Gaussian Blur Higher Radius Darkens Image - java

I implemented Gaussian Blur in Java, it seems to work on smaller radiuses but not on bigger ones. I'm not sure why on bigger radiuses the image darkens, I followed the same formula and the steps to apply the blur. Generating the blur matrix and applying it on the original image, and setting the pixel value to be the sum of the result of multiplying the image matrix with the blur matrix. I added the code I wrote below:
public class GaussianBlur extends ImageFilter {
private int radius;
private double sigma;
public GaussianBlur(String imageFilename, int radius) {
super(imageFilename);
this.radius = radius;
this.sigma = ((2.0 * radius) + 1.0) / 2.0;
}
#Override
public void applyFilter() throws IOException {
init();
Matrix<Double> gaussianMatrix = getGaussianMatrix();
Matrix<Color> imageMatrix, weightedImageMatrix;
Color weightedPixelSum;
for(int i = 0; i < getWidth(); i++) {
for(int j = 0; j < getHeight(); j++) {
imageMatrix = getImageMatrix(i, j);
weightedImageMatrix = multiplyImageMatrixWithWeight(imageMatrix, gaussianMatrix);
weightedPixelSum = getWeightedGaussianBlurValue(weightedImageMatrix);
getFilter().setRGB(i, j, weightedPixelSum.getRGB());
}
}
}
private Matrix<Double> getGaussianMatrix() {
Matrix<Double> gaussianMatrix = new Matrix<>(Double.class, radius);
double weightedSum = 0.0;
int matrixI = 0, matrixJ;
double gaussianValue;
for(int i = -radius; i <= radius; i++) {
matrixJ = 0;
for(int j = -radius; j <= radius; j++) {
gaussianValue = getGaussianValue(i, j);
weightedSum += gaussianValue;
gaussianMatrix.setValue(matrixI, matrixJ, gaussianValue);
matrixJ++;
}
matrixI++;
}
for(int i = 0; i < gaussianMatrix.getMatrix().length; i++) {
for(int j = 0; j < gaussianMatrix.getMatrix()[i].length; j++) {
gaussianMatrix.setValue(i, j, gaussianMatrix.getValue(i, j) / weightedSum);
}
}
return gaussianMatrix;
}
private double getGaussianValue(int x, int y) {
return 1.0 / (2.0 * Math.PI * sigma * sigma) * Math.pow(Math.E, -((x * x) + (y * y)) / (2.0 * (sigma * sigma)));
}
private Color getWeightedGaussianBlurValue(Matrix<Color> weightedImageMatrix) {
int r = 0, g = 0, b = 0;
for(int i = 0; i < weightedImageMatrix.getMatrix().length; i++) {
for(int j = 0; j < weightedImageMatrix.getMatrix()[i].length; j++) {
if(weightedImageMatrix.getValue(i, j) != null) {
r += weightedImageMatrix.getValue(i, j).getRed();
g += weightedImageMatrix.getValue(i, j).getGreen();
b += weightedImageMatrix.getValue(i, j).getBlue();
}
}
}
return new Color(r, g, b);
}
/*
* Multiply each image pixel with its matrix value to get a new matrix with the weighted pixel values.
*/
private Matrix<Color> multiplyImageMatrixWithWeight(Matrix<Color> imageMatrix, Matrix<Double> gaussianMatrix) {
Matrix<Color> weightedImageMatrix = new Matrix<>(Color.class, this.radius);
Color weightedValue;
for(int i = 0; i < weightedImageMatrix.getMatrix().length; i++) {
for(int j = 0; j < weightedImageMatrix.getMatrix()[i].length; j++) {
if(imageMatrix.getValue(i, j) != null) {
weightedValue = new Color(
(int) ((double) imageMatrix.getValue(i, j).getRed() * gaussianMatrix.getValue(i, j)),
(int) ((double) imageMatrix.getValue(i, j).getGreen() * gaussianMatrix.getValue(i, j)),
(int) ((double) imageMatrix.getValue(i, j).getBlue() * gaussianMatrix.getValue(i, j))
);
weightedImageMatrix.setValue(i, j, weightedValue);
} else {
weightedImageMatrix.setValue(i, j, null);
}
}
}
return weightedImageMatrix;
}
/*
* Given the center points (i, j), construct a matrix from the image to blur.
*/
private Matrix<Color> getImageMatrix(int i, int j) {
Matrix<Color> imageMatrix = new Matrix<>(Color.class, radius);
int matrixI = 0, matrixJ;
for(int x = i - radius; x <= i + radius; x++) {
matrixJ = 0;
for(int y = j - radius; y <= j + radius; y++) {
if(x > -1 && y > -1 && x < getOriginal().getWidth() && y < getOriginal().getHeight()) {
imageMatrix.setValue(matrixI, matrixJ, new Color(getOriginal().getRGB(x, y)));
} else {
imageMatrix.setValue(matrixI, matrixJ, null);
}
matrixJ++;
}
matrixI++;
}
return imageMatrix;
}
private class Color {
private int r, g, b;
public Color(int r, int g, int b) {
this.r = r;
this.g = g;
this.b = b;
}
public Color(int rgb) {
this((rgb >> 16) & 0xff, (rgb >> 8) & 0xff, rgb & 0xff);
}
public int getRed() {
return r;
}
public int getGreen() {
return g;
}
public int getBlue() {
return b;
}
public int getRGB() {
return (r << 16) | (g << 8) | b;
}
#Override
public String toString() {
return "(" + r + "," + g + "," + b + ")";
}
}
private class Matrix<T> {
private T[][] matrix;
public Matrix(Class<T> clazz, int radius) {
int length = (2 * radius) + 1;
matrix = (T[][]) Array.newInstance(clazz, length, length);
}
public T getValue(int i, int j) {
return matrix[i][j];
}
public void setValue(int i, int j, T value) {
matrix[i][j] = value;
}
public T[][] getMatrix() {
return matrix;
}
}
}
The class ImageFilter is just an abstract class with two instances of BufferedImage (one for the original image and one for the blurred image), and the displayImage function just displays the image in a message dialog.
The main method using this class is
public static void main(String[] args) throws IOException {
String filename = "res" + File.separator + "TajMahal.jpeg";
GaussianBlur gaussianBlur = new GaussianBlur(filename, 2);
gaussianBlur.applyFilter();
gaussianBlur.displayImage();
}
And below are the resulting images
The original image:
Blurred with radius 2:
Blurred with radius 7:
How come blurring it with radius 7 is darkening the image? Is there something missing in the formula or something that I have missed?

