properly in OpenGL * fixed bug where rotated sprites went wrong for non-square aspect ratio * scrolling now works without needing the NPOT extension. Seams are still visible if the graphics are enlarged, no NPOT is available, and the texture is not a power of two in size. * parallax scrolling is now available for the OpenGL platform. * View rotate/zoom is now supported in OpenGL * fixed old bug involving scaling a partially wrapped rectangle. * Debug facilities are now available in JOGL * Guardian and tutorial Example9 now use parallax scrolling. * new OpenGL game "Dingbat Attack"

    posted 659 days ago

  • File released: /jgame-engine/3.3/jgame-20080310a.zip

    posted 659 days ago

  • File released: /jgame-engine/3.3/jgame-20080310a.tar.gz

    posted 659 days ago

  • jgame-engine 3.2 file released: jgame-20080216.tar.gz

    * Added new platform: jogl. A game compiled for jgame-jre can be linked to jgame-jogl without any changes. Some common code shared between jre-awt and jre-jogl has been moved to a separate class, JREEngine. * added new methods get/setVideoSyncedUpdate for vertical sync based updates * added extended drawImage and drawRect for JOGL, and new method drawPolygon. * added pfwidth/pfheight variables to EngineLogic * added alpha value to JGColor * added startApp, pauseApp, destroyApp methods to standard interface to ensure these can be called/overridden without becoming platform-dependent * renamed JGObject finalize to destroy, to prevent name clash * fixed bug in StdGame checkTime, which did not work for gamespeeds < 1.0 * fixed bug in appconfig stop/restart code because it only seemed to work for applets * added new JME game ogrotron, and OpenGL-specific example tutorial.Example9 * some of the games are now video-synchronous when running under JOGL.

    posted 688 days ago

  • jgame-engine 3.2 file released: jgame-20080216.zip

    * Added new platform: jogl. A game compiled for jgame-jre can be linked to jgame-jogl without any changes. Some common code shared between jre-awt and jre-jogl has been moved to a separate class, JREEngine. * added new methods get/setVideoSyncedUpdate for vertical sync based updates * added extended drawImage and drawRect for JOGL, and new method drawPolygon. * added pfwidth/pfheight variables to EngineLogic * added alpha value to JGColor * added startApp, pauseApp, destroyApp methods to standard interface to ensure these can be called/overridden without becoming platform-dependent * renamed JGObject finalize to destroy, to prevent name clash * fixed bug in StdGame checkTime, which did not work for gamespeeds < 1.0 * fixed bug in appconfig stop/restart code because it only seemed to work for applets * added new JME game ogrotron, and OpenGL-specific example tutorial.Example9 * some of the games are now video-synchronous when running under JOGL.

    posted 688 days ago

  • File released: /jgame-engine/3.2/jgame-20080216.tar.gz

    posted 688 days ago

  • File released: /jgame-engine/3.2/jgame-20080216.zip

    posted 688 days ago

  • jgame-engine 3.1 file released: jgame-20070825.tar.gz

    * optimised checkCollision (25%), checkBGCollision, repaintBG, moduloFloor, scaleXYPos, getCenterTiles(4x), calls to moduloXYPos. * replaced central Hashtable "objects" by SortedArray. Objects are now always sorted, and enumeration is about 10 times faster, while the other operations, which are very rare, are only about 2-5 times slower. * game keys are detected only when no other keys were detected first. This is because some phones map both numeric keypad and cursors to game keys, so you couldn't separate them properly. * removed the getGraphics from drawTile. getGraphics is very slow and calls 10 or so other methods. drawTile is much faster now. * new variable gamespeed (get/setGameSpeed()) influences: (1) animation speed (passed every time to JGObject.updateAnimation and anim.animate) (2) object x/yspeed multiplier (in moveObjects) (3) object expiry speed multiplier (4) JGTimer tick multiplier (passed to JGTimer.tick) (5) StdGame timers multiplier (6) default grid margins * fixed old bug in calculation of tile bounding boxes for negative coordinates * moved is_suspended to public because it is accessed very often * removed tilechangedmap; mapping to bg_defined is now done in setTile. This increases speed of repaintBG a lot and saves some memory. * used x/y_scale_fac for scalex/y pos * all operations which use a string prefix to select a subset of objects are now implemented by taking advantage of the sorted object list, saving a lot of calls to String.startsWith and making them several times faster * removed the getLast*BBox/getLastCenterTile* because they were never used and took significant CPU cycles in frameFinished. * added new method tileIntToCid to avoid double conversion in setTile * copied some JGEngine game/playfield settings into JGObject local variables for fast access, making some of the methods 3-4 times faster. * fixed inclusive bug in intersects * fixed assumption problem for transparent pixels. It turns out some phones do not remember the colour you assign to transparent pixels! * is_opaque setting is now used to create MIDP images. The setting is also inherited now when one image is created from another. * with help of the WTK memory monitor, i managed to reduce typical object creations to less than 1 per frame. * adapted the games to work better with MIDP. * repositioned the loading files display * customisable progress and author message

    posted 863 days ago

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