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  #1 (permalink)  
Old 03-18-2008, 04:53 PM
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Ping pong game
I have already got

Code:
if(sliderx_pos == x_pos && y_pos ==148) { x_speed *= -1; y_speed *= -1; }
The problem is that if the ball lands an any part the the slider it needs to bounce. At the moment its only bouncing off the far left hand side which represents the sliderx_pos. So i need away to say if the ball hits any part of the slider then bounce.

The slider width is 60 therefore i need away to say

if ball position is between 145 amd 205 then bounce.

Hope this makes sense.

Last edited by adam405 : 03-18-2008 at 05:22 PM.
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Old 03-18-2008, 05:55 PM
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Declare "box" as a member variable and use setLocation to move/position it in the paint method.
Code:
int appletsize_x = 300; int appletsize_y = 300; Rectangle box = new Rectangle(60, 25); Graphics2D g2 = (Graphics2D) g; box.setLocation(x_pos,y_pos); g2.draw(box);
Then when it is time for collision–checking in your ball Runnable you can get access to the box as an obstacle with
Code:
int minX = box.x; int maxX = box.x + box.width; int maxY = box.y + box.height;
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Old 03-18-2008, 09:36 PM
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this is what i have, any ideas

Code:
import java.applet.*; import java.awt.*; import java.awt.event.*; import java.util.Random; import java.awt.Graphics; public class FullBall extends Applet implements Runnable { //position of the ball int x_pos = 12; int y_pos = 12; //position of the ball int sliderx_pos = 1; int slidery_pos = 150; //ball size int radius = 5; //size of slider int swidth = 60; int sheight = 1; int realwidth = sliderx_pos + swidth; //balldirection int x_speed = 6; int y_speed = 8; //slider direcion int sliderx_speed = 0; //applet size int appletsize_top = 10; int appletsize_bottom = 160; int appletsize_left = 10; int appletsize_right = 340; //random movement Random rnd = new Random (); //Drawing image off screen private Image dbImage; private Graphics dbg; Thread thread; boolean running = false; // start - method is called after init // and every time the applet is maximized public void start () { // define a new thread running = true; thread = new Thread (this); // start this thread thread.start (); System.out.println("start"); } // A well–behaved Applet stops // its animation when minimized. public void stop() { running = false; if(thread != null) thread.interrupt(); thread = null; System.out.println("stop"); } //run- start the applet game // Implementation of the Runnable interface. public void run () { while (running) { // lower ThreadPriority Thread.currentThread().setPriority(Thread.MIN_PRIORITY); // change direction if ball hits any side if (x_pos < appletsize_left || x_pos > appletsize_right ) { x_speed *= -1; } if (y_pos < appletsize_top) { y_speed *= -1; } if(y_pos > appletsize_bottom ) { y_speed *= -1; } //change direction of slider if (sliderx_pos > appletsize_right - swidth) { sliderx_speed = appletsize_right - swidth; } else if (sliderx_pos < appletsize_left) { sliderx_speed = appletsize_left; } //logic for bouncing off slider else if(x_pos >= sliderx_pos && x_pos <=realwidth && y_pos ==145) { x_speed *= -1; y_speed *= -1; } sliderx_pos = sliderx_speed; x_pos += x_speed; y_pos += y_speed; //repaint applet repaint(); try { // Stop thread for the speed Thread.sleep (50); } catch (InterruptedException ex) { running = false; break; } // set ThreadPriority to maximum value Thread.currentThread().setPriority(Thread.MAX_PRIORITY); } } //create