Related

Rotate 2D array by alpha degrees

I wrote a function which takes two parameters:
JPG image as 3D array
rotation degrees given by alpha
My approach was:
public static int[][] rotate(int[][] img, double alpha) {
double rad = Math.toRadians(alpha);
double sin = Math.sin(rad);
double cos = Math.cos(rad);
int height = img.length;
int width = img[0].length;
int[][] rotate = new int[height][width];
for(int i = 0; i < height; i++) {
for(int j = height - i - 1; j < width; j++) {
if(j < height && i < width) {
double i_new = Math.floor(cos * (img[i].length - i) - sin * (img[j].length - j)) + i;
double j_new = Math.floor(sin * (img[i].length - i) + cos * (img[j].length - j)) + j;
rotate[i][j] = img[(int)j_new][(int)i_new];
}
}
}
return rotate;
}
While fixing the index range, the output is a black image. What am I missing?
After a while I got to a solution.
Caution: Its not using any special pre-defined libraries.
The global function which run`s over the matrice:
public static int[][] rotate(int[][] img, double alpha) {
double rad = Math.toRadians(alpha); //construct of the relevant angles
double sin = Math.sin(rad);
double cos = Math.cos(rad);
int height = img.length;
int width = img[0].length;
int[][] rotate = new int[height][width];
int a = height / 2; //we will use the area of a and b to compare coordinates by the formula given
int b = width / 2;
for (int i = 0; i < height; i++) {
for (int j = 0; j < width; j++) {
double i_new = Math.floor(cos * (i - a) - sin * (j - b)) + a; // following the conversion function
double j_new = Math.floor(sin * (i - a) + cos * (j - b)) + b;
if (i_new >= rotate.length || i_new < 0 || j_new >= rotate[0].length || j_new < rotate[0][0]) { // if out of scope of the conversion --> print none
System.out.print(""); //mainly cause 'continue' statements are not necessary in java and JS
} else {
rotate[(int) i_new][(int) j_new] = img[i][j]; //convert
}
}
}
return rotate;
}
The global function which rotates each 2D matrice:
public static int[][][] rotate_alpha(int[][][] img, double alpha) {
int height = img[0].length;
int width = img[0][0].length;
int[][][] rotated = new int[3][height][width];
for (int k = 0; k < 3; k++) {
rotated[k] = rotate(img[k], alpha);
}
return rotated;
}
Hope this topic is solved by now, and stands by all the standards of the clean code.

There is a "lag" or "delay" when it comes to changing many ImageIcons inside JLabels. How to avoid?

I am currently working on a 2D-simulator game that takes place in a Perlin noise-generated terrain that is shown on a 41x23 grid. The player (as of the moment, at the center but not yet given an overlaying icon) can move using the arrow keys, but doing so will keep the player static but move the map accordingly. However, when I move, the JFrame lags like hell. Some JLabel instances change their ImageIcons slower than others, creating huge latency and un-"playability". I have tried replacing the inefficient function update with four functions that "efficiently" move the player faster - but the lag or delay remains. I have also reformatted and refactored the function, to no avail. So, I am stuck.
For more info, I am using 32x32 icons that represent the structures and the domain, and the JFrame is 1280x720 in size. I am confident that this is not due to hardware, as the program runs with other memory- or core- consuming programs. Is there any way to solve the lag or delay?
Main Class
import java.awt.EventQueue;
import java.awt.Graphics2D;
import java.awt.GridBagConstraints;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JLayeredPane;
import java.awt.Image;
import java.awt.image.BufferedImage;
import java.awt.image.RescaleOp;
import javax.swing.JPanel;
import java.awt.Color;
import java.awt.GridBagLayout;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
public class Main {
private JFrame frame;
public static ImageIcon water = new ImageIcon(new ImageIcon(Main.class.getResource("/textures/terrain/water.png")).getImage().getScaledInstance(32, 32, Image.SCALE_DEFAULT));
public static ImageIcon sand = new ImageIcon(new ImageIcon(Main.class.getResource("/textures/terrain/sand.png")).getImage().getScaledInstance(32, 32, Image.SCALE_DEFAULT));
public static ImageIcon grass = new ImageIcon(new ImageIcon(Main.class.getResource("/textures/terrain/grass.png")).getImage().getScaledInstance(32, 32, Image.SCALE_DEFAULT));
public static ImageIcon stone = new ImageIcon(new ImageIcon(Main.class.getResource("/textures/terrain/stone.png")).getImage().getScaledInstance(32, 32, Image.SCALE_DEFAULT));
public static ImageIcon ice = new ImageIcon(new ImageIcon(Main.class.getResource("/textures/terrain/ice.png")).getImage().getScaledInstance(32, 32, Image.SCALE_DEFAULT));
public static ImageIcon oak = new ImageIcon(new ImageIcon(Main.class.getResource("/textures/structure/oak.png")).getImage().getScaledInstance(32, 32, Image.SCALE_DEFAULT));
public static ImageIcon nullstructure = new ImageIcon(new ImageIcon(Main.class.getResource("/textures/structure/nullstructure.png")).getImage().getScaledInstance(32, 32, Image.SCALE_DEFAULT));
/**
* Launch the application.
*/
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
public void run() {
try {
Main window = new Main();
window.frame.setVisible(true);
} catch (Exception e) {
e.printStackTrace();
}
}
});
}
/**
* Create the application.
* #throws InterruptedException
*/
public Main() throws InterruptedException {
initialize();
}
/**
* Initialize the contents of the frame.
