drawImage not working (Java) - java

JavaGame.java
public class JavaGame extends JFrame implements Runnable {
static Rectangle object = new Rectangle(60, 60, 50, 50);
static Rectangle object1 = new Rectangle(60, 60, 50, 50);
int x, y, xDirection, yDirection;
static AI AI = new AI(object);
static BI BI = new BI(object1);
private Image dbImage;
private Graphics dbg;
Image face;
public void run(){
try{
while(true){
move();
Thread.sleep(2);
}
}catch(Exception e){
System.out.println("ERROR");
}
}
public void move(){
x += xDirection;
y += yDirection;
if(y<=25)
y = 25;
if(y>=350)
y = 350;
if(x<=5)
x = 5;
if(x>=520)
x = 520;
}
public void setXDirection(int xdir){
xDirection = xdir;
}
public void setYDirection(int ydir){
yDirection = ydir;
}
public class AL extends KeyAdapter{
public void keyPressed(KeyEvent e){
int keyCode = e.getKeyCode();
if(keyCode == e.VK_W){
setYDirection(-1);
}
if(keyCode == e.VK_S){
setYDirection(+1);
}
if(keyCode == e.VK_A){
setXDirection(-1);
}
if(keyCode == e.VK_D){
setXDirection(+1);
}
}
public void keyReleased(KeyEvent f){
int keyCode = f.getKeyCode();
if(keyCode == f.VK_W){
setYDirection(0);
}
if(keyCode == f.VK_S){
setYDirection(0);
}
if(keyCode == f.VK_A){
setXDirection(0);
}
if(keyCode == f.VK_D){
setXDirection(0);
}
}
}
public static final int WIDTH = 640, HEIGHT = 480;
public JavaGame(){
ImageIcon i = new ImageIcon("C:/Users/admin/workspace/Project/src/ProjectGame/Player.gif");
face = i.getImage();
addKeyListener(new AL());
setTitle("Java Game");
setSize(WIDTH, HEIGHT);
setLocationRelativeTo(null);
setResizable(false);
setVisible(true);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
x=WIDTH/2;
y=HEIGHT/2;
}
public void paint(Graphics g){
dbImage = createImage(getWidth(),getHeight());
dbg = dbImage.getGraphics();
paintComponent(dbg);
g.drawImage(dbImage,0,0,this);
}
public void paintComponent(Graphics g){
g.setColor(Color.RED);
g.fillOval(x, y, 50, 50);
g.drawImage(face, x, y, this);
AI.paint(g);
BI.paint(g);
repaint();
}
public static void main(String[] arg){
JavaGame jg = new JavaGame();
Thread t = new Thread(jg);
t.start();
Thread t1 = new Thread(AI);
t1.start();
Thread t2 = new Thread(BI);
t2.start();
}
}
AI.java
public class AI implements Runnable {
Rectangle AI;
int xDirection, yDirection;
boolean resting;
Image face1;
public AI(Rectangle r){
AI = r;
}
public void paint(Graphics g){
ImageIcon j = new ImageIcon("C:/Users/admin/workspace/Project/src/ProjectGame/Enemy.gif");
face1 = j.getImage();
g.setColor(Color.BLUE);
if(AI != null)
g.fillRect(AI.x, AI.y, AI.width, AI.height);
**g.drawImage(face, x, y, this);**
}
public int chooseRandomDirection(){
Random r = new Random();
int[] randDirection = new int[2];
randDirection[0] = 1;
randDirection[1] = -1;
int randChoise = r.nextInt(2);
return randDirection[randChoise];
}
public void setXDirection(int dir){
xDirection = dir;
}
public void setYDirection(int dir){
yDirection = dir;
}
public void move(){
int widthLimit = JavaGame.WIDTH - AI.width;
int heightLimit = JavaGame.HEIGHT - AI.height;
AI.x += xDirection;
if (AI.x > widthLimit) {
AI.x = widthLimit;
}
if (AI.x < 0) {
AI.x = 0;
}
AI.y += yDirection;
if (AI.y > heightLimit) {
AI.y = heightLimit;
}
if (AI.y < AI.height) {
AI.y = AI.height;
}
}
public void run(){
try{
while(true){
if(resting = true){
setXDirection(chooseRandomDirection());
setYDirection(chooseRandomDirection());
long start = System.currentTimeMillis();
long end = start + 1 * 1000;
while(System.currentTimeMillis() < end){
move();
Thread.sleep(5);
}
}else{
Thread.sleep(3000);
}
}
}catch(Exception ex){
System.err.println(ex.getMessage());
}
}
}
The g.drawImage(face, x, y, this); on AI.java isn't working. Saying
The method drawImage(Image, int, int, ImageObserver) in the type Graphics is not applicable for the arguments (Image, int, int, AI)
How to fix this ?