an image off screen and loads it into the applet public void update (Graphics g) { // initialize buffer if (dbImage == null) { dbImage = createImage (this.getSize().width, this.getSize().height); dbg = dbImage.getGraphics (); } // clear screen in background dbg.setColor (getBackground ()); dbg.fillRect (0, 0, this.getSize().width, this.getSize().height); // draw elements in background dbg.setColor (getForeground()); paint (dbg); // draw image on the screen g.drawImage (dbImage, 0, 0, this); } public void paint (Graphics g) { // set color g.setColor (Color.red); // paint a filled colored circle g.fillOval (x_pos - radius, y_pos - radius, 2 * radius, 2 * radius); Graphics2D g2 = (Graphics2D) g; Rectangle box = new Rectangle(sliderx_pos,slidery_pos,swidth,sheight); g2.setColor (Color.blue); g2.draw(box); } //slider key event public boolean keyDown (Event e, int key) { if (key == Event.LEFT) { sliderx_speed = sliderx_pos -20 ; } else if (key == Event.RIGHT) { sliderx_speed = sliderx_pos +20; } sliderx_pos = sliderx_speed; return true; } }
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Old 03-19-2008, 01:52 AM
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Code:
// <applet code="FullBallRx" width="400" height="400"></applet> import java.applet.*; import java.awt.*; import java.awt.event.*; import java.util.Random; public class FullBallRx extends Applet implements Runnable { //position of the ball int x_pos = 12; int y_pos = 12; //position of the ball ** slider ** int sliderx_pos = 1; int slidery_pos = 150; //ball size int radius = 5; //size of slider int swidth = 60; int sheight = 1; Rectangle box = new Rectangle(swidth, sheight); // int realwidth = sliderx_pos + swidth; //balldirection int x_speed = 6; int y_speed = 8; //slider direcion int sliderx_speed = 0; //applet size int appletsize_top = 10; int appletsize_bottom = 160; int appletsize_left = 10; int appletsize_right = 340; //random movement Random rnd = new Random (); //Drawing image off screen private Image dbImage; private Graphics dbg; Thread thread; boolean running = false; public void init() { enableEvents(AWTEvent.KEY_EVENT_MASK); setFocusable(true); } public void start () { // define a new thread running = true; thread = new Thread (this); // start this thread thread.start (); System.out.println("start"); } public void stop() { running = false; if(thread != null) thread.interrupt(); thread = null; System.out.println("stop"); } public void run () { while (running) { // lower ThreadPriority // Thread.currentThread().setPriority(Thread.MIN_PRIORITY); // change direction if ball will hit any side on the // next advance/stop. The ball position is at its center. if (x_pos - radius + x_speed < appletsize_left || x_pos + radius + x_speed > appletsize_right ) { x_speed *= -1; } if (y_pos - radius + y_speed < appletsize_top) { y_speed *= -1; } if(y_pos + radius + y_speed > appletsize_bottom ) { y_speed *= -1; } //change direction of slider // Moved to processKeyEvent method. //logic for bouncing off slider // We know where the ball and slider are so we // should be able to calculate a possible collision. // Look ahead to the next position of the ball for // the possible collision. // Assumption: consider collisions only on the top // of the slider. if(x_pos + radius + x_speed > sliderx_pos && x_pos - radius + x_speed < sliderx_pos + swidth) { // Ball is in vertical plane of slider. // Check for possible vertical contact. if(y_pos + radius + y_speed > slidery_pos) { // We have an imminent collision -> bounce! y_speed *= -1; } } x_pos += x_speed; y_pos += y_speed; //repaint applet repaint(); try { // Stop thread for the speed Thread.sleep (50); } catch (InterruptedException ex) { running = false; break; } // set