* #throws InterruptedException
*/
private void initialize() throws InterruptedException {
frame = new JFrame();
frame.setResizable(false);
frame.setBounds(0, 0, 1280, 720);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.getContentPane().setLayout(null);
Coordinate playerPos = new Coordinate(0,0);
JLabel[][] terrainArray = new JLabel[41][23];
JLabel[][] structureArray = new JLabel[41][23];
JLayeredPane layeredPane = new JLayeredPane();
layeredPane.setBounds(0, 0, 1280, 720);
frame.getContentPane().add(layeredPane);
layeredPane.setLayout(null);
JPanel terrainGrid = new JPanel();
terrainGrid.setBounds(0, 0, 1280, 720);
layeredPane.add(terrainGrid);
GridBagLayout gbl_terrainGrid = new GridBagLayout();
gbl_terrainGrid.columnWidths = new int[]{0};
gbl_terrainGrid.rowHeights = new int[]{0};
gbl_terrainGrid.columnWeights = new double[]{Double.MIN_VALUE};
gbl_terrainGrid.rowWeights = new double[]{Double.MIN_VALUE};
terrainGrid.setLayout(gbl_terrainGrid);
JPanel structureGrid = new JPanel();
layeredPane.setLayer(structureGrid, Integer.valueOf(1));
structureGrid.setBounds(0, 0, 1280, 720);
structureGrid.setBackground(new Color(0,0,0,0));
structureGrid.setOpaque(false);
layeredPane.add(structureGrid);
GridBagLayout gbl_structureGrid = new GridBagLayout();
gbl_structureGrid.columnWidths = new int[]{0};
gbl_structureGrid.rowHeights = new int[]{0};
gbl_structureGrid.columnWeights = new double[]{Double.MIN_VALUE};
gbl_structureGrid.rowWeights = new double[]{Double.MIN_VALUE};
structureGrid.setLayout(gbl_structureGrid);
Coordinate[][] map = new Coordinate[Coordinate.MAP_SIZE][Coordinate.MAP_SIZE];
for(int i = 0; i < Coordinate.MAP_SIZE; i++) {
for(int j = 0; j < Coordinate.MAP_SIZE; j++) {
map[i][j] = new Coordinate(i - ((Coordinate.MAP_SIZE - 1)/2) , j - ((Coordinate.MAP_SIZE - 1)/2));
}
}
for(int i = 0; i < 41; i++) {
for(int j = 0; j < 23; j++) {
terrainArray[i][j] = new JLabel("");
structureArray[i][j] = new JLabel("");
structureArray[i][j].setIcon(Main.nullstructure);
terrainArray[i][j].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20 + i, playerPos.getZ() - 11 + j)).returnTerrainIcon());
structureArray[i][j].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20 + i, playerPos.getZ() - 11 + j)).returnStructureIcon());
GridBagConstraints gbc = new GridBagConstraints();
gbc.gridx = i; gbc.gridy = j;
terrainGrid.add(terrainArray[i][j], gbc);
structureGrid.add(structureArray[i][j],gbc);
}
}
frame.addKeyListener(new KeyAdapter() {
#Override
public void keyPressed(KeyEvent e) {
switch(e.getKeyCode()) {
case KeyEvent.VK_UP:
playerPos.setZ(playerPos.getZ() - 1);
moveUP(terrainArray, structureArray, map, playerPos);
break;
case KeyEvent.VK_DOWN:
playerPos.setZ(playerPos.getZ() + 1);
moveDOWN(terrainArray, structureArray, map, playerPos);
break;
case KeyEvent.VK_RIGHT:
playerPos.setX(playerPos.getX() + 1);
moveRIGHT(terrainArray, structureArray, map, playerPos);
break;
case KeyEvent.VK_LEFT:
playerPos.setX(playerPos.getX() - 1);
moveLEFT(terrainArray, structureArray, map, playerPos);
break;
}
}
});
}
public void moveUP(JLabel[][] terrainArray, JLabel[][] structureArray, Coordinate[][] map, Coordinate playerPos) {
for(int x = 0; x < 41; x++) {
for(int z = 22; z > 0; z--) { //23 - 1
terrainArray[x][z].setIcon(terrainArray[x][z-1].getIcon());
structureArray[x][z].setIcon(structureArray[x][z-1].getIcon());
}
terrainArray[x][0].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20 + x, playerPos.getZ() - 11)).returnTerrainIcon());
structureArray[x][0].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20 + x, playerPos.getZ() - 11)).returnStructureIcon());
}
}
public void moveDOWN(JLabel[][] terrainArray, JLabel[][] structureArray, Coordinate[][] map, Coordinate playerPos) {
for(int x = 0; x < 41; x++) {
for(int z = 0; z < 22; z++) { //23 - 1
terrainArray[x][z].setIcon(terrainArray[x][z+1].getIcon());
structureArray[x][z].setIcon(structureArray[x][z+1].getIcon());
}
terrainArray[x][22].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20 + x, playerPos.getZ() + 11)).returnTerrainIcon());
structureArray[x][22].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20 + x, playerPos.getZ() + 11)).returnStructureIcon());
}
}
public void moveLEFT(JLabel[][] terrainArray, JLabel[][] structureArray, Coordinate[][] map, Coordinate playerPos) {
for(int z = 0; z < 23; z++) {
for(int x = 40; x > 0; x--) {
terrainArray[x][z].setIcon(terrainArray[x-1][z].getIcon());
structureArray[x][z].setIcon(structureArray[x-1][z].getIcon());
}
terrainArray[0][z].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20, playerPos.getZ() - 11 + z)).returnTerrainIcon());
structureArray[0][z].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20, playerPos.getZ() - 11 + z)).returnStructureIcon());
}
}
public void moveRIGHT(JLabel[][] terrainArray, JLabel[][] structureArray, Coordinate[][] map, Coordinate playerPos) {
for(int z = 0; z < 23; z++) {
for(int x = 0; x < 40; x++) {
terrainArray[x][z].setIcon(terrainArray[x+1][z].getIcon());
structureArray[x][z].setIcon(structureArray[x+1][z].getIcon());
}
terrainArray[40][z].setIcon(findEntry(map, new Coordinate(playerPos.getX() + 20, playerPos.getZ() - 11 + z)).returnTerrainIcon());
structureArray[40][z].setIcon(findEntry(map, new Coordinate(playerPos.getX() + 20, playerPos.getZ() - 11 + z)).returnStructureIcon());
}
}
public static ImageIcon brightenImage(ImageIcon input, float brightness, float offset) {
BufferedImage bI = new BufferedImage(input.getImage().getWidth(null), input.getImage().getHeight(null), BufferedImage.TYPE_INT_RGB);
Graphics2D bIgr = bI.createGraphics();
bIgr.drawImage(input.getImage(), 0, 0, null);
bIgr.dispose();
BufferedImage bO = new BufferedImage(input.getImage().getWidth(null), input.getImage().getHeight(null), BufferedImage.TYPE_INT_RGB);
RescaleOp rop = new RescaleOp(brightness, offset, null);
bO = rop.filter(bI, null);
ImageIcon output = new ImageIcon(bO);
return output;
}
// public void update(JLabel[][] terrainArray, JLabel[][] structureArray, Coordinate[][] map, Coordinate playerPos) {
// for(int i = 0; i < 41; i++) {
// for(int j = 0; j < 23; j++) {
// terrainArray[i][j].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20 + i, playerPos.getZ() - 11 + j)).returnTerrainIcon());
// structureArray[i][j].setIcon(findEntry(map, new Coordinate(playerPos.getX() - 20 + i, playerPos.getZ() - 11 + j)).returnStructureIcon());
// }
// }
// }
public Coordinate findEntry(Coordinate[][] map, Coordinate pos) {
Coordinate entry = null;
for(int x = 0; x < Coordinate.MAP_SIZE; x++) {
for(int z = 0; z < Coordinate.MAP_SIZE; z++) {
if(pos.getX() == map[x][z].getX() && pos.getZ() == map[x][z].getZ()) {
entry = map[x][z];
}
}
}
return entry;
}
}
Coordinate Class
import javax.swing.ImageIcon;
public class Coordinate {
private int x, z;
private int alt;
public static final int MAP_SIZE = 199;
private ImageIcon str = Main.nullstructure;
public int getX() {
return x;
}
public void setX(int x) {
this.x = x;
}
public int getZ() {
return z;
}
public void setZ(int z) {
this.z = z;
}
public int getAlt() {
return alt;
}
public void setAlt(int alt) {
this.alt = alt;
}
public Coordinate(int x0, int z0) {
this.x = x0;
this.z = z0;
int a = (int) Noise.mapTo(-1 * Math.sqrt(0.5), Math.sqrt(0.5), 0, 100, Noise.noise(x*0.1, z*0.1));
int b = (int) Noise.mapTo(-1 * Math.sqrt(0.5), Math.sqrt(0.5), 0, 100, Noise.noise(x*0.05, z*0.05));
int c = (int) Noise.mapTo(-1 * Math.sqrt(0.5), Math.sqrt(0.5), 0, 100, Noise.noise(x*0.01, z*0.01));
this.alt = (int) ((0.55*c) + (0.25*b) + (0.20*a));
if(Math.random() < 0.05 && alt >= 52 && alt < 70) {
str = Main.oak;
}
}
public ImageIcon returnTerrainIcon() {
if(alt >= 0 && alt < 50) {
return Main.water;
}
else if(alt >= 50 && alt < 52) {
return Main.brightenImage(Main.sand, (float) ((float) 0.95 + ((alt - 50) * 0.025)), (float) 0.36);
}
else if(alt >= 52 && alt < 70) {
return Main.brightenImage(Main.grass, (float) ((float) 0.85 + ((alt - 52) * 0.025)), (float) 0.36);
}
else if(alt >= 80 && alt < 90) {
return Main.brightenImage(Main.stone, (float) ((float) 0.65 + ((alt - 70) * 0.05)), (float) 0.36);
}
else {
return Main.ice;
}
}
public ImageIcon returnStructureIcon() {
return str;
}
}
Perlin (Not original)
import java.util.Random;
//<pre>
// Copyright 2001 Ken Perlin
// Courtesy of https://mrl.cs.nyu.edu/~perlin/experiments/packing/render/Noise.java
/**
Computes Perlin Noise for one, two, and three dimensions.<p>
The result is a continuous function that interpolates a smooth path
along a series random points. The function is consitent, so given
the same parameters, it will always return the same value.
