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Sunday, August 19, 2012

FYP meeting 10: 15/8/2012


Location: SIM

Members attended: Octa, Wilson, Jennisa, Sebastian

- Finalize the game and editor features, focusing on documents updates
- Decided not to put the game options as well as time scoring features
- Editor and game to be in debugging phase
- Work on publicity materials like poster and trailer
- Updating of website to show current game version

Wednesday, August 15, 2012

Development : Zoom (3)

Leader has fixed the slow zoom!!!! XD
Finally, I know that the real problem lies in the setting of rendering hints when drawing the pieces.
Seb has changed :
gg.setRenderingHint(RenderingHints.KEY_INTERPOLATION, 
            RenderingHints.VALUE_INTERPOLATION_BICUBIC);
to
gg.setRenderingHint(RenderingHints.KEY_INTERPOLATION, 
            RenderingHints.VALUE_INTERPOLATION_BILINEAR); 
gg.setRenderingHint(RenderingHints.KEY_ANTIALIASING, 
            RenderingHints.VALUE_ANTIALIAS_OFF); 
gg.setRenderingHint(RenderingHints.KEY_RENDERING, 
            RenderingHints.VALUE_RENDER_SPEED); 
gg.setRenderingHint(RenderingHints.KEY_COLOR_RENDERING, 
            RenderingHints.VALUE_COLOR_RENDER_SPEED);
gg.setRenderingHint(RenderingHints.KEY_DITHERING, 
            RenderingHints.VALUE_DITHER_DISABLE);

and it works.... well~
XD

And as an alternative of the scroll bar problem, Seb has added the function to move all the pieces, so, even the size of the scroll pane does not grow, the pieces will still be shifted to position that can be seen.

private void dragAll (MouseEvent e)
    {
        Iterator iter = zOrder.iterator();
        Iterator xIter = offsetX.iterator();
        Iterator yIter = offsetY.iterator();
        while (iter.hasNext())
        {
            Piece piece = (Piece) iter.next();
            Integer ox = (Integer) xIter.next();
            Integer oy = (Integer) yIter.next();
           
            int prevX = piece.getPuzzleX();
            int prevY = piece.getPuzzleY();
            int prevW = piece.getCurrentWidth();
            int prevH = piece.getCurrentHeight();
           
            piece.moveTo (e.getX()- ox.intValue(), e.getY()- oy.intValue());
            repaint(0, prevX, prevY, prevW, prevH);
            repaint(0, piece.getPuzzleX(), piece.getPuzzleY(),
                    piece.getCurrentWidth(), piece.getCurrentHeight());
        }
    }

The ghost image will be scaled according to the zoom as well.


Thursday, August 9, 2012

Development : Puzzled Editor Applet


The screenshot above shown that the Puzzled Editor can be run on Applet Viewer (built in Eclipse).
Some changes already been made in order to create the applet.

Images above shown that the images resource can be access within the class itself without creating another "game resource" folder.



Trial running applet on Web Browser (*buttons are not fixed yet*)


Problem arises:
However, since the editor need to generate a new jar called "game.jar", applet must be able to access bin folder and create changes on "setup.txt" which cannot be done in this state because we can't change a file in a JAR without recanning the JAR.

Thus our plan to converting the apps into applet may not be feasible.

Thursday, August 2, 2012

FYP meeting 9: 2/8/2012


Location: SIM

Members attended: Octa, Wilson, Sebastian, Santy, Jennisa

-        Everyone discussed of their current progress on the respective task
-        Understood that the applet version of the editor might be difficult. Having issues with detecting mouse input as well as handling of game class files
-        Game to be fixed as soon as possible. We have to limit the amount of new tasks we need to add to the editor.
-        Outstanding task
·        Editor need to add background image placement, piece count, cutter style. (compiled version)
·        Editor password for each level, as well as story, level description (add-on after compiled version)
·        Help text for editor and game
·        Game need to add “double temp (hi and low version of jigsaw)” with zoom
·        Docs need to show test case and version control