Related

Moving images/shape in a muti threading apps in Java

Good day, I'm new to StackOverflow and Java programming. I currently have a school project that needs multi threading and I just need your advice on how to fix my code. I have spent too much time looking for answers on how to create a moving multiple images using a thread. I knew I'm almost near to find the solution but I'm running out of time as the submission is fast approaching. I believed I'll be more efficient if I seek help from somehow who knows better in Java.
Many thanks in advance.
Below is my current code, and it seems that image is flickering while moving.
// Bounce.java
import javax.swing.JFrame;
public class Bounce {
public static void main(String args[]) {
myBall s = new myBall(10, 20, 2, 2);
myBall s1 = new myBall(100, 10, 2, 2);
myBall s2 = new myBall(40, 10, 2, 2);
JFrame f = new JFrame();
f.add(s);
f.add(s1);
f.add(s2);
f.setVisible(true);
f.setSize(600, 400);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setTitle("Moving Ball");
}
}
The next code is in separate file.
// myBall.java
import java.awt.*;
import java.awt.geom.Ellipse2D;
import javax.swing.*;
public class myBall extends JPanel implements Runnable {
private Thread animator;
int x = 0, y = 0, velX = 2, velY = 2;
Timer t;
public myBall(int x, int y, int velX, int velY) {
JFrame jf = new JFrame();
jf.setSize(600,400);
jf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
jf.add(this);
jf.setVisible(true);
this.x = (int )(Math.random() * 560);
this.y = (int )(Math.random() * 360);
this.velX = velX;
this.velY = velY;
}
#Override
public void addNotify() {
super.addNotify();
animator = new Thread(this);
animator.start();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
Ellipse2D ellipse = new Ellipse2D.Double(x, y, 40, 40);
g2.fill(ellipse);
}
public void cycle() {
if(x < 0 || x > 560) {
velX = -velX;
}
if(y < 0 || y > 360) {
velY = -velY;
}
x += velX;
y += velY;
System.out.println(x);
}
#Override
public void run() {
while(true) {
for (int i = 0; i < 600; i++) {
cycle();
repaint();
try {
Thread.sleep(10);
} catch (InterruptedException e) {
System.out.println("interrupted");
}
}
}
}
}
Here you go. I normally don't do this, but you asked nicely and your code was pretty clean, so I assumed you been working a lot on it.
public class Start {
public static void main(String args[]) {
JFrame f = new JFrame();
Gui gui = new Gui();
gui.addBalls();
f.add(gui);
f.setSize(600, 400);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setTitle("Moving Ball");
f.setVisible(true);
}
}
Class GUI:
public class Gui extends JPanel implements Runnable {
private Thread animator;
int x = 0, y = 0, velX = 2, velY = 2;
Timer t;
ArrayList<myBall> myBalls = new ArrayList<>();
#Override
public void addNotify() {
super.addNotify();
animator = new Thread(this);
animator.start();
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2 = (Graphics2D) g;
for (myBall ball: myBalls) {
int x = ball.getX();
int y = ball.getY();
Ellipse2D ellipse = new Ellipse2D.Double(x, y, 40, 40);
g2.fill(ellipse);
}
}
public void cycle() {
for (myBall ball: myBalls) {
int x = ball.getX();
int y = ball.getY();
if(x < 0 || x > 560) {
ball.reverseX();
}
if(y < 0 || y > 360) {
ball.reverseY();
}
ball.move();
System.out.println(x);
}
}
#Override
public void run() {
while(true) {
for (int i = 0; i < 600; i++) {
cycle();
repaint();
try {
Thread.sleep(10);
} catch (InterruptedException e) {
System.out.println("interrupted");
}
}
}
}
public void addBalls() {
for (int i = 0; i < 4; i++) {
int x = (int )(Math.random() * 560);
int y = (int )(Math.random() * 360);
int velX = -5;
int velY = 5;
myBalls.add(new myBall(x, y, velX, velY));
}
}
}
Class Ball:
public class myBall {
int x;
int y;
int velX;
int velY;
public myBall(int x, int y, int velX, int velY) {
this.x = (int )(Math.random() * 560);
this.y = (int )(Math.random() * 360);
this.velX = velX;
this.velY = velY;
}
public void move() {
x+=velX;
y+=velY;
}
public int getX() {
return x;
}
public int getY() {
return y;
}
public void reverseX() {
velX = -velX;
}
public void reverseY() {
velY = -velY;
}
}

Java Eclipse game - restart game

I have made a game in Eclipse neon with the language Java, but I was wondering how I can make the game so that if the user presses r he or she could go back to the first screen where it says press spacebar to start. here are my 3 files of code if you need it to figure out the solution.