#see ImprovedNoise
*/
public final class Noise {
/**
Initialization seed used to start the random number generator.
*/
static Random randseed = new Random();
public static int seed = (int) Math.floor(randseed.nextInt());
private static final int P = 8;
private static final int B = 1 << P;
private static final int M = B - 1;
private static final int NP = 8;
private static final int N = 1 << NP;
private static int p[] = new int[B + B + 2];
private static double g2[][] = new double[B + B + 2][2];
private static double g1[] = new double[B + B + 2];
private static double[][] points = new double[32][3];
static {
init();
}
private static double lerp(double t, double a, double b) {
return a + t * (b - a);
}
private static double s_curve(double t) {
return t * t * (3 - t - t);
}
/**
Computes noise function for one dimension at x.
#param x 1 dimensional parameter
#return the noise value at x
*/
public static double noise(double x) {
int bx0, bx1;
double rx0, rx1, sx, t, u, v;
t = x + N;
bx0 = ((int) t) & M;
bx1 = (bx0 + 1) & M;
rx0 = t - (int) t;
rx1 = rx0 - 1;
sx = s_curve(rx0);
u = rx0 * g1[p[bx0]];
v = rx1 * g1[p[bx1]];
return lerp(sx, u, v);
}
/**
Computes noise function for two dimensions at the point (x,y).
#param x x dimension parameter
#param y y dimension parameter
#return the value of noise at the point (x,y)
*/
public static double noise(double x, double y) {
int bx0, bx1, by0, by1, b00, b10, b01, b11;
double rx0, rx1, ry0, ry1, sx, sy, a, b, t, u, v, q[];
int i, j;
t = x + N;
bx0 = ((int) t) & M;
bx1 = (bx0 + 1) & M;
rx0 = t - (int) t;
rx1 = rx0 - 1;
t = y + N;
by0 = ((int) t) & M;
by1 = (by0 + 1) & M;
ry0 = t - (int) t;
ry1 = ry0 - 1;
i = p[bx0];
j = p[bx1];
b00 = p[i + by0];
b10 = p[j + by0];
b01 = p[i + by1];
b11 = p[j + by1];
sx = s_curve(rx0);
sy = s_curve(ry0);
q = g2[b00];
u = rx0 * q[0] + ry0 * q[1];
q = g2[b10];
v = rx1 * q[0] + ry0 * q[1];
a = lerp(sx, u, v);
q = g2[b01];
u = rx0 * q[0] + ry1 * q[1];
q = g2[b11];
v = rx1 * q[0] + ry1 * q[1];
b = lerp(sx, u, v);
return lerp(sy, a, b);
}
/**
Computes noise function for three dimensions at the point (x,y,z).
#param x x dimension parameter
#param y y dimension parameter
#param z z dimension parameter
#return the noise value at the point (x, y, z)
*/
static public double noise(double x, double y, double z) {
int bx, by, bz, b0, b1, b00, b10, b01, b11;
double rx0, rx1, ry0, ry1, rz, sx, sy, sz, a, b, c, d, u, v, q[];
bx = (int) Math.IEEEremainder(Math.floor(x), B);
if (bx < 0)
bx += B;
rx0 = x - Math.floor(x);
rx1 = rx0 - 1;
by = (int) Math.IEEEremainder(Math.floor(y), B);
if (by < 0)
by += B;
ry0 = y - Math.floor(y);
ry1 = ry0 - 1;
bz = (int) Math.IEEEremainder(Math.floor(z), B);
if (bz < 0)
bz += B;
rz = z - Math.floor(z);
//if (bx < 0 || bx >= B + B + 2)
//System.out.println(bx);
b0 = p[bx];
bx++;
b1 = p[bx];
b00 = p[b0 + by];
b10 = p[b1 + by];
by++;
b01 = p[b0 + by];
b11 = p[b1 + by];
sx = s_curve(rx0);
sy = s_curve(ry0);
sz = s_curve(rz);
q = G(b00 + bz);
u = rx0 * q[0] + ry0 * q[1] + rz * q[2];
q = G(b10 + bz);
v = rx1 * q[0] + ry0 * q[1] + rz * q[2];
a = lerp(sx, u, v);
q = G(b01 + bz);
u = rx0 * q[0] + ry1 * q[1] + rz * q[2];
q = G(b11 + bz);
v = rx1 * q[0] + ry1 * q[1] + rz * q[2];
b = lerp(sx, u, v);
c = lerp(sy, a, b);
bz++;
rz--;
q = G(b00 + bz);
u = rx0 * q[0] + ry0 * q[1] + rz * q[2];
q = G(b10 + bz);
v = rx1 * q[0] + ry0 * q[1] + rz * q[2];
a = lerp(sx, u, v);
q = G(b01 + bz);
u = rx0 * q[0] + ry1 * q[1] + rz * q[2];
q = G(b11 + bz);
v = rx1 * q[0] + ry1 * q[1] + rz * q[2];
b = lerp(sx, u, v);
d = lerp(sy, a, b);
return lerp(sz, c, d);
}
private static double[] G(int i) {
return points[i % 32];
}
private static void init() {
int i, j, k;
double u, v, w, U, V, W, Hi, Lo;
java.util.Random r = new java.util.Random(seed);
for (i = 0; i < B; i++) {
p[i] = i;
g1[i] = 2 * r.nextDouble() - 1;
do {
u = 2 * r.nextDouble() - 1;
v = 2 * r.nextDouble() - 1;
} while (u * u + v * v > 1 || Math.abs(u) > 2.5 * Math.abs(v) || Math.abs(v) > 2.5 * Math.abs(u) || Math.abs(Math.abs(u) - Math.abs(v)) < .4);
g2[i][0] = u;
g2[i][1] = v;
normalize2(g2[i]);
do {
u = 2 * r.nextDouble() - 1;
v = 2 * r.nextDouble() - 1;
w = 2 * r.nextDouble() - 1;
U = Math.abs(u);
V = Math.abs(v);
W = Math.abs(w);
Lo = Math.min(U, Math.min(V, W));
Hi = Math.max(U, Math.max(V, W));
} while (u * u + v * v + w * w > 1 || Hi > 4 * Lo || Math.min(Math.abs(U - V), Math.min(Math.abs(U - W), Math.abs(V - W))) < .2);
}
while (--i > 0) {
k = p[i];
j = (int) (r.nextLong() & M);
p[i] = p[j];
p[j] = k;
}
for (i = 0; i < B + 2; i++) {
p[B + i] = p[i];
g1[B + i] = g1[i];
for (j = 0; j < 2; j++) {
g2[B + i][j] = g2[i][j];
}
}
points[3][0] = points[3][1] = points[3][2] = Math.sqrt(1. / 3);
