Screen Keeps Flickering when Drawing Graphics on Canvas (Java) - java

I am a complete noob to Java Graphics.
I wrote a simple "game" in which you control a box with the arrow keys
Here is the source code:
package com.thundercrust.graphics;
public class Drawings extends Canvas implements KeyListener, Runnable {
public static Thread thread;
public static Drawings draw;
private static final long serialVersionUID = 1L;
public static boolean running = false;
public static int x = 640;
public static int y = 320;
public static int bulletX = 0;
public static int bulletY = 0;
public static int direction = 2;
public static boolean fired = false;
public static boolean show = false;
public static String colorCode;
public static final int WIDTH = 1366;
public static final int HEIGHT = WIDTH / 16 * 9;
public static final String title = "A Moving Box!";
JFrame frame = new JFrame();
public void paint(Graphics g) {
Graphics2D g2D = (Graphics2D) g;
g2D.setColor(Color.black);
g2D.fillRect(0, 0, 1366, 768);
g2D.setColor(Color.pink);
g2D.fillRect(50, 50, 1266, 668);
if (colorCode.equals("red")) g2D.setColor(Color.red);
if (colorCode.equals("orange")) g2D.setColor(Color.orange);
if (colorCode.equals("yellow")) g2D.setColor(Color.yellow);
if (colorCode.equals("green")) g2D.setColor(Color.green);
if (colorCode.equals("blue")) g2D.setColor(Color.blue);
if (colorCode.equals("cyan")) g2D.setColor(Color.cyan);
if (colorCode.equals("gray")) g2D.setColor(Color.gray);
g2D.fillRect(x, y, 50, 50);
}
public Drawings() {
frame.addKeyListener(this);
frame.setTitle(title);
frame.setSize(WIDTH, HEIGHT);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLocationRelativeTo(null);
frame.setResizable(false);
frame.setVisible(true);
frame.add(this);
}
public void display() {
while (running = true) {
repaint();
try {
Thread.sleep(30);
} catch (Exception e) {
e.printStackTrace();
}
}
}
public static void main(String args[]) {
colorCode = JOptionPane.showInputDialog("Enter the color of the box: ");
running = true;
draw = new Drawings();
draw.start();
}
public void keyPressed(KeyEvent e) {
int keyCode = e.getKeyCode();
if (keyCode == KeyEvent.VK_UP) { y-= 5; direction = 0; }
if (keyCode == KeyEvent.VK_DOWN) { y+= 5; direction = 2; }
if (keyCode == KeyEvent.VK_LEFT) {x-= 5; direction = 3;}
if (keyCode == KeyEvent.VK_RIGHT) {x+= 5; direction = 1;}
if (keyCode == KeyEvent.VK_Z) System.out.println("You pressed z");
}
public void keyReleased(KeyEvent e) {
}
public void keyTyped(KeyEvent e) {
}
public synchronized void start() {
running = true;
thread = new Thread(this, "Display");
thread.start();
}
public synchronized void stop() {
running = false;
try {
thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
public void run() {
while (running = true) {
System.out.println("The Game is Running!");
repaint();
try {
Thread.sleep(60);
} catch (Exception e) {
e.printStackTrace();
}
}
}
}
The reason why I am asking for help is because the application always flickers and it gets really annoying.
Is there any way to fix this?
Any help would be appreciated.

Canvas is not double buffered and I'd recommend not using it this way. Instead, consider using a JPanel and overriding it's paintComponent method, this will give you double buffering for free.