ThreadPriority to maximum value // Thread.currentThread().setPriority(Thread.MAX_PRIORITY); } } //create an image off screen and loads it into the applet public void update (Graphics g) { // initialize buffer if (dbImage == null) { dbImage = createImage (this.getSize().width, this.getSize().height); dbg = dbImage.getGraphics (); } // clear screen in background dbg.setColor (getBackground ()); dbg.fillRect (0, 0, this.getSize().width, this.getSize().height); // draw elements in background dbg.setColor (getForeground()); paint (dbg); // draw image on the screen g.drawImage (dbImage, 0, 0, this); } public void paint (Graphics g) { Graphics2D g2 = (Graphics2D) g; // set color g.setColor (Color.red); // paint a filled colored circle g.fillOval (x_pos - radius, y_pos - radius, 2 * radius, 2 * radius); box.setLocation(sliderx_pos, slidery_pos); g2.setColor (Color.blue); g2.draw(box); } protected void processKeyEvent(KeyEvent e) { int keyCode = e.getKeyCode(); // linke Cursortaste if (keyCode == KeyEvent.VK_LEFT) { // Ball bewegt sich dann nach links if (sliderx_pos -10 > appletsize_left) sliderx_pos = sliderx_pos -10; } // rechte Cursortaste else if (keyCode == KeyEvent.VK_RIGHT) { if (sliderx_pos + swidth +10 < appletsize_right) sliderx_pos = sliderx_pos +10; } } }
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Old 03-19-2008, 03:04 PM
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thanks, works well. I am trying to add in a brick to hit. I am again struggling with the logic. The problem is that the brick sometime disappears even though the ball i no where near brick. This happens if i just let the game run with no keyboard interaction at the start

Code:
// <applet code="FullBallRx" width="400" height="400"></applet> import java.applet.*; import java.awt.*; import java.awt.event.*; import java.util.Random; public class FullBall extends Applet implements Runnable { //position of the ball int x_pos = 12; int y_pos = 12; //position of the ball ** slider ** int sliderx_pos = 50; int slidery_pos = 150; //ball size int radius = 5; //size of slider int swidth = 60; int sheight = 1; Rectangle box = new Rectangle(swidth, sheight); //balldirection int x_speed = 6; int y_speed = 8; //slider direcion int sliderx_speed = 0; //applet size int appletsize_top = getHeight(); int appletsize_bottom = appletsize_top + 20 * 10; int appletsize_left = getWidth(); int appletsize_right = appletsize_left + 35 * 10; //random movement Random rnd = new Random (); //Drawing image off screen private Image dbImage; private Graphics dbg; Thread thread; boolean running = false; //level stuff int lx_pos = 100; int ly_pos = appletsize_top +20; int lwidth = 50; int lheight =1; Rectangle brick = new Rectangle(lwidth, lheight); public void init() { enableEvents(AWTEvent.KEY_EVENT_MASK); setFocusable(true); } public void start () { // define a new thread running = true; thread = new Thread (this); // start this thread thread.start (); System.out.println("start"); } public void stop() { running = false; if(thread != null) thread.interrupt(); thread = null; System.out.println("stop"); } public void run () { while (running) { //change direct if the ball hits the left or right wall // stop ball if out if (x_pos - radius + x_speed < appletsize_left || x_pos + radius + x_speed > appletsize_right ) { x_speed *= -1; } if (y_pos - radius + y_speed < appletsize_top) { y_speed *= -1; } if(y_pos + radius + y_speed > appletsize_bottom ) { stop(); } //what to do if we hit the slider if(x_pos + radius > sliderx_pos && x_pos - radius < sliderx_pos + swidth) { // Ball is in vertical plane of slider. // Check for possible horizontal contact. if(y_pos + radius + y_speed > slidery_pos) { // We have an imminent