double r2 = Math.sqrt(1. / 2);
double s = Math.sqrt(2 + r2 + r2);
for (i = 0; i < 3; i++)
for (j = 0; j < 3; j++)
points[i][j] = (i == j ? 1 + r2 + r2 : r2) / s;
for (i = 0; i <= 1; i++)
for (j = 0; j <= 1; j++)
for (k = 0; k <= 1; k++) {
int n = i + j * 2 + k * 4;
if (n > 0)
for (int m = 0; m < 4; m++) {
points[4 * n + m][0] = (i == 0 ? 1 : -1) * points[m][0];
points[4 * n + m][1] = (j == 0 ? 1 : -1) * points[m][1];
points[4 * n + m][2] = (k == 0 ? 1 : -1) * points[m][2];
}
}
}
private static void normalize2(double v[]) {
double s;
s = Math.sqrt(v[0] * v[0] + v[1] * v[1]);
v[0] = v[0] / s;
v[1] = v[1] / s;
}
public static double mapTo(double a1, double a2, double b1, double b2, double x) {
return b1 + ((x-a1)*(b2-b1))/(a2-a1);
}
}
The icons and resources to be used are in this Github code (repository, I guess, I am new to Github):
https://github.com/rubiksRepository/Perlin.git
I would appreciate any help given. Thanks!
So far, Raildex's suggestion is working. The compilation of the map into a single buffered image has reduced the lag tremendously and made the game "playable". For additions in the code, I have made a texture class that supports the textures used; and a MapField whose object has fields that have the compiled BufferImage.
import java.awt.image.BufferedImage;
public class MapField {
private BufferedImage terrain;
private BufferedImage structure;
public MapField(Coordinate[][] map) {
BufferedImage[] colsT = new BufferedImage[Coordinate.MAP_SIZE];
BufferedImage[] colsS = new BufferedImage[Coordinate.MAP_SIZE];
for(int z = 0; z < Coordinate.MAP_SIZE; z++) {
colsT[z] = Texture.mergeTeU(map[z]);
colsS[z] = Texture.mergeStU(map[z]);
}
terrain = Texture.mergeH(colsT);
structure = Texture.mergeH(colsS);
}
public BufferedImage getTerrain() {
return terrain;
}
public void setTerrain(BufferedImage terrain) {
this.terrain = terrain;
}
public BufferedImage getStructure() {
return structure;
}
public void setStructure(BufferedImage structure) {
this.structure = structure;
}
}
Also in the Texture class, there are methods that can be used to merge rows and columns of BufferedImages, using a Graphics2D drawing process:
public static BufferedImage toBI(ImageIcon input) {
BufferedImage output = new BufferedImage(input.getImage().getWidth(null), input.getImage().getHeight(null), BufferedImage.TYPE_INT_ARGB);
Graphics2D outputGr = output.createGraphics();
outputGr.drawImage(input.getImage(), 0, 0, null);
outputGr.dispose();
return output;
}
public static BufferedImage mergeH(BufferedImage[] x) {
int i = 0;
BufferedImage rowOutput = new BufferedImage(x[0].getWidth() * x.length, x[0].getHeight(), BufferedImage.TYPE_INT_ARGB);
Graphics2D rowOutputG = rowOutput.createGraphics();
for(BufferedImage xBI : x) {
rowOutputG.drawImage(xBI, i * x[0].getWidth(), 0, null);
i++;
}
rowOutputG.dispose();
return rowOutput;
}
public static BufferedImage mergeTeH(Coordinate[] x) {
BufferedImage[] xIcons = new BufferedImage[x.length];
for(int i = 0; i < x.length; i++) {
xIcons[i] = Texture.toBI(x[i].returnTerrainIcon());
}
return mergeH(xIcons);
}
public static BufferedImage mergeStH(Coordinate[] x) {
BufferedImage[] xIcons = new BufferedImage[x.length];
for(int i = 0; i < x.length; i++) {
xIcons[i] = Texture.toBI(x[i].returnStructureIcon());
}
return mergeH(xIcons);
}
public static BufferedImage mergeU(BufferedImage[] x) {
int i = 0;
BufferedImage colOutput = new BufferedImage(x[0].getWidth(), x[0].getHeight() * x.length, BufferedImage.TYPE_INT_ARGB);
Graphics2D colOutputG = colOutput.createGraphics();
for(BufferedImage xBI : x) {
colOutputG.drawImage(xBI, 0, i * x[0].getHeight(), null);
i++;
}
colOutputG.dispose();
return colOutput;
}
public static BufferedImage mergeTeU(Coordinate[] x) {
BufferedImage[] xIcons = new BufferedImage[x.length];
for(int i = 0; i < x.length; i++) {
xIcons[i] = Texture.toBI(x[i].returnTerrainIcon());
}
return mergeU(xIcons);
}
public static BufferedImage mergeStU(Coordinate[] x) {
BufferedImage[] xIcons = new BufferedImage[x.length];
for(int i = 0; i < x.length; i++) {
xIcons[i] = Texture.toBI(x[i].returnStructureIcon());
}
return mergeU(xIcons);
}
So the bottomline is: for scroll-based maps, you can compile the textures corresponding to the map to improve playability (FPS or lag reduction). For interaction with the game, editing the BufferedImage at a pixel range via turning it to transparency or changing textures can help, at least for me. Not really great in answering the general gist since I am addressing my case only (trying to emulate this solution on others though) and the scroll-base map is on a case-to-case basis, but I hope my solution helps.