See Painting in AWT and Swing and Performing Custom Painting for some deatils
Alternatively, you could use BufferStrategy, which would allow you to define you own double buffering strategy as well as take complete control over the painting process, letting you control when the canvas was painted (AKA active painting)

Related

How to make different animations for keyboard input

I'm making a top-down shooter game in java where I have a stationary player who can turn side to side and can shoot a gun at enemies that move to the center(where the player is). I have made different faces for each side when my player turns, but I'm not able to figure out how to switch the faces when I use the arrow keys. Here is my main panel:
import javax.swing.*;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
public class FinalPanel extends JPanel
{
private static final int FRAME = 1600;
private static final Color BACKGROUND = new Color(255, 255, 255);
private Player player;
private ImageIcon faces;
private ImageIcon playerFace = new ImageIcon("PlayerUpImage.png");
private BufferedImage myImage;
private Graphics myBuffer;
private Timer timer;
public FinalPanel()
{
myImage = new BufferedImage(FRAME, FRAME, BufferedImage.TYPE_INT_RGB);
myBuffer = myImage.getGraphics();
addKeyListener(new Key());
setFocusable(true);
}
private class Listener implements ActionListener
{
public void actionPerformed(ActionEvent e)
{
ImageIcon player = new ImageIcon("PlayerUpImage.png");
myBuffer.drawImage(player.getImage(), 800, 800, null);
repaint();
}
}
public void paintComponent(Graphics g)
{
super.paintComponenet(g);
g.drawImage(myImage, 0, 0, getWidth(), getHeight(), null);
}
private class Key extends KeyAdapter//The arrow keys make the player change directions and it replaces his face with a different animation to show the change in direction
{
public void keyPressed(KeyEvent e)
{
if(e.getKeyCode() == KeyEvent.VK_W)
{
playerFace = new ImageIcon("PlayerUpImage.png");
}
if(e.getKeyCode() == KeyEvent.VK_S)
{
playerFace = new ImageIcon("PlayerDownImage.png");
}
if(e.getKeyCode() == KeyEvent.VK_A)
{
playerFace = new ImageIcon("PlayerLeftImage.png");
}
if(e.getKeyCode() == KeyEvent.VK_D)
{
playerFace = new ImageIcon("PlayerRightImage.png");
}
repaint();
}
}
}
Player class:
import java.awt.*;
import javax.swing.*;
public class Player
{
//Private fields for player class
private int myX;
private int myY;
private int myXWidth;
private int myYWidth;
public Player()
{
myX = 775;
myY = 775;
myXWidth = 50;
myYWidth = 50;
}
public Player(int x, int y, int xWidth, int yWidth)
{
myX = x;
myY = y;
myXWidth = xWidth;
myYWidth = yWidth;
}
//I borrowed this health code from: https://stackoverflow.com/questions/9834609/how-to-make-a-player-class-that-holds-lives-inheritance//
int liveCount = 10;
public boolean damage() {
--liveCount;
return isDead();
}
public boolean isDead() {
return liveCount < 1;
}
public void boostLives(int moreLives) {
liveCount += moreLives;
}
//Accessor Methods//
public int getX()
{
return myX;
}
public int getY()
{
return myY;
}
public int getXWidth()
{
return myXWidth;
}
public int getYWidth()
{
return myYWidth;
}
//Modifier Methods//
public void setX(int x)
{
myX = x;
}
public void setY(int y)
{
myY = y;
}
public void setXWidth(int xWidth)
{
myXWidth = xWidth;
}
public void setYWidth(int yWidth)
{
myYWidth = yWidth;
}
}
I have some suggestions that might help:
Don’t use the variable faces, instead, have an ImageIcon called playerFace with a default direction of up
private ImageIcon playerFace = new ImageIcon(“PlayerUpImage.png”);
Your paint method could then look like this
public void paintComponent(Graphics g) {
super.paintComponent(g);
g.drawImage(playerFace.getImage(), 800, 800, null);
}
In your keyPressed method, all you have to do is change the player image and call the method repaint so that the panel calls the paintComponent method again:
public void keyPressed(KeyEvent e) {
//pressed d for example
if(e.getKeyCode() == KeyEvent.VK_D)
playerFace = new ImageIcon(“PlayerImageRight.png”);
... //if else’s for other keys
repaint();
}
Preferably, you’d want to have playerFaces as an attribute of the Player class with a getter method to get the playerFace direction (so making playerFace a variable of Player). But this is to get you started
You’ll also want to set up a frame instead of using your current variable FRAME
public FinalPanel() {
JFrame frame = new JFrame();
frame.setSize(1600, 1600);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.add(this);
frame.setVisible(true);
addKeyListener(new Key());
setFocusable(true);
}

Repaint() not being called if i use ImageIO.read()

When i try to set value to BufferedImage called dinoImage in Dino.java in a constructor i just get a blank screen every time (second picture) because repaint() is not being called, but if i set it to null it is working just fine but without this image (first picture).
