Driving game problem
I am trying to make a small .gif(top view of a car)file move about when I press the up(accerate),down(brake) and left and right. I want to use translation and rolations to achieve this. However i am having a problem trying to rotate the image at a particular point on the image(ie, between the back wheels), dows anyone know how I may be able to achieve this, this is what i have done so far...its probably wrong.
car = getImage(getDocumentBase(), "pipe.gif");
carWidth = car.getWidth(this);
carHeight = car.getHeight(this);
vx = 3+(int)(Math.random()*5);
vy = 3+(int)(Math.random()*5);
x = getSize().width/2 - carWidth/2;
y = getSize().height/2 - carHeight/4;
rot = 0;
//at = AffineTransform.getTranslateInstance(x, y);
addKeyListener(this);
//requestFocus();and some more
at.setToIdentity();
at.rotate(rot);
at.translate(carWidth/2,carHeight/2);
at.translate(forward_X, forward_Y);
x =getSize().width/2 - carWidth/2;
y =getSize().height/2 - carHeight/2;note this is not all the code, just what i think you need too in order to fix the problem(i.e it does should how i take the key events)
Flash 6 is a bit ancient! Quite possibly the game is not compatible with the latest Flash Player 10.
Contact the developers and moan, and/or find a better game!
Similar Messages
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Titanium Fatal1ty Pro SPDIF game problem
(Titanium Fatalty Pro SPDIF game problem hi all,
sorry if this issue reported in the past i but i could not get any answer on any relati've posts, the terminology was so complicated
i buy?a new pc with a Titanium Fatalty Pro sound card, i use Vista sp2 x64, the sound card is connected to my external amplifier with SPDIF out in order to get surround sound for my movies and my games and here is my problem
any movies format with surround sound play perfect with out any problem any kind of movie DVD, dvix, mkv?files?etc
but non of the games i play?use the surround system, why is that? is any?kind of special settings needed to be done? how is possible to get surround to movies and not to the games?
thanks you all for your time ?,Re: Titanium Fatalty Pro SPDIF game problem? this is really coincidence - I just posted on the very same topic 5 minutes ago.
for games just go to the Console Entertainment mode > Encoder > Dolby Digital. Although this is not documented I believe what happens is that the sound card encodes the 6 digital channels onto Dolby Digital mode and transfers this over SPDIF. Kok-Choy actually recommend using the standard analogue cables (and he has a point as you are actually upcoding an existing game signal onto Dolby so that your digital receiver can then decode this down to 6 channels - seems a pretty useless overhead)
for video - I am curious to know what you do - I can either get 96/24 bits on the display of my z5500 with a direct signal but the z5500 receiver then tells me that this signal is only in dolby ProLogic II (and not DD or DTS). As alternati've I use again the encoder and have to select for EACH FILM WHAT IS BEST DOLBY DIGITAL OR DTS. Pls explain what settings you use.
thanks -
Sound blaster Audigy 2 zs gamer problem!
(Sound blaster Audigy 2 zs gamer problem!? I had a recent problem recently that caused Windows not to load at all. After getting that fixed and the computer back home I have run into a sound issue. None of the Creative's Media Source programs would work properlly. When clicked on I would get the error that the program has encountered an error and needs to close. Finally un-installed all creative programs and related software and went through the re-install process. Encountered an error that program could not load because plxcore.plx cannot be found. I went through the solution listed on?Creative's web site to fix the?issue and none of fixes worked. Recently deleted everything Creative again by uninstalling all drivers and going through the installshield folder and deletd all creative related items. Went through the install process again. Had the plx error, fixed it and had sound but had the same problems with the Media SOurce as before. Went to Creative's web site through auto updater for a new driver and other essential items needed for my sound. Back to no sound again. Under Windows control panel under sounds and audio devices under volume tab, it will not even let me select the speaker setting or place the volume control on the task bar. @99.3.9.75
Brettpopp
Try updating your BIOS to the latest and have the sound card tested on another machine to see if it is still functioning.
Jason -
IPod Touch playng games problems , after download not start games
iPod Touch playng games problems , after download not start games
When touch the game icon just "blink" (tremor)for one momentend not start games, a lot of games,aleator ,never apps sistem to the factory.After restore to the factory seting and redownload is posible to run once or twice corectly and after that the trouble begin again.