SAT java implementation

I've been trying to get this implementation of the Separating Axis Theorem to work but a collision is detected when the polygons are only close to each other... on some sides. What did I got wrong? Aside from the fact that the code is... optimization is the next step, it's not the problem here. But it should be easy enough to read.
import javax.swing.JPanel;
import javax.swing.JFrame;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.MouseEvent;
import java.awt.event.MouseMotionListener;
import java.util.ArrayList;
public class SAT
{
public static boolean SAT(Polygon p1, Polygon p2)
{
ArrayList<Vector> normals = new ArrayList<Vector>();
//recover normal vectors for p1 and p2
for (int i = 0; i < p1.getPointCount(); i++)
{
if (i < p1.getPointCount() - 1)
{
float x = p1.getPoint(i + 1).x + p1.getPosition().x - p1.getPoint(i).x + p1.getPosition().x;
float y = p1.getPoint(i + 1).y + p1.getPosition().y - p1.getPoint(i).y + p1.getPosition().y;
normals.add(new Vector(x, y).getNormalVectorLeft());
}
else
{
float x = p1.getPoint(0).x + p1.getPosition().x - p1.getPoint(i).x + p1.getPosition().x;
float y = p1.getPoint(0).y + p1.getPosition().y - p1.getPoint(i).y + p1.getPosition().y;
normals.add(new Vector(x, y).getNormalVectorLeft());
}
}
for (int i = 0; i < p2.getPointCount(); i++)
{
if (i < p2.getPointCount() - 1)
{
float x = p2.getPoint(i + 1).x + p2.getPosition().x - p2.getPoint(i).x + p2.getPosition().x;
float y = p2.getPoint(i + 1).y + p2.getPosition().y - p2.getPoint(i).y + p2.getPosition().y;
normals.add(new Vector(x, y).getNormalVectorLeft());
}
else
{
float x = p2.getPoint(0).x + p2.getPosition().x - p2.getPoint(i).x + p2.getPosition().x;
float y = p2.getPoint(0).y + p2.getPosition().y - p2.getPoint(i).y + p2.getPosition().y;
normals.add(new Vector(x, y).getNormalVectorLeft());
}
}
//project points of p1 and p2 on each normal vector until a gap is found
for (int n = 0; n < normals.size(); n++)
{
ArrayList<Float> projectedPoints1 = new ArrayList<Float>();
ArrayList<Float> projectedPoints2 = new ArrayList<Float>();
for (int i = 0; i < p1.getPointCount(); i++)
projectedPoints1.add(new Vector(p1.getPoint(i).x + p1.getPosition().x, p1.getPoint(i).y + p1.getPosition().y).dot(normals.get(n)));
for (int i = 0; i < p2.getPointCount(); i++)
projectedPoints2.add(new Vector(p2.getPoint(i).x + p2.getPosition().x, p2.getPoint(i).y + p2.getPosition().y).dot(normals.get(n)));
float min1 = getMin(projectedPoints1);
float max1 = getMax(projectedPoints1);
float min2 = getMin(projectedPoints2);
float max2 = getMax(projectedPoints2);
if (max1 < min2 || max2 < min1)
return false;
}
return true;
}
public static float getMin(ArrayList<Float> list)
{
float min = list.get(0);
for (float f : list)
if (f < min)
min = f;
return min;
}
public static float getMax(ArrayList<Float> list)
{
float max = list.get(0);
for (float f : list)
if (f > max)
max = f;
return max;
}
public static void main(String[] args)
{
JFrame frame = new JFrame();
frame.setTitle("SAT");
frame.setLocation(128, 32);
frame.setSize(800, 512);
frame.setContentPane(new Panel());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
}
private static class Panel extends JPanel implements MouseMotionListener
{
Polygon p1;
Polygon p2;
public Panel()
{
this.p1 = new Polygon();
this.p2 = new Polygon();
this.p1.setPointCount(3);
this.p1.setPoint(0, new Vector(0 * 32, 0 * 32));
this.p1.setPoint(1, new Vector(2 * 32, 3 * 32));
this.p1.setPoint(2, new Vector(0 * 32, 2 * 32));
this.p1.setPosition(128, 128);
this.p2.setPointCount(3);
this.p2.setPoint(0, new Vector(0 * 32, 0 * 32));
this.p2.setPoint(1, new Vector(1 * 32, 2 * 32));
this.p2.setPoint(2, new Vector(0 * 32, 2 * 32));
this.p2.setPosition(128, 128);
this.addMouseMotionListener(this);
}
public void paintComponent(Graphics g)
{
super.paintComponent(g);
if (SAT(p1, p2))
g.setColor(Color.RED);
else
g.setColor(Color.BLACK);
java.awt.Polygon p;
p = new java.awt.Polygon();
for (int i = 0; i < p1.getPointCount(); i++)
p.addPoint((int) (p1.getPoint(i).x + p1.getPosition().x), (int) (p1.getPoint(i).y + p1.getPosition().y));
g.drawPolygon(p);
p = new java.awt.Polygon();
for (int i = 0; i < p2.getPointCount(); i++)
p.addPoint((int) (p2.getPoint(i).x + p2.getPosition().x), (int) (p2.getPoint(i).y + p2.getPosition().y));
g.drawPolygon(p);
}
public void mouseDragged(MouseEvent e)
{
return;
}
public void mouseMoved(MouseEvent e)
{
p2.setPosition(e.getX(), e.getY());
repaint();
}
}
private static class Polygon
{
private Vector[] points;
private Vector position;
public Polygon()
{
this.points = new Vector[0];
}
public void setPointCount(int n)
{
points = new Vector[n];
}
public void setPoint(int i, Vector v)
{
points[i] = v;
}
public void setPosition(float x, float y)
{
position = new Vector(x, y);
}
public Vector getPoint(int i)
{
return points[i];
}
public Vector getPosition()
{
return position;
}
public int getPointCount()
{
return points.length;
}
}
private static class Vector
{
public final float x;
public final float y;
public Vector(float x, float y)
{
this.x = x;
this.y = y;
}
public float dot(Vector v)
{
return x * v.x + y * v.y;
}
public float length()
{
return (float) Math.sqrt(x * x + y * y);
}
public Vector normalize()
{
float l = length();
return new Vector(x / l, y / l);
}
public Vector getNormalVectorLeft()
{
return new Vector(-y, x);
}
public Vector getNormalVectorRight()
{
return new Vector(y, -x);
}
}
}
Okay, I found what was the problem... I'll just post the fixed code for the problematic part so this question will contain a valid, completely not optimized implementation of SAT (it's used to detect collisions between convex polygons if you're just passing by):
//recover normal vectors for p1 and p2
for (int i = 0; i < p1.getPointCount(); i++)
{
if (i < p1.getPointCount() - 1)
{
float x = p1.getPoint(i + 1).x - p1.getPoint(i).x;
float y = p1.getPoint(i + 1).y - p1.getPoint(i).y;
normals.add(new Vector(x, y).getNormalVectorLeft());
}
else
{
float x = p1.getPoint(0).x - p1.getPoint(i).x;
float y = p1.getPoint(0).y - p1.getPoint(i).y;
normals.add(new Vector(x, y).getNormalVectorLeft());
}
}
for (int i = 0; i < p2.getPointCount(); i++)
{
if (i < p2.getPointCount() - 1)
{
float x = p2.getPoint(i + 1).x - p2.getPoint(i).x;
float y = p2.getPoint(i + 1).y - p2.getPoint(i).y;
normals.add(new Vector(x, y).getNormalVectorLeft());
}
else
{
float x = p2.getPoint(0).x - p2.getPoint(i).x;
float y = p2.getPoint(0).y - p2.getPoint(i).y;
normals.add(new Vector(x, y).getNormalVectorLeft());
}

How to import .java library in IntelliJ (folder of .java files)

I am a new programmer.