//This is the game file (main)
import processing.core.PApplet;
public class Game extends PApplet{
public static void main(String[] args) {
// TODO Auto-generated method stub
PApplet.main("Game");
}
James james1;
Wall wall1;
Wall wall2;
Wall wall3;
public void settings() {
size(500, 700);
}
public void setup() {
frameRate(40);
james1 = new James(this, 250, 650, 50);
wall1 = new Wall(this, 0);
wall2 = new Wall(this, 250);
wall3 = new Wall(this, -250);
}
public void draw() {
if(key == ' ') {
clear();
background(0, 255, 255);
boolean loser = wall1.col(james1.getX(), james1.getY()) || wall2.col(james1.getX(), james1.getY()) ||wall3.col(james1.getX(), james1.getY());
james1.show();
move();
if (!loser){
wall1.update();
wall2.update();
wall3.update();
}
else {
reset();
}
wall1.display();
wall2.display();
wall3.display();
}
else {
background(255, 0, 255);
textSize(45);
text("Press Space to Start!", 50, 350);
}
}
public void reset() {
clear();
frameRate(0);
textSize(40);
text("You Lose, R to restart", 25, 550);
}
public void restart() {
}
public void move() {
james1.setX(mouseX);
if (mouseX <= 25) {
james1.setX(25);
}
else if (mouseX >= 475) {
james1.setX(475);
}
}
}
//This is the character file (James)
import processing.core.PApplet;
public class James {
PApplet p;
private float x;
private float y;
private float size;
public James(PApplet np, float nx, float ny, float nsize) {
p = np;
x = nx;
y = ny;
size = nsize;
}
public void show() {
p.fill(255,20,147);
p.ellipse(x, y, size, size);
p.fill(128,128,0);
p.ellipse(x - 10, y - 10, size - 30, size - 30);
p.ellipse(x + 10, y - 10, size -30, size - 30);
}
public float getX() {
return x;
}
public float getY() {
return y;
}
public float getSize() {
return size;
}
public void setX(float gx) {
x = gx;
}
public void setY(float gy) {
y = gy;
}
public void setSize(float gSize) {
size = gSize;
}
}
//This is obstacle class file (walls)
import processing.core.PApplet;
public class Wall {
PApplet p;
private float x;
private float y;
private float w;
private float xw;
private float yw;
private float h;
private float wh;
private float xspeed;
private float yspeed;
public Wall (PApplet np, float ny) {
p = np;
x = 0;
y = ny;
wh = 0;
xw = p.random(0, 450);
yw = p.random(0, 450);
w = p.random(0, 450);
h = 30;
yspeed = 10;
}
public void display() {
p.rect(0, y, w, h);
p.rect(w + 100, y, 500-(w+100), h);
}
public void update() {
if(y > p.height) {
y = 0;
w = p.random(0,450);
xw = p.random(0, 450);
yw = p.random(0, 450);
}
y = yspeed + y;
}
public float getX() {
return x;
}
public float getY() {
return y;
}
public float getW() {
return w;
}
public float getXW() {
return xw;
}
public float getYW() {
return yw;
}
public float getWH() {
return wh;
}
public float getH() {
return h;
}
public float getxSpeed() {
return xspeed;
}
public float getySpeed() {
return yspeed;
}
public void setX(float gx) {
x = gx;
}
public void setYW(float gyw) {
yw = gyw;
}
public void setW(float gw) {
w = gw;
}
public void setY(float gy) {
y = gy;
}
public void setH(float gh) {
h = gh;
}
public void setxSpeed(float gxSpeed) {
xspeed = gxSpeed;
}
public void setySpeed(float gySpeed) {
yspeed = gySpeed;
}
public boolean col(float ballX, float ballY) {
if (y + h >= ballY - 25 && y <= ballY + 25 ) {
if(ballX - 25 <= w || ballX+25 >= w+100) {
return true;
}
}
return false;
}
}
Hope that wasn't too long for just one goal ;)
Copy everything from method setup to method restart and then call restart from method setup.
You get something like this:
public void setup()
{
restart();
}
public void restart()
{
frameRate(40);
james1 = new James(this, 250, 650, 50);
wall1 = new Wall(this, 0);
wall2 = new Wall(this, 250);
wall3 = new Wall(this, -250);
}
Now just call restart whenever you want the game to restart. In your example: when the user presses the 'r' button.
In games, it really is a good idea to have a Map class that handles these kind of things.