-
first of all, sorry for creating another "FX5200 problem" topic, but i've read the latest ones and im not sure they've got the same problem...
i've just bought a GeForce FX5200 T128. i installed the card and everything, and even downloaded the lastest driver from MSI's site (44.039x)... but most of my games are not even running (that's right they don't even start), apparently a rendering problem as it says on "TRON 2.0 DEMO" and "Morrowind"... and they were working just fine on my previous card (GF2 MX400)
my system is a Athlon XP1700, ASUS A7S333, 256DDR266
running windows 98 SEGood that I found somebody who has a similar problem. You guys on this forum are really good and maybe my last hope.
I have an IWILL K266 mobo with AMD Athlon 1GHz
Processor with VIA chipset. I have the latest BIOS for
the motherboard. I have a couple of issues:
1. Any 3D game does not run. It either exits silently after the intro video(Starfleet command) or with an error (Ghost Recon)or
with a popup note saying "Cannot open Display Mode"
(Trophy Demo), or does not even start (IL sturmovik demo).
2. Old Game called Freespace-2 cannot find the
accelerator card
3. When I look at the MSI Information Tab under the
Display, I see that the AGP Enable box and AGP4x box is not set. If I try to
set them, it does not allow me to do this. My motherboard
supports AGP4x/2x and its BIOS is set to AGP4x.
4. Setting the Motherboard BIOS to AGP2x does not
help.
5. dxdiag works fine except some MIDI audio test.
6. I am appending the modified system info. that MSI Live generates. Note that it says the card is “Offline”!! What does this mean?
I have the latest BIOS for the mobo and DirectX9.0b driver and the latest Nvidia drivers provided via MSI Live Utility(MSI drivers don’t work either). The ONLY thing that I do not have is the latest VGA BIOS from MSI. But then, I don’t want to upgrade that until someone tells me that it will solve the problem.
I noted a long thread about a problem similar to mine but affecting the FX5900 cards. However, they have the same problem when running at AGP8X and it works if they move to AGP4X. I tried setting the mobo BIOS to AGP2x but it does not help.
I tried setting the “AGP Driving Value” in my BIOS to EA and E7(Default was DA) with no effect.
Based on another forum thread, I tried to find if there was a Registry entry named “4XAGP” but I could not find any such entry in my local registry.
Can someone please help me before I decide that this card is a pure POS and RMA it back to Amazon before 30 days are over.
****************System Information****************
[MSI_Info]
OS Version: WinME
LUS Version: 3.51.000
VGA Model Name: MS-8907
VGA Driver Version: 4403
VGA MSI Version: 123
[OS]
Name: Microsoft Windows ME
Version: 4.90.3000
Total Virtual Memory: 1123 MB
Free Virtual Memory: 751 MB
Total Visible Memory: 256 MB
Free Physical Memory: 42 MB
[MOBO/System]
Description: IWILL KK266
Chipset: Via
Number Of Processors: 1
Total Physical Memory: 256 MB
Power Supply State: 2
Power Manage. Support: false
Bootup State: Normal
Award BIOS
[CPU]
Name: AMD Athlon processor
Max Clock Speed: 1000 MHz
Current Clock Speed: 1000 MHz
Current Voltage: 3.3 V
External Clock: 133 MHz
L2 Cache Size: 256 Kb
Availability: Running/Full Power
Power Manage. Support: false
State: OK
[Memory]
Name: Physical Memory
Memory Device Locator: BANK_0
Memory Bank Label: Bank0/1
Memory Capacity: 256 MB
Memory Total Width: null Bits
Memory Data Width: null Bits
Memory Type: Unknown
[Sound Device]
Name: Creative Voice Modem Serial Wave Device
Manufacturer: Microsoft
Product Name: Creative Voice Modem Serial Wave Device
Availability: Running/Full Power
Power Manage. Support: false
State: OK
Name: CMI8738/C3DX PCI Audio
Manufacturer: C-Media
Product Name: CMI8738/C3DX PCI Audio
Availability: Running/Full Power
Power Manage. Support: false
State: OK
[Network Adapter]
Name: ISA Dial-Up Adapter
Manufacturer: ?