No exceptions, everything seems fine in this code, this problem appears when i try to set value to this field using static method getImage of Resource.java which uses this line of code ImageIO.read(new File(path)) and it causes that repaint() is not being called, i guess this line causes such weird behavior but i dont know how to solve it.
Main.java
public class Main {
public static void main(String[] args) {
GameWindow gameWindow = new GameWindow();
gameWindow.startGame();
}
}
GameWindow.java
public class GameWindow extends JFrame {
private GameScreen gameScreen;
public GameWindow() {
super("Runner");
setSize(1000, 500);
setVisible(true);
setResizable(false);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
gameScreen = new GameScreen();
add(gameScreen);
}
public void startGame() {
gameScreen.startThread();
}
}
GameScreen.java
public class GameScreen extends JPanel implements Runnable, KeyListener {
private Thread thread;
public static final double GRAVITY = 0.1;
public static final int GROUND_Y = 300;
private Dino dino;
public GameScreen() {
thread = new Thread(this);
dino = new Dino();
}
public void startThread() {
thread.start();
}
#Override
public void run() {
while(true) {
try {
Thread.sleep(20);
dino.updatePosition();
repaint();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
#Override
public void paintComponent(Graphics g) {
super.paintComponent(g);
// g.clearRect(0, 0, getWidth(), getHeight());
g.setColor(Color.RED);
g.drawLine(0, GROUND_Y, getWidth(), GROUND_Y);
dino.draw(g);
}
#Override
public void keyTyped(KeyEvent e) {
}
#Override
public void keyPressed(KeyEvent e) {
System.out.println("Key Pressed");
dino.jump();
}
#Override
public void keyReleased(KeyEvent e) {
System.out.println("Key Released");
}
}
Dino.java
public class Dino {
private double x = 100;
private double y = 100;
private double speedY = 0;
private BufferedImage dinoImage;
public Dino() {
dinoImage = getImage("data/dino.png");
}
public void updatePosition() {
if(y + speedY >= GROUND_Y - 100) {
speedY = 0;
y = GROUND_Y - 100;
} else {
speedY += GRAVITY;
y += speedY;
}
}
public void jump() {
if(y == GROUND_Y - 100) {
speedY = -5;
y += speedY;
}
}
public void draw(Graphics g) {
g.setColor(Color.BLACK);
g.drawRect((int)x, (int)y, 100, 100);
g.drawImage(dinoImage, (int)x, (int)y, null);
}
}
Resource.java
public class Resource {
public static BufferedImage getImage(String path) {
BufferedImage image = null;
try {
image = ImageIO.read(new File(path));
} catch (IOException e) {
e.printStackTrace();
}
return image;
}
}
setSize(1000, 500);
setVisible(true);
setResizable(false);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
gameScreen = new GameScreen();
add(gameScreen);
Swing components need to be added to the frame BEFORE the frame is made visible. Otherwise the panel has a size of (0, 0) and there is nothing to paint.
The code should be something like:
gameScreen = new GameScreen();
add(gameScreen);
setSize(1000, 500);
setVisible(true);

I am Strugling to create and understand a specific method for a simple shooter game program

These are the specific instruction but they are kind of confusing to me (are the instructions confusing/ambiguous or am I just not getting it?)
write a method public static void draw shooter(Graphics g, Color c);
call draw shooter using the shooter color as the last parameter in drawAll(?)
test the program you should see a red disk centered near the bottom of the screen(?)