You can just basically copy setup and paste it with a new method name, or even use that same method to make it so when pressed "r", it just calls that method back again. But just for it to be cleaner and much more readable. you can do this.
public void setup() {
if(key.r) { //of course this key.r will have to be created as a KeyListener.
restart();
}
}
public void restart() {
frameRate(40);
james1 = new James(this, 250, 650, 50);
wall1 = new Wall(this, 0);
wall2 = new Wall(this, 250);
wall3 = new Wall(this, -250);
}
You can either create a new class for the KeyInput or do it in the same class, but it should be a little like this:
public boolean[] keys = new boolean[120];
public boolean r;
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
f3 = (key == KeyEvent.VK_F3);
}
public void keyReleased(KeyEvent e) {
keys[e.getKeyCode()] = false;
}
public void keyTyped(KeyEvent e) {
keys[e.getKeyCode()] = false;
}
}
Have a nice day!
:D

Why does this not draw my Polygon? (Java game)

Basically, all that shows up is a JFrame with the black JPanel inside but no Ball/polygon anywhere. It's really annoying me now and I can't see the reason why. Any help greatly appreciated.
EDIT: Added code. Sorry for posting to Github, didn't know it was frowned upon.
public class Board extends JFrame {
private int width = 800;
private int height = 1000;
private int currentKeyCode = 0;
private boolean keyHeldDown = false;
public static void main(String[] args) {
EventQueue.invokeLater(new Runnable() {
#Override
public void run() {
try {
Board b = new Board();
b.setVisible(true);
} catch (Exception e) {
e.printStackTrace();
}
}
});
}
public Board() {
setSize(width, height);
setTitle("Drop");
setBackground(Color.BLACK);
setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
addKeyListener(new KeyAdapter() {
#Override
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == KeyEvent.VK_RIGHT) {
currentKeyCode = KeyEvent.VK_RIGHT;
keyHeldDown = true;
System.out.println("Right + 10");
}
if (e.getKeyCode() == KeyEvent.VK_LEFT) {
currentKeyCode = KeyEvent.VK_LEFT;
keyHeldDown = true;
System.out.println("Left + 10");
}
if (e.getKeyCode() == KeyEvent.VK_P) {
currentKeyCode = KeyEvent.VK_P;
keyHeldDown = true;
System.out.println("Pause");
}
}
#Override
public void keyReleased(KeyEvent e) {
keyHeldDown = false;
}
});
setContentPane(new Panel(this));
ScheduledThreadPoolExecutor executor = new ScheduledThreadPoolExecutor(5);
executor.scheduleAtFixedRate(new RepaintBoard(this), 0L, 20L, TimeUnit.MILLISECONDS);
}
#Override
public int getWidth() {
return width;
}
public void setWidth(int width) {
this.width = width;
}
#Override
public int getHeight() {
return height;
}
public void setHeight(int height) {
this.height = height;
}
private class RepaintBoard implements Runnable {
final Board board;
public RepaintBoard(Board board) {
this.board = board;
}
#Override
public void run() {
board.repaint();
}
}
}
class Panel extends JComponent {
Ball ball;
private Board board;
public Panel(Board board) {
this.board = board;
ball = new Ball();
}
#Override
public void paint(Graphics g1) {
Graphics2D g = (Graphics2D) g1;
g.setColor(Color.BLACK);
g.drawRect(0, 0, board.getWidth(), board.getHeight());
g.drawPolygon(ball);
}
}
class Ball extends Polygon {
private int radius = 5;
private Point loc;
private int[] xPos = new int[radius * 2 + 1];
private int[] yPos = new int[radius * 2 + 1];
public Ball() {
for (int i = -radius, j = 0; i <= radius; i++, j++) {
xPos[j] = i;
yPos[j] = i;
}
new Ball(xPos, yPos, radius * 2 + 1, 100, 100);
}
public Ball(int[] xPos, int[] yPos, int points, int x, int y) {
super(xPos, yPos, points);
loc = new Point(x, y);
for (int i : xPos) {
System.out.println(i);
}
}
}
Don't have Ball extends Polygon
Put a drawBall(Grapchics g) {} method in the Ball class, and do your ball painting in there.
call the drawBall method in the paint
ball.drawBall(g);
Don't override paint, instead override paintComponent on the panel, and don't forget to call super.paintComponent
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
}
This new Ball(xPos, yPos, radius * 2 + 1, 100, 100); in your constructor does absolutely nothing. You should instead just use the second constructor, and create the ball with that constructor. Each ball should be different, so a no-arg constructor is pointless

JPanel tearing even though I double buffer?

EDIT: This is an SSCCE to demonstrate my problem.