Availability: Running/Full Power
Power Manage. Support: false
State: OK
Name: NETGEAR FA310TX Fast Ethernet PCI Adapter
Manufacturer: NETGEAR
Product Name: NETGEAR FA310TX Fast Ethernet PCI
Adapter
Availability: Running/Full Power
Power Manage. Support: false
State: OK
[Video Controller]
Name: MSI MS-StarForce GeForce FX 5200 (NVIDIA
GeForce FX 5200)
Current Refresh Rate: -1 Hz
Installed Drivers: nvdisp.drv
Driver Version: 4.0
Availability: Off Line
Monochrome: false
State: OK
[Video Configuration]
Name: Current Video Configuration
Monitor Manufacturer: ViewSonic
Monitor Type: ViewSonic PF790-2
Inf File name: VIEWSO~2.INF
Horizontal Resolution: 1024
Vertical Resolution: 768
Screen Height: 203
Screen Width: 270
[Power Supply]
Antec PP-303X (300W)
Voltage Max DC Output Peak Output
+3.3 14A
+5 30A Incl. +3.3V, 160W peak
+12 10A 10A
-12 0.5A 0.5A
-5 0.5A 0.5A
+5SB 2A 2A
IRQ Settings:
0 System Timer
1 Standard Keyboard
2 PIC
3 COM2
4 Creative Modem Blaster Flash 56
5 –
6 Floppy Controller
7 LPT1/printer
8 System CMOS/real Time Clock
9 SCI IRQ used by ACPI bus
10 ACPI IRQ Holder for PCI IRQ Steering
Netgear FA310TX Fast Ethernet PCI Adapter
VIA tech 3038 PCI to USB Universal Host Controller
VIA tech 3038 PCI to USB Universal Host Controller
11 ACPI IRQ Holder for PCI IRQ Steering
Nvidia GeForce FX 5200
12 ACPI IRQ Holder for PCI IRQ Steering
CMI8738/C3DX PCI Audio Device
CMI8738/C3DX PCI MPU-401
13 Numeric data Processor
14 VIA Bus Master PCI IDE Controller
Primary IDE Controller
15 VIA Bus Master PCI IDE Controller
Secondary IDE Controller
I also have a couple of devices attached to the USB ports but they are all inactive/powered off except the mouse. -
Puzzle Game and new Game Problem
Hello Java Programmers,
Once again I have encountered a problem with my ongoing puzzle game. I have completed it all. Now I want my user to be able to start a new game in after they win. I tried repaint and update method with JFrame but it deosn't reshuffle the buttons. How can I do that. The code geos below.
[/b]
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import javax.swing.event.*;
import javax.swing.JOptionPane;
public class PuzzleGame{
String[] btn_Labels = {"1","2","3","4","5","6","7","8","9",
"10","11","12","13","14","15"," "};
String[] labels = {"1","2","3","4","5","6","7","8","9",
"10","11","12","13","14","15"};
private final int ONE = 1, TWO = 2, THREE = 3, FIVE = 5;
private boolean WIN_STATE = false;
private JButton b[];
public String clicked_btn_label = "";
//Constructor method.
public PuzzleGame(){
showSplashScreen();
initGame();
public static void main(String args[]){
PuzzleGame game = new PuzzleGame();
//When a new Game started labels of buttons are shuffled using this method.
public void shuffleNumbers(){
String temp = null;
for(int j=0; j<16; j++){
int k = (int)(Math.random()*16);
temp = btn_Labels[j];
btn_Labels[j] = btn_Labels[k];
btn_Labels[k] = temp;
//Game initialization method.
public void initGame(){
b = new JButton[16];
JPanel p = new JPanel();
JFrame frame = new JFrame();
shuffleNumbers();
for(int i=0; i<16; i++){
b[i] = new JButton();
b.setText(btn_Labels[i]);
b[i].setActionCommand(""+(i+1));
for(int i=0; i<16; i++){
b[i].addActionListener( new ActionListener(){
public void actionPerformed(ActionEvent e){
clicked_btn_label =(String)e.getActionCommand();
doSwapping();
checkWin();
p.add(b[i]);
p.setLayout(new GridLayout(4,4));
frame.getContentPane().add(p);
frame.addWindowListener(new WindowAdapter(){
public void windowClosing(WindowEvent e){
System.exit(0);
Dimension dm = Toolkit.getDefaultToolkit().getScreenSize();
int x = (dm.width - 230)/2;
int y = (dm.height - 240)/2;
frame.setBounds(x,y,320,240);
frame.setSize(340,240);
frame.setVisible(true);
//This method swaps the clicked button with the empty button if it doesn't violate rule.