collision -> bounce! y_speed *= -1; } } //what to do if we hit a brick else if(x_pos - radius > lx_pos && x_pos + radius < lx_pos + lwidth) { // Ball is in vertical plane of slider. // Check for possible horizontal contact. if(y_pos - radius - y_speed > ly_pos) { // We have an imminent collision -> bounce! y_speed *= -1; lx_pos = 10000; ly_pos = 10000; } } x_pos += x_speed; y_pos += y_speed; //repaint applet repaint(); try { // Stop thread for the speed Thread.sleep (90); } catch (InterruptedException ex) { running = false; break; } } } //create an image off screen and loads it into the applet public void update (Graphics g) { // initialize buffer if (dbImage == null) { dbImage = createImage (this.getSize().width, this.getSize().height); dbg = dbImage.getGraphics (); } // clear screen in background dbg.setColor (getBackground ()); dbg.fillRect (0, 0, this.getSize().width, this.getSize().height); // draw elements in background dbg.setColor (getForeground()); paint (dbg); // draw image on the screen g.drawImage (dbImage, 0, 0, this); } public void paint (Graphics g) { //DRAWING THE BALL Graphics2D g2 = (Graphics2D) g; g.setColor (Color.red); g.fillOval (x_pos - radius, y_pos - radius, 2 * radius, 2 * radius); //DRAWING THE SLIDER box.setLocation(sliderx_pos, slidery_pos); g2.setColor (Color.blue); g2.draw(box); //DRAWING THE BRICKS brick.setLocation(lx_pos, ly_pos); g2.setColor (Color.pink); g2.draw(brick); } protected void processKeyEvent(KeyEvent e) { int keyCode = e.getKeyCode(); //move if left key is pressed if (keyCode == KeyEvent.VK_LEFT) { if (sliderx_pos -10 > appletsize_left) sliderx_pos = sliderx_pos -20; } //move if right key is pressed else if (keyCode == KeyEvent.VK_RIGHT) { if (sliderx_pos + swidth +10 < appletsize_right) sliderx_pos = sliderx_pos +20; } } }

Last edited by adam405 : 03-19-2008 at 03:39 PM.
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Old 03-19-2008, 08:06 PM
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Code:
// <applet code="FullBall2" width="400" height="400"></applet> import java.applet.*; import java.awt.*; import java.awt.event.*; import java.util.Random; public class FullBall2 extends Applet implements Runnable { //position of the ball int x_pos = 12; int y_pos = 12; //ball size int radius = 5; //ball direction int x_speed = 6; int y_speed = 8; //position of the slider int sliderx_pos = 50; int slidery_pos = 150; //size of slider int swidth = 60; int sheight = 1; Rectangle box = new Rectangle(swidth, sheight); //slider direcion int sliderx_speed = 0; //applet size // These spatial definitions are not correct: // Component origin (0,0) is at upper left. // getHeight = bottom of component. // getHeight returns zero at this point in // program execution. int appletsize_top = //getHeight(); 0; // bottom would be 200 px below bottom of component. int appletsize_bottom = //appletsize_top + 20 * 10; 200; // getWidth = width/far right of component. // Since the applet has not been realized, ie, made // visible, this call to getWidth returns zero. int appletsize_left = //getWidth(); 0; // right would be 350 past right edge of component. int appletsize_right = //appletsize_left + 35 * 10; 350; //level stuff int lx_pos = 100; int ly_pos = appletsize_top +20; int lwidth = 50; int lheight = 1; // If you move this only once you can specify the location here. Rectangle brick = new Rectangle(lx_pos, ly_pos, lwidth, lheight); //random movement Random rnd = new Random (); //Drawing image off screen private Image dbImage; private Graphics dbg; Thread thread; boolean running = false; public void init() { enableEvents(AWTEvent.KEY_EVENT_MASK); setFocusable(true); } public void start () { // define a new thread running = true; thread = new