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Point;
import java.awt.event.ActionEvent;
import java.awt.image.BufferedImage;
import java.awt.Graphics2D;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
public class Main {
public static BufferedImage map, tileSand, tileSea;
public static void main(String[] args) {
map = new BufferedImage(50, 50, BufferedImage.TYPE_INT_ARGB);
for(int x = 0; x < 50 ; x++){
for(int y = 0; y < 50 ; y++){
boolean colour = Math.random() < 0.5;
if (colour){
map.setRGB(x, y, -256);
} else {
map.setRGB(x, y, -16776961);
}
}
}
tileSand = new BufferedImage(32, 32, BufferedImage.TYPE_INT_ARGB);
Graphics g = tileSand.getGraphics();
g.setColor(Color.YELLOW);
g.fillRect(0, 0, 32, 32);
tileSea = new BufferedImage(32, 32, BufferedImage.TYPE_INT_ARGB);
g.setColor(Color.BLUE);
g = tileSea.getGraphics();
g.fillRect(0, 0, 32, 32);
Island test = new Main.Island();
test.start();
long start, sleep;
while(true) {
start = System.currentTimeMillis();
test.getCanvas().requestFocus();
test.getCanvas().repaint();
sleep = 15-(System.currentTimeMillis()-start);
try {
Thread.sleep(sleep > 0 ? sleep : 0);
} catch (InterruptedException e) {
}
}
}
static class Island implements Runnable {
private Tile[][] tiles;
private JFrame frame;
private JPanel panel;
private Thread logicThread;
private boolean running = false;
private boolean paused = false;
private Image image;
private Player player;
public Island() {
image = new BufferedImage(1027, 768, BufferedImage.TYPE_INT_ARGB);
player = new Player();
tiles = new Tile[map.getWidth()][map.getHeight()];
int rgb;
for(int x = 0; x < map.getWidth(); x++) {
for(int y = 0; y < map.getHeight(); y++) {
rgb = map.getRGB(x, y);
switch (rgb) {
case -16776961: tiles[x][y] = new Tile("sea");
break;
case -256: tiles[x][y] = new Tile("sand");
break;
}
}
}
makeMap();
makeFrame();
addBindings();
logicThread = new Thread(this);
}
public JPanel getCanvas() {
return panel;
}
public void start() {
running = true;
paused = false;
logicThread.start();
}
public void run() {
long sleep, before;
while(running){
before = System.currentTimeMillis();
player.move();
try {
sleep = 15-(System.currentTimeMillis()-before);
Thread.sleep(sleep > 0 ? sleep : 0);
} catch (InterruptedException ex) {
}
while(running && paused);
}
paused = false;
}
private void makeFrame() {
frame = new JFrame("Island");
panel = new JPanel(){
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) image.getGraphics();
g2d.setColor(Color.BLACK);
g2d.fillRect(0, 0, 1024, 768);
long xl, yl;
xl = player.getLocation().x-512;
yl = player.getLocation().y-384;
int x2, y2;
x2 = (int) Math.floor(xl / 32);
y2 = (int) Math.floor(yl / 32);
int xoffset, yoffset;
xoffset = (int) (xl % 32);
yoffset = (int) (yl % 32);
for(int x = x2; x < x2+40; x++) {
for(int y = y2; y < y2+40; y++) {
if (x < tiles.length && x > 0 && y < tiles[0].length && y > 0) {
g2d.drawImage(tiles[x][y].getContent(), (x-x2)*32 - xoffset, (y-y2)*32 - yoffset, null);
}
}
}
g.drawImage(image, 0, 0, null);
}
};
panel.setPreferredSize(new Dimension(1024, 768));
panel.setIgnoreRepaint(true);
frame.add(panel);
frame.pack();
frame.setVisible(true);
}
private void addBindings() {
InputMap inputMap = panel.getInputMap();
ActionMap actionMap = panel.getActionMap();
inputMap.put(KeyStroke.getKeyStroke("Q"),"hold-sprint");
actionMap.put("hold-sprint", new AbstractAction() {
public void actionPerformed(ActionEvent e) {
player.sprint(true);
}
});
inputMap.put(KeyStroke.getKeyStroke("released Q"),"release-sprint");
actionMap.put("release-sprint", new AbstractAction() {
public void actionPerformed(ActionEvent e) {
player.sprint(false);
}
});
inputMap.put(KeyStroke.getKeyStroke("RIGHT"),"hold-right");
actionMap.put("hold-right", new AbstractAction() {
public void actionPerformed(ActionEvent e) {
player.right(true);
}
});
inputMap.put(KeyStroke.getKeyStroke("released RIGHT"),"release-right");
actionMap.put("release-right", new AbstractAction() {
public void actionPerformed(ActionEvent e) {
player.right(false);
}
});
inputMap.put(KeyStroke.getKeyStroke("DOWN"),"hold-down");
actionMap.put("hold-down", new AbstractAction() {
public void actionPerformed(ActionEvent e) {
player.down(true);
}
});