public void doSwapping(){
int num = Integer.parseInt(clicked_btn_label);
String temp;
if( (num + ONE <= 16) && b[num].getText() == " " && num % 4 != 0){
temp = b[num].getText();
b[num].setText(b[num-ONE].getText());
b[num-ONE].setText(temp);
else if((num - TWO >= 0) && b[num-TWO].getText() == " " && ((num - ONE) % 4 != 0)){
temp = b[num-ONE].getText();
b[num-ONE].setText(b[num-TWO].getText());
b[num-TWO].setText(temp);
else if( (num + THREE < 16) && b[num+THREE].getText() == " "){
temp = b[num-ONE].getText();
b[num-ONE].setText(b[num+THREE].getText());
b[num+THREE].setText(temp);
else if( (num - FIVE >= 0) && b[num-FIVE].getText() == " "){
temp = b[num-ONE].getText();
b[num-ONE].setText(b[num-FIVE].getText());
b[num-FIVE].setText(temp);
// else{}
public void checkWin(){
WIN_STATE = true;
for(int i=0; i<15; i++){
if( b[i].getText() != labels[i])
WIN_STATE = false;
if(WIN_STATE == true){
JOptionPane.showMessageDialog(null,"Congratulations You Have won the Game!","You Win",JOptionPane.INFORMATION_MESSAGE);
initGame();
public void showSplashScreen(){
JWindow w = new JWindow();
JPanel p = (JPanel)w.getContentPane();
JLabel l = new JLabel(new ImageIcon("splash.jpg"));
Dimension d = Toolkit.getDefaultToolkit().getScreenSize();
int x = (d.width - 230)/2;
int y = (d.height - 240)/2;
p.add(l);
w.setBounds(x,y,320,240);
w.setVisible(true);
try{
Thread.sleep(10000);
catch(Exception e){
w.setVisible(false);
[/b]Sorry for violation. I would like to add a menubar to the application containing a single menu button for new game. adding a menubar is simple but how can i reshuffle the buttons using methods like update etc. or any other way.
-
Flash games problem with Mozilla Firefox
Ok so, I'm trying to play one great flash game, I'm actually Texas hold'em addict :D so, as soon as I open it, firefox just crashes and that's it, nothing appears, no crash report or anything like that..
I'm trying to play this game: [http://www.4yahoo.com/board-card/play-governor-of-poker-2 Governor of Poker 2] and this one [http://www.4yahoo.com/puzzle/play-the-forest-temple The Forest Temple]
What to do? Should I reinstall it or it could be my windows problem?
I don't really want to re-install it, because I have tons of bookmars there and got no idea how to save them, also I'm afraid that it will be waste of time.
So I'm asking you guys, maybe someone faced this problem.
Thanks in advance.I mean, it's ok when I run other games, but those two are the problem :(
-
Please help me with a simple flash game problem
I am trying to learn how to make flash games with Adobe flash 5.5. I am doing a tutorial from a book and am stuck.
The game is called concentration and you are suppose to match 2 tiles of the same shape. there are 10 shape tiles
and 1 question mark tile. These tiles are held in an array. 20 tiles are suppose to be displayed 5 to a row with 4 rows
and the question mark is suppose to be up on all 20. My problem is I get a blank screen when I test the movie. I
think the code is good but I beleive I have not uploaded the tiles right. I did upload the 11 tiles to the library and have
those 11 tiles and tile_movieclip in the library. Here is the code:
package {
// importing classes
import flash.display.Sprite;
// end of importing classes
public class Main extends Sprite {
public function Main() {
// variables and constants
const NUMBER_OF_TILES:uint=20;
const TILES_PER_ROW:uint=5;
var tiles:Array=new Array();
var tile:tile_movieclip;
// end of variables and constants
// tiles creation loop
for (var i:uint=0; i<NUMBER_OF_TILES; i++) {
tiles.push(Math.floor(i/2));
trace("My tiles: "+tiles);
// end of tiles creation loop
// shuffling loop
var swap,tmp:uint;
for (i=NUMBER_OF_TILES-1; i>0; i--) {
swap=Math.floor(Math.random()*i);
tmp=tiles[i];
tiles[i]=tiles[swap];
tiles[swap]=tmp;
trace("My shuffled tiles: "+tiles);
// end of shuffling loop
// tile placing loop
for (i=0; i<NUMBER_OF_TILES; i++) {
tile=new tile_movieclip();
addChild(tile);
tile.cardType=tiles[i];
tile.x=5+(tile.width+5)*(i%TILES_PER_ROW);
tile.y=5+(tile.height+5)*(Math.floor(i/TILES_PER_ROW));
tile.gotoAndStop(NUMBER_OF_TILES/2+1);
// end of tile placing loop
Can someone please explain to me what I am suppose to do to make the this work? I beleive the problem is it doesnt know where the tiles are.