Thread (this); // start this thread thread.start(); } public void stop() { running = false; if(thread != null) thread.interrupt(); thread = null; } public void run () { while (running) { //change direct if the ball hits the left or right wall // stop ball if out if (x_pos - radius + x_speed < appletsize_left || x_pos + radius + x_speed > appletsize_right ) { x_speed *= -1; } if (y_pos - radius + y_speed < appletsize_top) { y_speed *= -1; } if(y_pos + radius + y_speed > appletsize_bottom ) { // Reposition ball to avoid overshooting boundry // as a consequence of high speed value. y_pos = appletsize_bottom - radius; y_speed *= -1; // stop(); } // What to do if we will hit the top of the slider on the // next frame, ie, after the next trip through this method. if(x_pos + radius + x_speed > sliderx_pos && x_pos - radius + x_speed < sliderx_pos + swidth) { // Ball is in vertical plane of slider. // Check for possible contact. if(y_pos + radius + y_speed > slidery_pos) { // We have an imminent collision -> bounce! y_speed *= -1; } } // What to do if we will hit the bottom of the // brick the next time through. if(x_pos + radius + x_speed > lx_pos && x_pos - radius + x_speed < lx_pos + lwidth) { // Ball is in vertical plane of brick. // Check for contact on underside of brick. if(y_pos - radius /*+ y_speed*/ < ly_pos + brick.height) { // We have an imminent collision -> bounce! y_speed *= -1; // The ball disappeared because some of the // signs above were reversed which caused a // false/erroneous positive for collision. System.out.println("brick being removed"); lx_pos = 10000; ly_pos = 10000; brick.setLocation(lx_pos, lx_pos); } } x_pos += x_speed; y_pos += y_speed; //repaint applet repaint(); try { // Stop thread for the speed Thread.sleep (90); } catch (InterruptedException ex) { running = false; break; } } } //create an image off screen and loads it into the applet public void update (Graphics g) { // initialize buffer if (dbImage == null) { dbImage = createImage (this.getSize().width, this.getSize().height); dbg = dbImage.getGraphics (); } // clear screen in background dbg.setColor (getBackground ()); dbg.fillRect (0, 0, this.getSize().width, this.getSize().height); // draw elements in background dbg.setColor (getForeground()); paint (dbg); // draw image on the screen g.drawImage (dbImage, 0, 0, this); } public void paint (Graphics g) { // Show right and lower boundries to help in // adjusting animation variables. g.drawLine(appletsize_right, appletsize_top, appletsize_right, appletsize_bottom); g.drawLine(appletsize_left, appletsize_bottom, appletsize_right, appletsize_bottom); //DRAWING THE BALL Graphics2D g2 = (Graphics2D) g; g.setColor (Color.red); g.fillOval (x_pos - radius, y_pos - radius, 2 * radius, 2 * radius); //DRAWING THE SLIDER box.setLocation(sliderx_pos, slidery_pos); g2.setColor (Color.blue); g2.draw(box); //DRAWING THE BRICKS g2.setColor (Color.pink); g2.draw(brick); } protected void processKeyEvent(KeyEvent e) { int keyCode = e.getKeyCode(); //move if left key is pressed if (keyCode == KeyEvent.VK_LEFT) { if (sliderx_pos -10 > appletsize_left) sliderx_pos = sliderx_pos -20; } //move if right key is pressed else if (keyCode == KeyEvent.VK_RIGHT) { if (sliderx_pos + swidth +10 < appletsize_right) sliderx_pos = sliderx_pos +20; } } }
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Old 03-23-2008, 10:52 PM
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thanks so far with all the help, i am now trying to get the thread to pause if all the bricks have been hit and then set a random new positions for the brick and repaint the thread and then carry on the game. I have ben trying to solve this for days now, any help would be greatfully recieved.