inputMap.put(KeyStroke.getKeyStroke("released DOWN"),"release-down");
actionMap.put("release-down", new AbstractAction() {
public void actionPerformed(ActionEvent e) {
player.down(false);
}
});
inputMap.put(KeyStroke.getKeyStroke("LEFT"),"hold-left");
actionMap.put("hold-left", new AbstractAction() {
public void actionPerformed(ActionEvent e) {
player.left(true);
}
});
inputMap.put(KeyStroke.getKeyStroke("released LEFT"),"release-left");
actionMap.put("release-left", new AbstractAction() {
public void actionPerformed(ActionEvent e) {
player.left(false);
}
});
inputMap.put(KeyStroke.getKeyStroke("UP"),"hold-up");
actionMap.put("hold-up", new AbstractAction() {
public void actionPerformed(ActionEvent e) {
player.up(true);
}
});
inputMap.put(KeyStroke.getKeyStroke("released UP"),"release-up");
actionMap.put("release-up", new AbstractAction() {
public void actionPerformed(ActionEvent e) {
player.up(false);
}
});
}
private void makeMap() {
for(int x = 0; x < tiles.length; x++) {
for(int y = 0; y < tiles[0].length; y++) {
switch (tiles[x][y].getType()) {
case "sea": tiles[x][y].setContent(tileSea);
break;
case "sand": tiles[x][y].setContent(tileSand);
break;
}
}
}
}
}
static class Player{
private Point location;
private int xspeed, yspeed;
private boolean left, up, right, down, sprint;
public Player() {
location = new Point(0, 0);
left = false;
up = false;
right = false;
down = false;
sprint = false;
xspeed = yspeed = 0;
}
public void left(boolean state){
left = state;
}
public void up(boolean state){
up = state;
}
public void right(boolean state){
right = state;
}
public void down(boolean state){
down = state;
}
public void sprint(boolean state) {
sprint = state;
}
public void move() {
if (sprint) {
if (left) {
if(xspeed>-10)
xspeed--;
} if (right) {
if(xspeed<10)
xspeed++;
} if (up) {
if(yspeed>-10)
yspeed--;
} if (down) {
if(yspeed<10)
yspeed++;
}
} else {
if (left) {
if(xspeed>-5)
xspeed--;
} if (right) {
if(xspeed<5)
xspeed++;
} if (up) {
if(yspeed>-5)
yspeed--;
} if (down) {
if(yspeed<5)
yspeed++;
}
}
if (!sprint) {
if (xspeed > 5) {
xspeed--;
} if (xspeed < -5) {
xspeed++;
} if (yspeed > 5) {
yspeed--;
} if (yspeed < -5) {
yspeed++;
}
}
if (!left && !right) {
if (xspeed > 0) {
xspeed--;
} if (xspeed < 0) {
xspeed++;
}
} if (!up && !down) {
if (yspeed > 0) {
yspeed--;
} if (yspeed < 0) {
yspeed++;
}
}
location.x = location.x + xspeed;
location.y = location.y + yspeed;
}
public Point getLocation() {
return location;
}
}
static class Tile {
private String type;
private BufferedImage tile;
public Tile(String type) {
this.type = type;
}
public String getType() {
return type;
}
public void setContent(BufferedImage newTile) {
tile = newTile;
}
public BufferedImage getContent() {
return tile;
}
}
}
I have a JPanel with a modified paintComponent method. In this method I draw the relevant tiles from a 2d array to the screen based on the player location. I draw all my tiles to a BufferedImage and then I apply it to the screen at the end of the paint method. In theory this should not create tearing as I am double buffering? Here is the appropriate code, image is just a BufferedImage with the dimensions of the screen:
public void paintComponent(Graphics g) {
Graphics2D g2d = (Graphics2D) image.getGraphics();
g2d.setColor(Color.BLACK);
g2d.fillRect(0, 0, 1024, 768);
long xl, yl;
xl = player.getLocation().x-512;
yl = player.getLocation().y-384;
int x2, y2;
x2 = (int) Math.floor(xl / 32);
y2 = (int) Math.floor(yl / 32);
int xoffset, yoffset;
xoffset = (int) (xl % 32);
yoffset = (int) (yl % 32);
for(int x = x2; x < x2+40; x++) {
for(int y = y2; y < y2+40; y++) {
if (x < tiles.length && x > 0 && y < tiles[0].length && y > 0) {
g2d.drawImage(tiles[x][y].getContent(), (x-x2)*32 - xoffset, (y-y2)*32 - yoffset, null);
}
}
}
g.drawImage(image, 0, 0, null);
}
I think the tearing could possibly be caused by the player's location changing over the duration of the paint method causing the tiles not to match up, the faster the player goes the more obvious the effect is. However I get the players location at the start and store it in two longs, I was under the impression that longs are passed by value not reference so the player location should be constant whilst the method runs.