Thanks.To create the tiles, draw 10 distinct shapes in the first 10 frames of your symbol, and
the back of the tile in the 11th frame. You are free to draw them as you want, but I suggest you make them as 90 pixels squares with registration point (starting x and y position) at 0, because these are the properties of the tiles used in this chapter's
examples. At least, they should all be the same size.
It didnt say put in a library. It is saying to draw them in frames of symbol but it didnt walk me through that. Can you guide me through this? I also was looking at how to add the link identifier but it said I need a popup window but I cant see one. I thought that was done
when I went to insert new symbol. It said something about actionscript linkage. I am familliar with perl, java and c++ so I can follow the code so far but I dont have much understanding of the flash interface. I made the 10 shape tiles and the 1 question mark tile
in paint. They are .jpeg images. -
2 player web-based Flash game problem
I have a two player web-based Flash game. The Flash calls a
JavaScript function on the webpage to get and store the user's IP.
Then an XML file with user's game data is loaded and parsed. The IP
address is used to identify which player is player 1 and which is
player 2 according to the XML file. There is a Java applet to send
and receive messages between the players.
The first player loads everything just fine. All the first
player's messages regarding the progress in loading different parts
of the code sent by the game for debugging are displayed in the
Java applet's text box, but none of the second player's messages
sent by the game for debugging are displayed.
The problem is that the second player's ActionScript code
appears not to be executing except that I do get a message in the
game that the XML file attempted to load but was not successful.
The IP address call is not made and no messages can be sent to the
other player. The second player's Java applet displays only the
messages for debugging that came from the first player's game and
any chat messages sent by the first player.
This problem always happens to the second player, never to
the first player. Both player's are always using IE6 or IE7.
Does anyone have some idea(s) what could cause only the
second player's ActionScript code not to execute and/or not to load
an XML file correctly?
This is just a general question, so any general answers would
be appreciated. Code specific answers are hopefully not required.
Thank You in advance.Hi,
I am not very familiar with the multiplayer Game development. For multiplayer games, you'll need to set up a matchmaking server and have the clients connect to it. It can then pair them off and facilitate communications. If the clients have publicly available
network addresses then it can introduce them and they can talk directly to each other.There isn't anything built in for this so you'll need to either build your own or find a third party implementation. If you are using Unity3d then check out
http://docs.unity3d.com/Documentation/Components/net-MasterServer.html
Also, you can use Xbox services, and I find an article below:
https://msdn.microsoft.com/en-us/library/bb975801.aspx
For windows Azure problem, you should go to windows Azure forum.
Best Wishes!
We are trying to better understand customer views on social support experience, so your participation in this interview project would be greatly appreciated if you have time. Thanks for helping make community forums a great place. <br/> Click <a
href="http://support.microsoft.com/common/survey.aspx?showpage=1&scid=sw%3Ben%3B3559&theme=tech"> HERE</a> to participate the survey. -
Internet Explorer 9, 10 and 11 have games problems on Facebook.
I Have been trying for 2 months to solve the problem with Internet Explorer 11 and games on Facebook. Each time I click on a game I get a login page which flashes on and off. The only way to stop it is to close Internet Explorer. I contacted Facebook and
put a report in and I am still waiting after 2 months for a reply. I have since removed IE 11 and also IE 10 which makes it I am now using IE 9. I have reset IE 9 to no avail and I am now at a loss as to what the problem is. I am using Windows 7 on a pc.