import java.awt.*;
public class Project2{
public static final int PANEL_WIDTH = 300;
public static final int PANEL_HEIGHT = 300;
public static final int SLEEP_TIME = 50;
public static Color SHOOTER_COLOR = Color.RED;
public static Color BACKGROUND_COLOR = Color.WHITE;
public static final int SHOOTER_SIZE = 20; //diameter of the shooter
public static final int GUN_SIZE = 10; //length og the gun
public static final int SHOOTER_POSITION_Y = PANEL_HEIGHT - SHOOTER_SIZE;
public static final int SHOOTER_INITIAL_POSITION_X = 150;
int shooterPosition;
public static void initialize(){
int shooterPositionX = SHOOTER_INITIAL_POSITION_X;
}
public static void main(String[] args) {
DrawingPanel panel = new DrawingPanel(PANEL_WIDTH, PANEL_HEIGHT);
Graphics g = panel.getGraphics( );
initialize();
startGame(panel, g);
drawShooter(g, SHOOTER_COLOR);
}
public static void drawShooter(Graphics g, Color C){
g.setColor(Color);
g.fillOval(shooterPosition, SHOOTER_POSITION_Y, SHOOTER_SIZE, SHOOTER_SIZE);
}
public static void drawAll(Graphics g){
g.drawString("Project 2 by Jasmine Ramirez", 10, 15);
}
public static void startGame(DrawingPanel panel, Graphics g) {
for (int i = 0; i <= 10000; i++) {
panel.sleep(SLEEP_TIME);
drawAll(g);
}
}
}
this is my code I guessed that I needed to draw and color in a circle inside the method but I am getting errors with the g.setColor inside the method and I'm not sure what the second step means. Thanks just started learning to program.
Drawing Panel
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
import javax.swing.*;
import javax.swing.event.*;
import java.util.ArrayList;
public class DrawingPanel implements ActionListener {
private static final String versionMessage =
"Drawing Panel version 1.1, January 25, 2015";
private static final int DELAY = 100; // delay between repaints in millis
private static final boolean PRETTY = false; // true to anti-alias
private static boolean showStatus = false;
private static final int MAX_KEY_BUF_SIZE = 10;
private int width, height; // dimensions of window frame
private JFrame frame; // overall window frame
private JPanel panel; // overall drawing surface
private BufferedImage image; // remembers drawing commands
private Graphics2D g2; // graphics context for painting
private JLabel statusBar; // status bar showing mouse position
private volatile MouseEvent click; // stores the last mouse click
private volatile boolean pressed; // true if the mouse is pressed
private volatile MouseEvent move; // stores the position of the mouse
private ArrayList<KeyInfo> keys;
// construct a drawing panel of given width and height enclosed in a window
public DrawingPanel(int width, int height) {
this.width = width;
this.height = height;
keys = new ArrayList<KeyInfo>();
image = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
statusBar = new JLabel(" ");
statusBar.setBorder(BorderFactory.createLineBorder(Color.BLACK));
statusBar.setText(versionMessage);
panel = new JPanel(new FlowLayout(FlowLayout.CENTER, 0, 0));
panel.setBackground(Color.WHITE);
panel.setPreferredSize(new Dimension(width, height));
panel.add(new JLabel(new ImageIcon(image)));
click = null;
move = null;
pressed = false;
// listen to mouse movement
MouseInputAdapter listener = new MouseInputAdapter() {
public void mouseMoved(MouseEvent e) {
pressed = false;
move = e;
if (showStatus)
statusBar.setText("moved (" + e.getX() + ", " + e.getY() + ")");
}
public void mousePressed(MouseEvent e) {
pressed = true;
move = e;
if (showStatus)
statusBar.setText("pressed (" + e.getX() + ", " + e.getY() + ")");
}
public void mouseDragged(MouseEvent e) {
pressed = true;
move = e;
if (showStatus)
statusBar.setText("dragged (" + e.getX() + ", " + e.getY() + ")");
}
public void mouseReleased(MouseEvent e) {
click = e;
pressed = false;
if (showStatus)
statusBar.setText("released (" + e.getX() + ", " + e.getY() + ")");
}
public void mouseEntered(MouseEvent e) {
// System.out.println("mouse entered");
panel.requestFocus();
}
};
panel.addMouseListener(listener);
panel.addMouseMotionListener(listener);
new DrawingPanelKeyListener();
g2 = (Graphics2D)image.getGraphics();
g2.setColor(Color.BLACK);
if (PRETTY) {
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