Thanks adam
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Old 03-24-2008, 05:29 AM
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Code:
// <applet code="FullBall3" width="400" height="400"></applet> import java.applet.*; import java.awt.*; import java.awt.event.*; import java.util.Random; public class FullBall3 extends Applet implements Runnable { //position of the ball int x_pos = 12; int y_pos = 12; //ball size int radius = 5; //ball direction int x_speed = 6; int y_speed = 8; //position of the slider int sliderx_pos = 50; int slidery_pos = 150; //size of slider int swidth = 60; int sheight = 1; Rectangle box = new Rectangle(swidth, sheight); //slider direcion int sliderx_speed = 0; int appletsize_top = 0; int appletsize_bottom = 200; int appletsize_left = 0; int appletsize_right = 350; //level stuff int lx_pos = 100; int ly_pos = appletsize_top +20; int lwidth = 50; int lheight = 1; Rectangle brick = new Rectangle(lx_pos, ly_pos, lwidth, lheight); //random movement Random rnd = new Random(); //Drawing image off screen private Image dbImage; private Graphics dbg; Thread thread; boolean running = false; boolean allBricksRemoved = false; public void init() { enableEvents(AWTEvent.KEY_EVENT_MASK); setFocusable(true); } public void start () { running = true; thread = new Thread (this); thread.start(); } public void stop() { running = false; if(thread != null) thread.interrupt(); thread = null; } public void run () { while (running) { //change direct if the ball is about to hit a wall if (x_pos - radius + x_speed < appletsize_left || x_pos + radius + x_speed > appletsize_right ) { x_speed *= -1; } if (y_pos - radius + y_speed < appletsize_top) { y_speed *= -1; } if(y_pos + radius + y_speed > appletsize_bottom ) { // Reposition ball to avoid overshooting boundry // as a consequence of high speed value. y_pos = appletsize_bottom - radius; y_speed *= -1; } // What to do if we will hit the top of the slider on the // next frame, ie, after the next trip through this method. if(x_pos + radius + x_speed > sliderx_pos && x_pos - radius + x_speed < sliderx_pos + swidth) { // Ball is in vertical plane of slider. // Check for possible contact. if(y_pos + radius + y_speed > slidery_pos) { y_speed *= -1; } } // What to do if we will hit the bottom of the // brick the next time through. if(x_pos + radius + x_speed > lx_pos && x_pos - radius + x_speed < lx_pos + lwidth) { // Ball is in vertical plane of brick. // Check for contact on underside of brick. if(y_pos - radius /*+ y_speed*/ < ly_pos + brick.height) { y_speed *= -1; System.out.println("brick being removed"); lx_pos = 10000; ly_pos = 10000; brick.setLocation(lx_pos, ly_pos); // When the last brick is gone: allBricksRemoved = true; } } x_pos += x_speed; y_pos += y_speed; //repaint applet repaint(); if(allBricksRemoved) { resetBricks(); } try { Thread.sleep (90); } catch (InterruptedException ex) { running = false; break; } } } private void resetBricks() { stop(); new Thread(new Runnable() { public void run() { allBricksRemoved = false; // Reset the brick(s) before we start up again. int w = appletsize_right - appletsize_left - brick.width; lx_pos = rnd.nextInt(w); ly_pos = appletsize_top +20; brick.setLocation(lx_pos, ly_pos); repaint(); System.out.printf("brick location = [%d, %d]%n", lx_pos, ly_pos); start(); } }).start(); } //create an image off screen and loads it into the applet public void update (Graphics g) { // initialize buffer if (dbImage == null) { dbImage = createImage (this.getSize().width, this.getSize().height); dbg = dbImage.getGraphics (); } // clear screen in background dbg.setColor (getBackground ()); dbg.fillRect (0, 0, this.getSize().width, this.getSize().height); // draw elements in background dbg.setColor (getForeground()); paint (dbg); // draw image on the screen g.drawImage (dbImage, 0, 0, this); } public void paint (Graphics g) { // Show right and lower boundries to help in // adjusting animation variables. g.drawLine(appletsize_right, appletsize_top, appletsize_right, appletsize_bottom); g.drawLine(appletsize_left, appletsize_bottom, appletsize_right, appletsize_bottom); //DRAWING THE BALL Graphics2D g2 = (Graphics2D) g; g.setColor (Color.red); g.fillOval (x_pos - radius, y_pos - radius, 2 * radius, 2 * radius); //DRAWING THE SLIDER box.setLocation(sliderx_pos, slidery_pos); g2.setColor (Color.blue); g2.draw(box); //DRAWING THE BRICKS g2.setColor (Color.pink); g2.draw(brick); } protected void processKeyEvent(KeyEvent e) { int keyCode = e.getKeyCode(); //move if left key is pressed if (keyCode == KeyEvent.VK_LEFT) { if (sliderx_pos -10 > appletsize_left) sliderx_pos = sliderx_pos -20; } //move if right key is pressed else if (keyCode == KeyEvent.VK_RIGHT) { if (sliderx_pos + swidth +10 < appletsize_right) sliderx_pos = sliderx_pos +20; } } }
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