I am happy to provide more code :), and thanks in advance.
Just so if people find my question and wonder what I ended up doing to "fix" it, switch over to c++ and SDL or some other image library before you are to far into your project, it's simply better for this kind of thing.

How to create a tiled map (I'm just getting a white screen)

I need some help with making a tiled map, I'm just getting a white screen instead of a map with images ( tiles) on it. Can someone help with that?
World.java:
package game.test.src;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
import javax.swing.ImageIcon;
public class World {
private Rectangle[] blocks;
private Image[] blockImg;
private final int arrayNum = 500;
//Block Images
private Image BLOCK_GRASS, BLOCK_DIRT, BLOCK_STONE, BLOCK_SKY;
private int x, y;
public World(){
BLOCK_GRASS = new ImageIcon("C:/Users/Pim/Desktop/2D game test/Game test 2/src/game/test/src/images/tile_grass").getImage();
BLOCK_DIRT = new ImageIcon("C:/Users/Pim/Desktop/2D game test/Game test 2/src/game/test/src/images/tile_dirt").getImage();
BLOCK_STONE = new ImageIcon("C:/Users/Pim/Desktop/2D game test/Game test 2/src/game/test/src/images/tile_stonek").getImage();
BLOCK_SKY = new ImageIcon("C:/Users/Pim/Desktop/2D game test/Game test 2/src/game/test/src/images/tile_sky").getImage();
blocks = new Rectangle[500];
blockImg = new Image[500];
loadArrays();
}
private void loadArrays()
{
for(int i = 0; i < arrayNum; i++)
{
if(x >= 500){
x = 0;
y += 20;
}
if(i >= 0 && i < 100)
{
blockImg[i] = BLOCK_SKY;
blocks[i] = new Rectangle(x, y, 20, 20);
}
if(i >= 100 && i < 125)
{
blockImg[i] = BLOCK_GRASS;
blocks[i] = new Rectangle(x, y, 20, 20);
}
if(i >= 125 && i < 225)
{
blockImg[i] = BLOCK_DIRT;
blocks[i] = new Rectangle(x, y, 20, 20);
}
if(i >= 225 && i < 500)
{
blockImg[i] = BLOCK_STONE;
blocks[i] = new Rectangle(x, y, 20, 20);
}
x += 20;
}
}
public void draw(Graphics g)
{
for(int i = 0; i< arrayNum; i++){
g.drawImage(blockImg[i], blocks[i].x, blocks[i].y, null);
}
}
}
And here is GamePanel.java:
package game.test.src;
import java.awt.*;
import java.awt.event.*;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.swing.JPanel;
public class GamePanel extends JPanel implements Runnable {
//Double buffering
private Image dbImage;
private Graphics dbg;
//JPanel variables
static final int GWIDTH = 500, GHEIGHT = 400;
static final Dimension gameDim = new Dimension(GWIDTH, GHEIGHT);
//Game variables
private Thread game;
private volatile boolean running = false;
//Game Objects
World world;
public GamePanel(){
world = new World();
setPreferredSize(gameDim);
setBackground(Color.WHITE);
setFocusable(true);
requestFocus();
//Handle all key inputs from user
addKeyListener(new KeyAdapter(){
#Override
public void keyPressed(KeyEvent e){
}
#Override
public void keyReleased(KeyEvent e){
}
#Override
public void keyTyped(KeyEvent e){
}
});
}
public void run(){
while(running){
gameUpdate();
gameRender();
paintScreen();
}
}
private void gameUpdate(){
if(running && game != null){
}
}
private void gameRender(){
if(dbImage == null){ // Create the buffer
dbImage = createImage(GWIDTH, GHEIGHT);
if(dbImage == null){
System.err.println("dbImage is still null!");
return;
}else{
dbg = dbImage.getGraphics();
}
}
//Clear the screen
dbg.setColor(Color.WHITE);
dbg.fillRect(0, 0, GWIDTH, GHEIGHT);
//Draw Game elements
draw(dbg);
}
/* Draw all game content in this method */
public void draw(Graphics g){
world.draw(g);
}
private void paintScreen(){
Graphics g;
try{
g = this.getGraphics();
if(dbImage != null && g != null){
g.drawImage(dbImage, 0, 0, null);
}
Toolkit.getDefaultToolkit().sync(); //For some operating systems
g.dispose();
}catch(Exception e){
System.err.println(e);
}
}
public void addNotify(){
super.addNotify();
startGame();
}
private void startGame(){
if(game == null || !running){
game = new Thread(this);
game.start();
running = true;
}
}
public void stopGame(){
if(running){
running = false;
}
}