g2.setStroke(new BasicStroke(1.1f));
}
frame = new JFrame("Drawing Panel");
frame.setResizable(false);
try {
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); // so that this works in an applet
} catch (Exception e) {}
frame.getContentPane().add(panel);
frame.getContentPane().add(statusBar, "South");
frame.pack();
frame.setVisible(true);
toFront();
frame.requestFocus();
// repaint timer so that the screen will update
new Timer(DELAY, this).start();
}
public void showMouseStatus(boolean f) {
showStatus = f;
}
public void addKeyListener(KeyListener listener) {
panel.addKeyListener(listener);
panel.requestFocus();
}
// used for an internal timer that keeps repainting
public void actionPerformed(ActionEvent e) {
panel.repaint();
}
// obtain the Graphics object to draw on the panel
public Graphics2D getGraphics() {
return g2;
}
// set the background color of the drawing panel
public void setBackground(Color c) {
panel.setBackground(c);
}
// show or hide the drawing panel on the screen
public void setVisible(boolean visible) {
frame.setVisible(visible);
}
// makes the program pause for the given amount of time,
// allowing for animation
public void sleep(int millis) {
panel.repaint();
try {
Thread.sleep(millis);
} catch (InterruptedException e) {}
}
// close the drawing panel
public void close() {
frame.dispose();
}
// makes drawing panel become the frontmost window on the screen
public void toFront() {
frame.toFront();
}
// return panel width
public int getWidth() {
return width;
}
// return panel height
public int getHeight() {
return height;
}
// return the X position of the mouse or -1
public int getMouseX() {
if (move == null) {
return -1;
} else {
return move.getX();
}
}
// return the Y position of the mouse or -1
public int getMouseY() {
if (move == null) {
return -1;
} else {
return move.getY();
}
}
// return the X position of the last click or -1
public int getClickX() {
if (click == null) {
return -1;
} else {
return click.getX();
}
}
// return the Y position of the last click or -1
public int getClickY() {
if (click == null) {
return -1;
} else {
return click.getY();
}
}
// return true if a mouse button is pressed
public boolean mousePressed() {
return pressed;
}
public synchronized int getKeyCode() {
if (keys.size() == 0)
return 0;
return keys.remove(0).keyCode;
}
public synchronized char getKeyChar() {
if (keys.size() == 0)
return 0;
return keys.remove(0).keyChar;
}
public synchronized int getKeysSize() {
return keys.size();
}
private synchronized void insertKeyData(char c, int code) {
keys.add(new KeyInfo(c,code));
if (keys.size() > MAX_KEY_BUF_SIZE) {
keys.remove(0);
// System.out.println("Dropped key");
}
}
private class KeyInfo {
public int keyCode;
public char keyChar;
public KeyInfo(char keyChar, int keyCode) {
this.keyCode = keyCode;
this.keyChar = keyChar;
}
}
private class DrawingPanelKeyListener implements KeyListener {
int repeatCount = 0;
public DrawingPanelKeyListener() {
panel.addKeyListener(this);
panel.requestFocus();
}
public void keyPressed(KeyEvent event) {
// System.out.println("key pressed");
repeatCount++;
if ((repeatCount == 1) || (getKeysSize() < 2))
insertKeyData(event.getKeyChar(),event.getKeyCode());
}
public void keyTyped(KeyEvent event) {
}
public void keyReleased(KeyEvent event) {
repeatCount = 0;
}
}
}
1st Error
In your drawShooter() method you do:
g.setColor(Color)
This is incorrect, since you need to pass an instance of the class Color not the class itself.
So instead use this:
g.setColor(C);
2nd Error
change the shooterPosition to static so that it can be accessed by a static method.
I assume that the method initialize() is also wrong because you are declaring a new shooterPosition int for no reason so do these changes:
int shooterPosition;
To:
public static int shooterPosition;
And
public static void initialize(){
int shooterPositionX = SHOOTER_INITIAL_POSITION_X;
}
To:
public static void initialize() {
shooterPosition = SHOOTER_INITIAL_POSITION_X;
}
3rd Error
In startGame() you are looping for 10000 times and each time you are waiting for a bit more than 1/20th of a second, which means that you will have to wait for almost 10 minutes until the red circle is drawn. So you have two options.
