Hi i'm looking for a way to display a Libgdx sprite batch, or something like this, without using any Application Listener, Adapter or the Game class.It should be possible to call a constructor of some gameobject and then it's texture should be displayed to a batch or some window.
The reason is, that i want to use a desktop-application-project in class with students to start programming lessons and therefore we use BlueJ. But features like the object inspector aren't working, if there's an active application thread and things like Gdx.files ends in a nullpointer exception.
In later lessons there will be an application but in the beginning that goes too far.
All my attempts with the Game class or self written ApplicationListeners weren't succesfull. I hope somebody out there has a idea.
A SpriteBacth draws to a Screen. Application Listener/Adapter and Game is needed to manage the screens. The SpriteBach assumes you have a Screen, a LibGDX Screen, not just any Screen, and does not magically know what you want it to draw on.
You cannot just instantiate an object from one library and expect it to magically work in a different library.
I fail to see the point of it even if it were to work. Either use LibGDX or don't.
You would be much better off using something like JavaFX. It is built into java and is easy to draw images and sprites to a window. You can use JavaFX to make games AND desktop applications.
Related
What I am trying to do is to create a GUI using SWING and then have a container that will display the actual Slick game inside as seen below.
The problem is that the AppGameContainer is the only available container (that I know of) but that creates the whole window (which includes the title bar and stuff) so I can't really embed that inside the GUI, could I? I'm open to other solutions as well so let me know if there is a better way to achieve this.
I am not very experienced with Slick2D so sorry if it's obvious but I tried Googling it and didn't come up with anything.
I would recommend using an OpenGL Frame Buffer Object (FBO) to render your scene to. An FBO acts like a 2D texture object in OpenGL, so you could then read the pixel data from the FBO and use it to render to a Buffered Image, and use that to render to your java swing canvas. This
is a pretty good tutorial on how to use FBOs if you choose to implement this strategy.
I am very very new at java (as in, I took one beginner course) so please don't get super technical when answering me.
Earlier today I learned how you can load an image in java and display it in an applet.
I found a step-by-step youtube video that helped me do this.
Now I want to know how I can load an animation in java. Is that something that can be done? And can I get step-by-step instructions on how to do it? Basically, I already have a short .wmv file and I would like to display it when I run the program.
It also has audio that I would like to play along with it.
(i'm actually trying to make a video game with an animated character. java can be used to program games, so this should be doable, right? i don't care about making a game the "right" way or the way game developers usually do it, right now i just want to figure out the simple task of displaying an animation in java.)
thanks!
First of all, the wmv extension stands for video, and an animation is not a video. Its either a spritesheet, a gif image ect. In order to create a even simple animation, you must first learn some basic object oriented programming, become comfortable in creating and using classes, than you can advance to making your own class for taking care of sprites and cutting an image in a way that you can use it ect.
Example of a simple spriteshet:
This spritesheet is an simple image showing you one way to implement your 2d animation. You just have to cut the image parts from it using some rectangles. For 3d, you must use some other software and you must know that they use different kinds of extensions.
I wont dive into code, for the simple reason that I do not have time right now, but if you want further help, give my some contact like skype, facebook ect, I would love to help.
You could try the Java Media Framework javax.media.*. (caveat: rather old framework)
It appears you simply need to embed a media file such as video or audio into an applet. This can be achieved through a player embedded into an applet, similar to an individual frame or a .GIF file, that would be able to handle the .WMV extension.
Assuming awareness of the basic structure of a Java program, the main declaration to get an instance of a player is of the generic form, after:
player = Manager.createRealizedPlayer( mediaURL );
or
player = Manager.createPlayer( file.toURL() );
Good idea to go through the JMF documentation.
I'm taking the AP computer science class at my school. They never taught us about GUIs because the AP test didn't require you to know how to make one.
For our final project we wanted to make something like tron (game where bikes move around an are creating walls of light behind them in an attempt to crash the other player). Before we continue i just want to make sure we are going in the right direction. Should we use ImageIcon for the players or maybe something else?
We still have a lot to learn, but i thought this would be a good thing to start with. The reason why i'm asking is because i'm not sure if we would be able to move them without opening another window every time we want to move something.
This is probably a matter of opinion, but personally, I would use BufferedImage's as the primary image container.
The main reasons are:
They are easy to paint and easy to manipulate, you can actually draw onto them if you need to.
Loading a BufferedImage is done through ImageIO.read, it guarantees that the entire image is loaded before the read method returns and will throw an IOException if it can't read the image for some reason, which is better than ImageIcon which loads the image in a background thread and doesn't report errors if the image failed to load
Movement or placement of the images would be done, typically, by painting them onto an output Graphics context. This is (typically) done by overriding the paintComponent method of something that extends JComponent and using the passed Graphics context and Graphics#drawImage
Have a look at Performing Custom Painting, 2D Graphics and Reading/Loading an Image for more details
I'm beginning to write a special use graphing program and I'm leaning towards using OpenGL to generate the graphics. The ultimate goal is an architecture that accommodates both 2D and 3D graphs with the basic framework.