Here, I am trying to import a library (com.digitalmodular).
What I want to do is run the java program in here
package demos;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.io.IOException;
import java.util.Arrays;
import com.digitalmodular.utilities.RandomFunctions;
import com.digitalmodular.utilities.gui.ImageFunctions;
import com.digitalmodular.utilities.swing.window.PixelImage;
import com.digitalmodular.utilities.swing.window.PixelWindow;
/**
* #author jeronimus
*/
// Date 2014-02-28
public class AllColorDiffusion extends PixelWindow implements Runnable {
private static final int CHANNEL_BITS = 7;
public static void main(String[] args) {
int bits = CHANNEL_BITS * 3;
int heightBits = bits / 2;
int widthBits = bits - heightBits;
new AllColorDiffusion(CHANNEL_BITS, 1 << widthBits, 1 << heightBits);
}
private final int width;
private final int height;
private final int channelBits;
private final int channelSize;
private PixelImage img;
private javax.swing.Timer timer;
private boolean[] colorCube;
private long[] foundColors;
private boolean[] queued;
private int[] queue;
private int queuePointer = 0;
private int remaining;
public AllColorDiffusion(int channelBits, int width, int height) {
super(1024, 1024 * height / width);
RandomFunctions.RND.setSeed(0);
this.width = width;
this.height = height;
this.channelBits = channelBits;
channelSize = 1 << channelBits;
}
#Override
public void initialized() {
img = new PixelImage(width, height);
colorCube = new boolean[channelSize * channelSize * channelSize];
foundColors = new long[channelSize * channelSize * channelSize];
queued = new boolean[width * height];
queue = new int[width * height];
for (int i = 0; i < queue.length; i++)
queue[i] = i;
new Thread(this).start();
}
#Override
public void resized() {}
#Override
public void run() {
timer = new javax.swing.Timer(500, new ActionListener() {
#Override
public void actionPerformed(ActionEvent e) {
draw();
}
});
while (true) {
img.clear(0);
init();
render();
}
// System.exit(0);
}
private void init() {
RandomFunctions.RND.setSeed(0);
Arrays.fill(colorCube, false);
Arrays.fill(queued, false);
remaining = width * height;
// Initial seeds (need to be the darkest colors, because of the darkest
// neighbor color search algorithm.)
setPixel(width / 2 + height / 2 * width, 0);
remaining--;
}
private void render() {
timer.start();
for (; remaining > 0; remaining--) {
int point = findPoint();
int color = findColor(point);
setPixel(point, color);
}
timer.stop();
draw();
try {
ImageFunctions.savePNG(System.currentTimeMillis() + ".png", img.image);
}
catch (IOException e1) {
e1.printStackTrace();
}
}
void draw() {
g.drawImage(img.image, 0, 0, getWidth(), getHeight(), 0, 0, width, height, null);
repaintNow();
}
private int findPoint() {
while (true) {
// Time to reshuffle?
if (queuePointer == 0) {
for (int i = queue.length - 1; i > 0; i--) {
int j = RandomFunctions.RND.nextInt(i);
int temp = queue[i];
queue[i] = queue[j];
queue[j] = temp;
queuePointer = queue.length;
}
}
if (queued[queue[--queuePointer]])
return queue[queuePointer];
}
}
private int findColor(int point) {
int x = point & width - 1;
int y = point / width;
// Calculate the reference color as the average of all 8-connected
// colors.
int r = 0;
int g = 0;
int b = 0;
int n = 0;
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
point = (x + i & width - 1) + width * (y + j & height - 1);
if (img.pixels[point] != 0) {
int pixel = img.pixels[point];
r += pixel >> 24 - channelBits & channelSize - 1;
g += pixel >> 16 - channelBits & channelSize - 1;
b += pixel >> 8 - channelBits & channelSize - 1;
n++;
}
}
}
r /= n;
g /= n;
b /= n;
// Find a color that is preferably darker but not too far from the
// original. This algorithm might fail to take some darker colors at the
// start, and when the image is almost done the size will become really
// huge because only bright reference pixels are being searched for.
// This happens with a probability of 50% with 6 channelBits, and more
// with higher channelBits values.
//
// Try incrementally larger distances from reference color.
for (int size = 2; size <= channelSize; size *= 2) {
n = 0;
// Find all colors in a neighborhood from the reference color (-1 if
// already taken).
for (int ri = r - size; ri <= r + size; ri++) {
if (ri < 0 || ri >= channelSize)
continue;
int plane = ri * channelSize * channelSize;
int dr = Math.abs(ri - r);
for (int gi = g - size; gi <= g + size; gi++) {
if (gi < 0 || gi >= channelSize)
continue;
int slice = plane + gi * channelSize;
int drg = Math.max(dr, Math.abs(gi - g));
int mrg = Math.min(ri, gi);
for (int bi = b - size; bi <= b + size; bi++) {
if (bi < 0 || bi >= channelSize)
continue;
if (Math.max(drg, Math.abs(bi - b)) > size)
continue;
if (!colorCube[slice + bi])
foundColors[n++] = Math.min(mrg, bi) << channelBits * 3 | slice + bi;
}
}
}
if (n > 0) {
// Sort by distance from origin.