}
and Main.java:
package game.test.src;
import javax.swing.JFrame;
public class Main extends JFrame
{
GamePanel gp;
public Main()
{
gp = new GamePanel();
setSize(500, 400);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setVisible(true);
setResizable(false);
add(gp);
}
public static void main(String[] args)
{
Main m = new Main();
}
}
I have slightly modified your code, try
import java.awt.*;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import javax.swing.*;
public class World {
private Rectangle[] blocks;
private Image[] blockImg;
private final int arrayNum = 500;
//Block Images
private Image BLOCK_GRASS, BLOCK_DIRT, BLOCK_STONE, BLOCK_SKY;
private int x, y;
public World(){
BLOCK_GRASS = new ImageIcon(Frame1.class.getResource("images/openFile.gif")).getImage();
BLOCK_DIRT = new ImageIcon(Frame1.class.getResource("images/openFile.gif")).getImage();
BLOCK_STONE = new ImageIcon(Frame1.class.getResource("images/openFile.gif")).getImage();
BLOCK_SKY = new ImageIcon(Frame1.class.getResource("images/openFile.gif")).getImage();
blocks = new Rectangle[500];
blockImg = new Image[500];
loadArrays();
}
private void loadArrays()
{
for(int i = 0; i < arrayNum; i++)
{
if(x >= 500){
x = 0;
y += 20;
}
if(i >= 0 && i < 100)
{
blockImg[i] = BLOCK_SKY;
blocks[i] = new Rectangle(x, y, 20, 20);
}
if(i >= 100 && i < 125)
{
blockImg[i] = BLOCK_GRASS;
blocks[i] = new Rectangle(x, y, 20, 20);
}
if(i >= 125 && i < 225)
{
blockImg[i] = BLOCK_DIRT;
blocks[i] = new Rectangle(x, y, 20, 20);
}
if(i >= 225 && i < 500)
{
blockImg[i] = BLOCK_STONE;
blocks[i] = new Rectangle(x, y, 20, 20);
}
x += 20;
}
}
public void draw(Graphics g)
{
for(int i = 0; i< arrayNum; i++){
g.drawImage(blockImg[i], blocks[i].x, blocks[i].y, null);
}
}
}
class GamePanel extends JPanel implements Runnable {
//Double buffering
private Image dbImage;
private Graphics dbg;
//JPanel variables
static final int GWIDTH = 500, GHEIGHT = 400;
static final Dimension gameDim = new Dimension(GWIDTH, GHEIGHT);
//Game variables
private Thread game;
private volatile boolean running = false;
//Game Objects
World world;
public GamePanel(){
world = new World();
setPreferredSize(gameDim);
setBackground(Color.WHITE);
setFocusable(true);
requestFocus();
//Handle all key inputs from user
addKeyListener(new KeyAdapter(){
#Override
public void keyPressed(KeyEvent e){
}
#Override
public void keyReleased(KeyEvent e){
}
#Override
public void keyTyped(KeyEvent e){
}
});
}
public void run(){
while(running){
gameUpdate();
// gameRender();
// paintScreen();
repaint();
}
}
private void gameUpdate(){
if(running && game != null){
}
}
private void gameRender(){
if(dbImage == null){ // Create the buffer
dbImage = createImage(GWIDTH, GHEIGHT);
if(dbImage == null){
System.err.println("dbImage is still null!");
return;
}else{
dbg = dbImage.getGraphics();
}
}
//Clear the screen
dbg.setColor(Color.WHITE);
dbg.fillRect(0, 0, GWIDTH, GHEIGHT);
//Draw Game elements
draw(dbg);
}
/* Draw all game content in this method */
public void draw(Graphics g){
world.draw(g);
}
public void paintComponent(Graphics g){
super.paintComponent(g);
gameRender();
paintScreen(g);
}
private void paintScreen(Graphics g){
try{
// g = this.getGraphics();
if(dbImage != null && g != null){
g.drawImage(dbImage, 0, 0, null);
}
Toolkit.getDefaultToolkit().sync(); //For some operating systems
// g.dispose();
}catch(Exception e){
System.err.println(e);
}
}
public void addNotify(){
super.addNotify();
startGame();
}
private void startGame(){
if(game == null || !running){
game = new Thread(this);
game.start();
running = true;
}
}
public void stopGame(){
if(running){
running = false;
}
}
}
class Main extends JFrame
{
GamePanel gp;
public Main()
{
gp = new GamePanel();
setSize(500, 400);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
add(gp);
setResizable(false);
setVisible(true);
}
public static void main(String[] args)
{
Main m = new Main();
}
}

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