Can anybody help me please.[url=http://postimg.org/image/pg9rdcjsr/][img]http://s25.postimg.org/pg9rdcjsr/Facebook_page.jpg[/img][/url]
I hope this helps as I have not done this before.
Ermiad
I've never seen a problem like this before. Check steps given below:-
See: "How
to Reset Internet Explorer settings".
Then...
1.
Please download and run the Microsoft
Safety Scanner tool (freeware).
2.
Reboot your PC.
3.
Please download and update Malwarebytes Anti-Malware
Free
4. Reboot
Windows in Safe
Mode and
run a Full Scan with
Malwarebytes Anti-Malware.
If still no joy...
5. Download
and Run AdwCleaner, RogueKiller and Junkware
Removal Tool (Freeware)
6. Reboot and Test.
Try the above steps and let us know the result!
Please remember to click “Mark as Answer” on the post that helps you, and to click “Unmark as Answer” if a marked post does not actually answer your question. This can be beneficial to other community members reading the thread. -
Flash Game Problem Need Help! Action-Script 2.0
Im making a flash game its a sniper game btw and i am have a problem with after killing the target for it to go to the next frame. I have tried on(press) on(release) for buttons i hae tried lots of different stuff (1.3 hours of trying) and so i was wondering if you could help me out. and here the link to the download for the source .fla yes i uploaded it cuz i really need the help ! thanks for any help! http://fileape.com/?act=download&t=yz6Lhp0oDdAB-7whXWB62WIoACXMVgV7r1flbKy17aJZamyC-vXNFwx tZP6pwXV50NGk3XWK9anDa4m6tBfGEtPOZwKbuZFcaFyGyEGiYqeILdcvVuEZy3QVHX3xY6S170xapkdrZJN9lov4k hxeqJ4_S6aGRpNQWjTT3MhudPLa1ZBAi79CiPqX5kN835lD7vzAU0O6WJZaK6jZBROg2A,,
or
http://fileape.com/dl/2gI8YiSW9QGzIgAu
if the top one doesnt work (the top one shouldnt have a time wait)
Thanks for all help
also please if you can find the problem itd be nice to know what it isI will not download the .fla - maybe if you hosted the .swf I would view it.
to change frame use: gotoAndStop(<framenumber>);
(without the < >, just a number for the fram).
I recommend you use movieclips for buttons and place all code on the main timeline. For movieclips, give them an identifier name (bottom left int he properties box of the movieclip) then on the main timeline use:
movieclipName.onRelease = function(){
gotoAndStop(10);//change 10 to the frame you wish to go to. gotoAndPlay(10) plays from the frame. -
Flash game problem: Game wont start until user clicks stage
Hi Everyone,
I'm a student at Drexel University and I just completed a basic platformer for a actionscript class. My professor docked me some points for the game not working until the user actually clicks within the swf. I've heard that this problem is caused on mac osx, but I don't have any concrete evidence to get the points back. Can anyone help? Here's a link to the game if you want to check it out. Thanks a lot!
http://sandbox.westphal.drexel.edu/~kg394/DIGM265.htmlIt was also required on my PC using IE8, so your Mac theory is out. If it requires that you set focus on the stage to get it running, then you probably want to have focus set there using code as soon as the game section starts... but I usually have a heck of a time managing focus with actionscript... regardless of how they say to implement it, it tends to not work for me on any reliable basis (probably just Murphy's Law).
-
I'm using AS2 and fps120.
I'm creating a tetris game, but I encountered a problem:
I made a function which makes the block go directly to the bottom on the press of "space".
I used
if(Key.isDown(Key.SPACE)){
But when I pressed space, the blocks stacked up immediately. It's because after I press space, another block apears immediately and goes to the bottom immediately, and keeps going until I release spade. It isn't a problem if I use lower fps, but my fps is 120, which means even I release space as quickly as I could, at least six blocks would stack up. I want to know is there anyway to detect the releasing of "space" or a detection which only detects on the instant I press, instead of when the key is down.use a boolean:
if(Key.isDown(..)){
if(!alreadyExecuted){
alreadyExecuted=true
if(Key.isUp(..)){
alreadyExecuted=false; -
I have
Athlon 64 2.7 GHZ (LE-1640) socket AM2 PROCESSOR
MSI K9AGM4 AMDD690V/AM2DDR2 800/PCI-E/VS/S/RAID/LAN
KINGSTON 1GB DDR2 PC667
SEAGATE 160GB STA
500W POWER SUPPLY
it is very lag and it freezes on online games but it works fine with GTA, Warcraft and Counterstrike. I already did the live update but still no luck. Can anyone help me with this problem? I have a different motherboard k9ngm4 and it works smoothly.You can check the processor specs on this link.