Arrays.sort(foundColors, 0, n);
// Find a random color amongst all colors equally distant from
// the origin.
int lowest = (int)(foundColors[0] >> channelBits * 3);
for (int i = 1; i < n; i++) {
if (foundColors[i] >> channelBits * 3 > lowest) {
n = i;
break;
}
}
int nextInt = RandomFunctions.RND.nextInt(n);
return (int)(foundColors[nextInt] & (1 << channelBits * 3) - 1);
}
}
return -1;
}
private void setPixel(int point, int color) {
int b = color & channelSize - 1;
int g = color >> channelBits & channelSize - 1;
int r = color >> channelBits * 2 & channelSize - 1;
img.pixels[point] = 0xFF000000 | ((r << 8 | g) << 8 | b) << 8 - channelBits;
colorCube[color] = true;
int x = point & width - 1;
int y = point / width;
queued[point] = false;
for (int j = -1; j <= 1; j++) {
for (int i = -1; i <= 1; i++) {
point = (x + i & width - 1) + width * (y + j & height - 1);
if (img.pixels[point] == 0) {
queued[point] = true;
}
}
}
}
}
The thing is, I cant figure out how to import the library into IntelliJ. I have tried importing the library from Project Structure->Modules->Dependencies->Library->Java but failed. It appears that all the files in the given library are .java files, not .jar files
How should I import the library? Do I need to compile the whole library first? If yes, how?
This is my first question on this site, so my question may not be so clear :P
try
go to project settings -> Platform Settings -> SDKs -> Sourcepath (in the right panel) and add your downloaded zip -> Apply -> OK

Exception in thread "AWT-EventQueue-0" java.lang.IllegalAccessError

I have a small game project where I have to use RMI to create a multiplayer game. I'm getting the following error:
Exception in thread "AWT-EventQueue-0" java.lang.IllegalAccessError: tried to
access class PlayArea from class com.sun.proxy.$Proxy1
at com.sun.proxy.$Proxy1.getPlayArea(Unknown Source)
at GameClient.getPlayArea(GameClient.java:100)
at PlayBoard.paintComponent(GUI.java:264)
Now those references are as follows:
Part of GameClient.java
public PlayArea getPlayArea() {
PlayArea result = null;
try {
result = myServer.getPlayArea(clientID); // line 100 of GameClient.java
} catch (Exception e) {
System.out.println("Error: " + e);
System.exit(1);
}
return result;
}
And this is part of GUI.java
public void paintComponent(Graphics g) {
PlayArea playArea = gui.getGameEngine().getPlayArea(); // line 264 of GUI.java
super.paintComponent(g);
LinkedList bricks = new LinkedList();
int pixCoeff = brickSize - 1;
for (int y = 0; y < bricksPerSide; y++) {
int pixY = y * pixCoeff;
for (int x = 0; x < bricksPerSide; x++) {
int brick = playArea.getBrick(x, y);
if (Colour.isBase(brick))
continue;
if (gui.displayMode == GUI.NOMARKED && Colour.isMarked(brick)) {
continue;
}
int pixX = x * pixCoeff;
bricks.add(new BoardBrick(pixX, pixY,
gui.displayMode == GUI.MARKEDASORIGINAL ? ColourMapper
.map(Colour.original(brick)) : (Colour
.isMarked(brick) ? Color.WHITE : ColourMapper
.map(brick))));
}
}
g.setColor(ColourMapper.map(Colour.BASE));
g.fillRect(0, 0, (brickSize - 1) * bricksPerSide + 1, (brickSize - 1)
* bricksPerSide + 1);
while (bricks.size() > 0) {
BoardBrick brick = (BoardBrick) (bricks.removeFirst());
brick.drawBrick(g);
}
if (gui.getGameEngine().isGameOver())
gameOver(g);
}
And this is PlayArea.java
import java.util.Random;
class PlayArea implements java.io.Serializable {
public static final int NORTHSIDE = 0;
public static final int SOUTHSIDE = 1;
public static final int EASTSIDE = 2;
public static final int WESTSIDE = 3;
private int[][] grid;
public PlayArea(int size) {
grid = new int[size][size];
}
public static int randomSide(Random rng) {
return rng.nextInt(4);
}
public int getSize() {
return grid.length;
}
public int getBrick(int x, int y) {
return grid[x][y];
}
public int getBrick(Coord c) {
return getBrick(c.getX(), c.getY());
}
public void setBrick(int x, int y, int val) {
grid[x][y] = val;
}
public void setBrick(Coord c, int val) {
setBrick(c.getX(), c.getY(), val);
}
// --> play_area_init_collision_flipDraw
public void init() {
int size = getSize();
for (int x = 0; x < size; x++)
for (int y = 0; y < size; y++)
if (x == 0 || y == 0 || x == size - 1 || y == size - 1)
setBrick(x, y, Colour.WALL);
else
setBrick(x, y, Colour.BASE);
setBrick(size / 2, size / 2, Colour.WALL);
setBrick(size / 2 - 2, size / 2 - 2, Colour.WALL);
setBrick(size / 2 - 2, size / 2 + 2, Colour.WALL);
setBrick(size / 2 + 2, size / 2 - 2, Colour.WALL);
setBrick(size / 2 + 2, size / 2 + 2, Colour.WALL);
}
public boolean collision(PlayingBlock block) {
int topLeftX = block.getPosition().getX();
int topLeftY = block.getPosition().getY();
int height = block.getHeight();
int length = block.getLength();
for (int x = 0; x < length; x++)
for (int y = 0; y < height; y++)
if (!Colour.isBase(getBrick(topLeftX + x, topLeftY + y)))
return true;
return false;
}
public void flipDraw(PlayingBlock block) {
int topLeftX = block.getPosition().getX();
int topLeftY = block.getPosition().getY();
int height = block.getHeight();
int length = block.getLength();
for (int x = 0; x < length; x++)
for (int y = 0; y < height; y++)
setBrick(topLeftX + x, topLeftY + y, getBrick(topLeftX + x,
topLeftY + y)
^ block.getColour());
}
// --<
// --> play_area_getSquareColour_mark
public int getSquareColour(int topLeftX, int topLeftY, int size) {
// return 0 if no square found
// square colour otherwise
if (topLeftX + size > getSize() || topLeftY + size > getSize())
return 0;
int colour = getBrick(topLeftX, topLeftY);
if (!Colour.isPlayBrick(colour))
return 0;
for (int x = topLeftX; x < topLeftX + size; x++)
for (int y = topLeftY; y < topLeftY + size; y++)
if (!Colour.isSameColour(colour, getBrick(x, y)))
return 0;
return colour;
}
public void mark(int topLeftX, int topLeftY, int size) {
for (int x = topLeftX; x < topLeftX + size; x++)
for (int y = topLeftY; y < topLeftY + size; y++)
setBrick(x, y, Colour.mark(getBrick(x, y)));
}
// --<
}
Now, what's weird is, this runs in Windows using Java 1.6, but on OS X it doesn't and I don't have access to a Windows machine right now. I'm using 1.6.0_65 on OS X 10.9.
I have found many errors on the web regarding AWT-EventQueue-0 but most of them are NullPointerException errors, not IllegalAccessError. I would appreciate any help, I'm quite new to Java.
UPDATE: The code most definitely works in 1.5 and 1.6. This is most likely related to the included libraries. I will keep looking and edit this post accordingly.

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