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  • ...s into the C game code. It's a bit of a hack - but it makes maintaining Java interfaces much easier than messing around with javah and/or swig. ...ean''' in Java, '''string''' causes code to be generated to convert from a Java '''String''' into a C '''const char *'''.
    3 KB (352 words) - 20:39, 23 October 2007
  • ; [[LoL Java plugin API|Java plugin API]] : Which controls how things move and interact. ...aker.org/games/lol/plugins/javaLoL/GameInterface.html GameInterface API] : Java API function documentation automatically generated by javadoc
    522 B (69 words) - 22:38, 23 October 2007
  • ...player interaction, camera motion, AI and in-level animation is handled by Java scripts. Scripts are stored in the 'plugins' directory as '.java' files. You don't need to compile them - that is handled automatically by
    5 KB (735 words) - 22:38, 23 October 2007
  • All objects in [[Unification]] are controlled by Java plugins.
    262 B (38 words) - 11:03, 16 February 2008
  • All objects in [[Unification]] are controlled by Java plugins stored in the 'plugins' directory. ...object called 'Elephant' must be stored in a file called 'plugins/Elephant.java'. In outline, the file should look like this:
    6 KB (857 words) - 00:11, 17 February 2008

Page text matches

  • ; [[gameTools autogen_java|autogen_java]] : Generate Java plugin interfaces.
    815 B (125 words) - 20:33, 23 October 2007
  • == Java Interfacing ==
    2 KB (209 words) - 20:35, 23 October 2007
  • ...s into the C game code. It's a bit of a hack - but it makes maintaining Java interfaces much easier than messing around with javah and/or swig. ...ean''' in Java, '''string''' causes code to be generated to convert from a Java '''String''' into a C '''const char *'''.
    3 KB (352 words) - 20:39, 23 October 2007
  • ''XXX'' is the name of the camera which must match the Java plugin that controls it - this is usually just "Camera". Currently there is ...the model - and also the root name for [[LoL Java plugin API|''plugins/XXX.java'']] and [[gameTools physics.xml|''physics/XXX.xml'']] which contain the beh
    3 KB (407 words) - 20:43, 23 October 2007
  • ...esented as physical entities. These files are named with the same name as Java plugin files - but they reside in the 'physics' directory and have a '.xml' ...constrained to move with it in some way. These may be driven by their own Java behavior plugin, by the plugin of the parent object - or simply left to mov
    8 KB (998 words) - 21:19, 23 October 2007
  • ...some situations to be able to place an invisible flag into the model that Java plugins can look for and query - but which don't show up as polygonal model
    3 KB (470 words) - 21:29, 23 October 2007
  • ...name and path to the Java source code. Remember that the filename of the Java script must be the same as the name of the object inside it. ...ct's constructor function. Each method (class member function) within the Java code may then be found using 'getMethod' to return a method identification
    2 KB (247 words) - 21:50, 23 October 2007
  • ; [[LoL Java plugin API|Java plugin API]] : Which controls how things move and interact. ...aker.org/games/lol/plugins/javaLoL/GameInterface.html GameInterface API] : Java API function documentation automatically generated by javadoc
    522 B (69 words) - 22:38, 23 October 2007
  • ...player interaction, camera motion, AI and in-level animation is handled by Java scripts. Scripts are stored in the 'plugins' directory as '.java' files. You don't need to compile them - that is handled automatically by
    5 KB (735 words) - 22:38, 23 October 2007
  • ...ted either by the core game code ("built-in events") or by other plugins ("Java triggered events"). == Java triggered events ==
    2 KB (418 words) - 22:39, 23 October 2007
  • ...and-editing the level file. You can attach [[Lemur of Lima - Java Plugins|Java plugins]] to them and reference them within other plugins using the '''getO ...rresponding vehicle models. If these flags are not present, the vehicle's Java plugin will position it a million miles away - effectively removing it from
    1 KB (231 words) - 22:40, 23 October 2007
  • ...ch activated event it calls the appropriate [[Lemur of Lima - Java Plugins|Java Plugin]] event handler. ; updateCamera : The Java plugin code should by now have updated the parameters of the camera(s) as n
    3 KB (373 words) - 22:41, 23 October 2007
  • There are three state variables that are extremely useful to Java plugins that control objects in the game:
    2 KB (226 words) - 07:12, 20 February 2008
  • All objects in [[Unification]] are controlled by Java plugins.
    262 B (38 words) - 11:03, 16 February 2008
  • All objects in [[Unification]] are controlled by Java plugins stored in the 'plugins' directory. ...object called 'Elephant' must be stored in a file called 'plugins/Elephant.java'. In outline, the file should look like this:
    6 KB (857 words) - 00:11, 17 February 2008
  • ...ted either by the core game code ("built-in events") or by other plugins ("Java triggered events"). == Java triggered events ==
    3 KB (528 words) - 21:53, 20 February 2008
  • ...hand-editing the level file. You can attach [[Unification - Java Plugins|Java plugins]] to them and reference them within other plugins using the '''getO
    989 B (156 words) - 07:57, 26 February 2008
  • | JAVA Development || JCreator || $80 per user || Eclipse
    2 KB (231 words) - 10:18, 6 September 2008
  • vi helloActivity.java ...is a 'src' directory containing hello/world/packages - with 'helloActivity.java' pre-created, ready for editing.
    2 KB (354 words) - 19:38, 18 November 2008

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