http://www.amd.com/us-en/Processors/ProductInformation/0,,30_118_9485_9487%5E10248,00.html
My power supply is Seasonic M12 500W Power Supply
http://www.techaddicts.net/reviews/sea_m12_500w/sea_m12_500w.html
thanks for helping me find a solution for this problem... -
I have a problem with my pong game. IT says its missing a return statement at :71: and at someplace else. How do I fix this? Below is the source code. Note that I haven't done puck-paddle collisions yet. It isn't supposed to do those right now anyway, so please try to fix the return statement problem, not that. Here is the code:
import java.applet.*;
import java.awt.*;
public class Ponggame extends Applet implements Runnable
int score = 0;
int otherscore = 0;
int y_speed = 0;
int other_y_speed = 0;
int appletsize_x = 640;
int appletsize_y = 480;
int xpos = 620;
int ypos = 220;
int otherxpos = 20;
int otherypos = 220;
int ball_xpos = 130;
int ball_ypos = 130;
int radius = 20;
int ball_xspeed = 2;
int ball_yspeed = 2;
int paddle_width = 32;
int paddle_height = 80;
int other_paddle_width = 32;
int other_paddle_height = 32;
//Variables for Double Buffering
private Image dbImage;
private Graphics dbg;
public void init()
setBackground (Color.black);
public void start()
Thread th = new Thread (this);
th.start ();
public void stop()
public void destroy()
public boolean keyDown (Event e, int key)
if (key == Event.UP)
y_speed = -2;
else if (key == Event.DOWN)
y_speed = 2;
else if (key == 119)
other_y_speed = -2;
else if (key == 115)
other_y_speed = 2;
public boolean keyUp (Event e, int key)
if (key == Event.UP)
y_speed = 0;
else if (key == Event.DOWN)
y_speed = 0;
if (key == 119)
other_y_speed = 0;
else if (key == 115)
other_y_speed = 0;
public void run()
Thread.currentThread().setPriority(Thread.MIN_PRIORITY);
while (true)
if (ball_xpos > appletsize_x - radius)
otherscore += 1;
ball_xpos = 120;
ball_ypos = 120;
else if (ball_xpos < radius)
score += 1;
ball_xpos = 120;
ball_ypos = 120;
else if (ball_ypos > appletsize_y - radius)
y_speed = -2;
else if (ball_ypos < radius)
ball_yspeed = +2;
else if (ypos<0)
ypos = 0;
else if (ypos+paddle_height>appletsize_y)
ypos = (appletsize_y - paddle_height);
else if (otherypos<0)
otherypos=0;
else if (otherypos+other_paddle_height>appletsize_y)
otherypos = (appletsize_y - other_paddle_height);
ypos += y_speed;
otherypos += other_y_speed;
ball_xpos += ball_xspeed;
ball_ypos += ball_yspeed;
// Neuzeichnen des Applets
repaint();
Thread.currentThread().setPriority(Thread.MAX_PRIORITY);
public void update (Graphics g)
if (dbImage == null)
dbImage = createImage (this.getSize().width, this.getSize().height);
dbg = dbImage.getGraphics ();
dbg.setColor (getBackground ());
dbg.fillRect (0, 0, this.getSize().width, this.getSize().height);
dbg.setColor (getForeground());
paint (dbg);
g.drawImage (dbImage, 0, 0, this);
public void paint (Graphics g)
g.setColor (Color.red);
g.fillOval (ball_xpos - radius, ball_ypos - radius, 2 * radius, 2 * radius);
g.setColor (Color.white);
g.fillRect (xpos, ypos, paddle_width, paddle_height);
g.fillRect (otherxpos, otherypos, other_paddle_width, other_paddle_height);
}Your public boolean keyXXX methods don't return a boolean.
And use code tags when posting code. There is a code button above the message editor.
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