Exporting the generated graphs as images is a critical feature, and eventually I'm going to write the code to generate vector images of the graphs' 2D projections. However, in the mean time, I want to be able to export the graphs as high resolution images--images significantly larger than the application window.
I'm writing this application in Java and using the LWJGL OpenGL wrapper. I've figured out how to take screenshots of the display window, but I haven't been successful creating larger images. I've tried to make invisible Canvases, but I can't make it work.
The documentation says here that the Canvas's isDisplayable() method must return true, and to that end I've overridden the isDisplayable() method to always return true, so that it shouldn't care whether or not it's in a Frame, but this doesn't work. Instead, it throws the following error:
java.lang.RuntimeException: No OpenGL context found in the current thread.
at org.lwjgl.opengl.GLContext.getCapabilities(GLContext.java:124)
at org.lwjgl.opengl.GL20.glDeleteProgram(GL20.java:311)
The problem seems to be that it also needs some properties from the top-level window, but even when I make a dummy Frame class I get the same error as before, until I call setVisible(true) on the frame.
Does anyone know how to fake these graphics properties into thinking it has a visible top-level window? Does anyone know an easier way?
As an alternative, you could use a framebuffer object (FBO) to render into a texture.
Have a look at this render to texture example.
I don't know exactly how to design a project. It's my first year at my computer science department. I'm still learning a lot of information about Java, such as inheritance, polymorphism, abstract classes, interfaces, and so on. I am really curious about these lectures and I'm willing to learn them well. Actually I've not missed any point in these lectures and I got those very well. But nobody teach me how to desing a project and we are supposed to design a decent Java project at the very end of school.
I and my 3 classmates have decided to make a new game. It is played with only one ball and the ball has changeable two colours. Also two players have the same colour with this ball's colours. When the ball is at one player's colour, this player will be able to move the ball and try to score to another player's goal. These are our idea's basic logic and we can add some new facilities and options for this game. We are so willing to achieve this project. But... although we listen and learn from our lectures, we are really confused about to design this project step-by-step. I've just tried to demonstrate our project's logic. Meanwhile, we are still learning about GUI but we are at the very beginning of GUI. So I want to understand about what kind of ways we have to follow in order to design and make this kind of project. I just want to know about tricks and shortcuts and make the most of our knowledge about class hierachies, abstract classes, superclasses, overriding, etc.(We know everything about this terms but just don't know how to use them to design a project). If you can indicate even a little info about these, I would be so so so happy and able to change my point of view. And it would facilitate our progress. Thank you!
You might want to have a look at this Java Pong Game - it's pretty simple and includes some source code that you can study.
More general advice:
You need some way to display what is happening in the game. Probably the easiest way to display the screen in a very simple game is to use a JPanel and override it's paintComponent() method to draw the game screen correctly (e.g. draw players at the right x,y locations)
You will also need a game loop that should do the following things:
Reads any input from players
Update the positions of the objects in the game
call repaint() on the JPanel so that the screen gets redrawn
Waits a short amount of time using e.g. Thread.sleep(30) to sleep for 30 milliseconds
Loops back to the start of the game loop
I would recommend separating the classes that define the user interface (frames, panels etc.) from classes that define the game logic (players, balls etc.). Ideally the game logic classes shouldn't contain any code that relates to how they are displayed or interacted with.
For a game this simple, you don't actually need many classes. I'd recommend something like:
App - contains the main(...) function which launches the game. At a minimum it should create a JFrame and add a single GamePanel inside it, but you can create other UI elements if you like. You may choose to implement your game loop also in this class - in which case the main method should call this once all the setup has been done.
GamePanel (which extends JPanel) - contains the screen drawing logic, also perhaps detects mouse movement
Game - class that represents the entire state of the game, including the locations of both players and the ball
Player - small class to represent the player, with x,y co-ordinates
Ball - small class to represent the ball, with x,y co-ordinates and dx,dy velocity
GUI isn't really suitable for making a game.
a GUI (Graphical User Intreface, Swing in java) is a set of buttons and other text/image content, as opposed to something you can make a game with: a 3D rendering engine, such as OpenGL (most commonly used on java, be it in a framework or through low level libraries).
You here have a choice:
you can either decide to do a simpler project, for example a console program, but that will run on a GUI, for example a GUI program to move files.
or you can get to learning OpenGL or similar (JOGL for java) and make that game!
(JavaFX also might work, but I don't know much about it)
Now about design.
Generally you want to have a main "looping" class that will output every frame etc.
The main "looping" class should inherit from an interface that allows all other components to get the rendering particle, the time counter etc.
Then you want several components, one for the ball, one for any other physics object (don't forget to make them implement a "physics" interface and add them as "physical object references" in your main class, so that the physics for them are calculated each frame!), one for the background, and one for user input.
You can also add multiple others that will each do a specific action.