About the FPS, when you press pause and then press run, the FPS measurement sudden dips down low, but it comes back afterwards. So if quality control is turned on, the quality goes down.
So this is my modification of the code:
public suicidebaby(boolean ini)
{
parachute = ini;
hitpoints = 300;
if (parachute) {
setImage("suicidebabyparatroop.png");
}
}
...
else if(parachute == true)
{
platform vipr = (platform) getOneObjectAtOffset(0, (getImage().getHeight()/2), platform.class);
if(vipr == null)
{
setLocation(getX(), getY() + 1);
}
if(vipr != null)
{
setImage("suicidebaby.png");
parachute = false;
}
}
So basically, the initialization of the suicidebaby class takes care of the image, and later, the computer does not continuously set the image as the parachute thing., but sets the landing image when the baby has landed.
I think i found the problem. When the babies fall from the sky, the game lags, and i think this part of the code in the suicidebaby class has to do with it:
platform vipr = (platform) getOneObjectAtOffset(0, (getImage().getHeight()/2), platform.class);
if(vipr == null)
{
setImage("suicidebabyparatroop.png");
setLocation(getX(), getY() + 1);
}
if(vipr != null)
{
setImage("suicidebaby.png");
parachute = false;
}
That was found in the act method, so basically, when the baby is falling, the computer continuously assigns it the same image. So maybe you can have some type of initialization to set the parachute image first so that it isn't set continuously.
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