1st option: decrease the amount of iterations or even better remove the loop.
public static void startGame(DrawingPanel panel, Graphics g) {
for (int i = 0; i <= 10000; i++) {
panel.sleep(SLEEP_TIME);
drawAll(g);
}
}
To:
public static void startGame(DrawingPanel panel, Graphics g) {
for (int i = 0; i <= 1; i++) {
panel.sleep(SLEEP_TIME);
drawAll(g);
}
}
or
public static void startGame(DrawingPanel panel, Graphics g) {
panel.sleep(SLEEP_TIME);
drawAll(g);
}
2nd option: execute the drawShooter() method before the startGame() method or don't execute the startGame() at all.
startGame(panel, g); drawShooter(g, SHOOTER_COLOR);
To:
drawShooter(g, SHOOTER_COLOR);
startGame(panel, g);
or
drawShooter(g, SHOOTER_COLOR);
Didn't you ask this same question or something similar to it yesterday? And you're passing in the class name to g.setColor(Color) method and need to pass in the parameter which holds the object: g.setColor(C)
Your use of Graphics is not good, as you shouldn't use a Graphics obtained from a component via getGraphics(), but I'm guessing that it's because that's what your instructor told you to do. Same for use of a while (true) loop. Instead you should use a Swing Timer.
Like stated before g.setcolor(c) is required
check your error msgs since it allows you to gather that error and the shooterPosition error(its not public so cant be used inside a method)

JFrame repainting image blinking

I am having an issue with the command super.paintComponents(g); when updating a JFrame. The issue I am having is that the image I am loading is blinking while the code is running. I am pretty sure that the code is double buffering and have not found any helpful resource online to solve this issue. This is my first question so please tolerate any formatting errors.
Here is my entire code (snippets below):
public class GAME extends JFrame implements KeyListener, MouseMotionListener {
int mouseX, mouseY;
public static ArrayList<Images> images = new ArrayList<Images>();
public static String lastKeyPressed = null;
public GAME() {
this.addMouseMotionListener(this);
this.addKeyListener(this);
}
public void mouseDragged(MouseEvent e) {
mouseX = e.getX();
mouseY = e.getY();
}
public void mouseMoved(MouseEvent e) {
mouseX = e.getX();
mouseY = e.getY();
}
public void keyPressed(KeyEvent e) {
if (e.getKeyCode() == e.VK_LEFT) {
lastKeyPressed = "LEFT";
} else if (e.getKeyCode() == e.VK_RIGHT) {
lastKeyPressed = "RIGHT";
} else if (e.getKeyCode() == e.VK_UP) {
lastKeyPressed = "UP";
} else if (e.getKeyCode() == e.VK_DOWN) {
lastKeyPressed = "DOWN";
}
}
public void keyReleased(KeyEvent e) {
}
public void keyTyped(KeyEvent e) {
}
#Override
public void paint(Graphics g) {
super.paintComponents(g);
for (int i = 0; i < images.size(); i++) {
g.drawImage(images.get(i).img, images.get(i).xpos, images.get(i).ypos, null);
}
}
public static void main(String[] args) throws IOException, InterruptedException {
GAME frame = new GAME();
Dimension dim = new Dimension(800, 600);
frame.setPreferredSize(dim);
frame.setSize(dim);
frame.setResizable(false);
frame.setTitle("GAME");
frame.setLocationRelativeTo(null);
frame.setVisible(true);
Images test = new Images("unnamed.png");
images.add(test);
while (true) {
if (lastKeyPressed == "LEFT") {
test.xpos -= 5;
lastKeyPressed = null;
} else if (lastKeyPressed == "RIGHT") {
test.xpos += 5;
lastKeyPressed = null;
} else if (lastKeyPressed == "UP") {
test.ypos -= 5;
lastKeyPressed = null;
} else if (lastKeyPressed == "DOWN") {
test.ypos += 5;
lastKeyPressed = null;
}
frame.repaint();
Thread.sleep(100);
}
}
}
Here is the images class:
public class Images {
String name;
BufferedImage img;
int xpos;
int ypos;
public Images (String Name) throws IOException{
name = Name;
xpos = 40;
ypos = 90;
System.out.println(name);
System.out.println("PATH: " + GAME.class.getResource(name));
URL file = getClass().getClassLoader().getResource(name);
img = ImageIO.read(file);
}
}
What you probably only want to see is the following:
My paint method:
#Override
public void paint(Graphics g) {
super.paintComponents(g);
for (int i = 0; i < images.size(); i++) {
g.drawImage(images.get(i).img, images.get(i).xpos, images.get(i).ypos, null);
}
}
And the block of code in the main class that is running the game:
Images test = new Images("unnamed.png");
images.add(test);
while (true) {
if (lastKeyPressed == "LEFT") {
test.xpos -= 5;
lastKeyPressed = null;
} else if (lastKeyPressed == "RIGHT") {
test.xpos += 5;
lastKeyPressed = null;
} else if (lastKeyPressed == "UP") {
test.ypos -= 5;
lastKeyPressed = null;
} else if (lastKeyPressed == "DOWN") {
test.ypos += 5;
lastKeyPressed = null;
}
frame.repaint();
Thread.sleep(100);
}
(I added the Thread.sleep because it seemed to decrease the rate at which the blinking occurred)
Here is a gif of what is happening (I just used the first Google result for 'test' for the image):
http://i.imgur.com/WjLCSvu.gif?1
I appreciate any help and general suggestions to better my code. Thank you.
Don't override paint of top level containers like JFrame there aren't double buffered, instead, use a JPanel and override its paintComponent method. JPanel is double buffered by default.
Then, add the panel to what ever container you want
Don't forget to call it's super method (super.paintComponent) before you do any custom painting.
Take a closer look at Painting in AWT and Swing and Performing Custom Painting for more details about how painting works in Swing
This is just one reason why you shouldn't (extend from JFrame and) override paint of top level containers, take a look at
How can I set in the midst?
Graphics rendering in title bar
Java JFrame .setSize(x, y) not working?
How to get the EXACT middle of a screen, even when re-sized
for some more

Java animation does not refresh properly and uses too much CPU

I have a problem with a simple Java game I am creating right now. I want a dot (a car) to be movable across the game screen, but instead of this all I can see on the screen is the long "snake" created by the dot moved by me:
Other problem is that activity manager on my Mac shows that the game uses huge amount of CPU power - my laptop gets very hot very fast. I suspect that there is something wrong with my game loop, but since now I haven't found any solution:
BoardPanel.java:
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import java.awt.event.*;
import javax.swing.*;
#SuppressWarnings("serial")
public class BoardPanel extends JPanel implements KeyListener, Runnable {
public static final int WIDTH = 600;
public static final int HEIGHT = 600;
private Thread thread;
private boolean running;
private BufferedImage image;
private Graphics2D g;
private int FPS = 30;
private int targetTime = 1000/FPS;
private Map map;
private Car car;
public BoardPanel() {
super();
setPreferredSize(new Dimension(WIDTH, HEIGHT));
setFocusable(true);
requestFocus();
}
public void addNotify() {
super.addNotify();
if(thread == null) {
thread = new Thread(this);
thread.start();
}
addKeyListener(this);
}
public void run() {
init();
long startTime;
long reTime;
long waitTime;
while (running) {
startTime = System.nanoTime();
update();
render();
draw();
reTime = System.nanoTime() - startTime;
waitTime = targetTime - reTime;
try {
Thread.sleep(waitTime);
}
catch(Exception e) {
}
}
}
private void init() {
running = true;
image = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB);
g = (Graphics2D) image.getGraphics();
map = new Map();
car = new Car(map);
car.setxpos(50);
car.setypos(50);
}
private void update() {
map.update();
car.update();
}
private void render() {
map.draw(g);
car.draw(g);
}
private void draw() {
Graphics g2 = getGraphics();
g2.drawImage(image, 0, 0, null);
g2.dispose();
}
public void keyTyped(KeyEvent key) {
}
public void keyPressed(KeyEvent key) {
int code = key.getKeyCode();
if(code == KeyEvent.VK_LEFT) {
car.setLeft(true);
}
if(code == KeyEvent.VK_RIGHT) {
car.setRight(true);
}
if(code == KeyEvent.VK_UP) {
car.setUp(true);
}
if(code == KeyEvent.VK_DOWN) {
car.setDown(true);
}
}
public void keyReleased(KeyEvent key) {
int code = key.getKeyCode();
if(code == KeyEvent.VK_LEFT) {
car.setLeft(false);
}
if(code == KeyEvent.VK_RIGHT) {
car.setRight(false);
}
if(code == KeyEvent.VK_UP) {
car.setUp(false);
}
if(code == KeyEvent.VK_DOWN) {
car.setDown(false);
}
}
}
Car.java
import java.awt.*;
public class Car {
private double xpos;
private double ypos;
//private int xsize;
//private int ysize;
private boolean left;
private boolean right;
private boolean up;
private boolean down;
private Map map;
public Car(Map m) {
map = m;
}
public void setxpos(int i) {
xpos = i;
}
public void setypos(int i) {
ypos = i;
}
public void setLeft (boolean b) {
left = b;
}
public void setRight (boolean b) {
right = b;
}
public void setUp (boolean b) {
up = b;
}
public void setDown (boolean b) {
down = b;
}
public void update() {
if(left) {
xpos--;
}
if(right) {
xpos++;
}
if(up) {
ypos--;
}
if(down) {
ypos++;
}
}
public void draw(Graphics2D g) {
int mx = map.getx();
int my = map.gety();
g.setColor(Color.BLUE);
g.fillOval((int)(mx+xpos-20/2), (int)(my+ypos-20/2), 20, 20);
}
}
Map.java (I haven't created map yet, right now only want the dot to move properly)
import java.awt.*;
public class Map {
public int x;
public int y;
public int getx() {
return x;
}
public int gety() {
return y;
}
public void setx(int i) {
x = i;
}
public void sety(int i ) {
y = i;
}
public void update() {
}
public void draw(Graphics2D g) {
}
}
RacerMain.java
import javax.swing.JFrame;
public class RacerMain {
public static void main (String[]args) {
//MainFrame mf = new MainFrame();
JFrame mf = new JFrame("Racer");
mf.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
mf.setContentPane(new BoardPanel());;
mf.pack();
mf.setVisible(true);
}
}
Many thanks for your help!!!
In addition to what camickr said: Be careful with your usage of the Graphics. A rule of thumb:
Never call getGraphics on a Component!
Additionally, you are never disposing the Graphics that you are fetching from the BufferedImage. You are instead disposing the Graphics that you obtained from the Component, which may be even worse than fetching it in the first place!
I wonder why you are overriding the addNotify method. You should not implement any functionality based on averriding this method....
So you should change the respecive parts of your BoardPanel class roughly as follows:
public class BoardPanel extends JPanel implements KeyListener, Runnable {
...
// private Graphics2D g; // Don't store this here
public BoardPanel() {
...
// Create the thread here instead of in the "addNotify" method!
if(thread == null) {
thread = new Thread(this);
thread.start();
}
addKeyListener(this);
}
public void run() {
...
while (running) {
...
//draw(); // Don't call this method
repaint(); // Trigger a repaint instead!
}
}
private void render() {
Graphics2D g = image.createGraphics();
// Clear the background (see camickrs answer)
g.setColor(Color.BLACK);
g.fillRect(0,0,image.getWidth(),image.getHeight());
try
{
map.draw(g);
car.draw(g);
}
finally
{
g.dispose(); // Dispose the Graphics after it has been used
}
}
/** Don't call "getGraphics" on a component!
private void draw() {
Graphics g2 = getGraphics();
g2.drawImage(image, 0, 0, null);
g2.dispose();
}
*/
// Override the paintComponent method instead:
#Override
protected void paintComponent(Graphics g)
{
super.paintComponent(g);
g.drawImage(image,0,0,null);
}
In your draw() method you need to clear the BufferedImages background before your invoke the fillOval method. Something like:
g.setColor( Color.BLACK );
g.fillRect(...);
g.setColor( Color.BLUE );
g.fillOval(...);
Print out your "waitTime" to make sure you are waiting a reasonable time.

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