I'm currently trying my hand at LibGDX to create a simple game. Currently I have finished working on the main menu and have tried to program the Level Selection menu. I have the following code in my LevelSelection class but my application crashes when I try to click on the "start" button in my main menu to bring up the Level Selection menu:
import java.util.ArrayList;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.Screen;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.g2d.TextureAtlas;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Skin;
import com.badlogic.gdx.scenes.scene2d.ui.Table;
import com.badlogic.gdx.scenes.scene2d.ui.TextButton;
public class LevelSelect implements Screen {
private Stage stage;
private TextureAtlas atlas;
private Table table;
private ArrayList<TextButton> buttons;
private Skin skin;
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0, 0, 0, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act(delta);
stage.draw();
}
public void initButtons(){
buttons = new ArrayList<TextButton>();
for(int i=1;i<=5;i++){
TextButton b = new TextButton(("" + i),skin);
buttons.add(b);
}
}
#Override
public void resize(int width, int height) {
/*stage.getViewport().update(width, height, false);
table.invalidateHierarchy();*/
}
#Override
public void show() {
stage = new Stage();
Gdx.input.setInputProcessor(stage);
atlas = new TextureAtlas(Gdx.files.internal("ui/button.pack"));
skin = new Skin(Gdx.files.internal("ui/menuSkin.json"),atlas);
table = new Table(skin);
this.initButtons();
}
#Override
public void hide() {
dispose();
}
#Override
public void pause() {
}
#Override
public void resume() {
}
#Override
public void dispose() {
stage.dispose();
skin.dispose();
}
}
It seems that the initButtons method isn't the issue either as even without that the application crashes. The application reports no errors, rather I get a Java Platform SE binary has stopped working issue when I click the 'start' button that loads this new screen class.
Thank you for your help!
Related
I am trying to put a button using a play image. I have followed some tutorials and cannot find the documentation to complete my project. The game is actually done, and I just need to connect the gameover screen to the game screen so I can replay the game by pushing the play image. I got stuck in this longer than I expected. I cannot change the methods because I will mess up my code. Code and images below.
package com.mygdx.game;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.graphics.Texture;
import com.badlogic.gdx.scenes.scene2d.Actor;
import com.badlogic.gdx.scenes.scene2d.Stage;
import com.badlogic.gdx.scenes.scene2d.ui.Image;
import com.badlogic.gdx.scenes.scene2d.utils.ChangeListener;
import com.badlogic.gdx.utils.viewport.FitViewport;
public class GameOverScreen extends BaseScreen {
private Image background;
private Stage stage;
private Image gameOver;
private Image replay;
public GameOverScreen(final MainGame game) {
super(game);
stage = new Stage(new FitViewport(640, 320));
//Preparing actors
background = new Image(game.getManager().get("bg.png", Texture.class));
gameOver = new Image(game.getManager().get("gameover.png", Texture.class));
replay = new Image(game.getManager().get("plybtn.png", Texture.class));
replay.addCaptureListener(new ChangeListener() {
#Override
public void changed(ChangeEvent event, Actor actor) {
game.setScreen(game.gameScreen);
}
});
//Giving their positions and sizes
background.setPosition(0,0);
gameOver.setPosition(320 - gameOver.getWidth()/2, 180 - gameOver.getHeight()/2);
replay.setPosition(320 - replay.getWidth()/2, 60 -replay.getHeight()/2);
//Set them in stage
stage.addActor(background);
stage.addActor(gameOver);
stage.addActor(replay);
}
#Override
public void show() {
Gdx.input.setInputProcessor(stage);
}
#Override
public void hide() {
Gdx.input.setInputProcessor(null);
}
#Override
public void dispose() {
stage.dispose();
}
#Override
public void render(float delta) {
Gdx.gl.glClearColor(0.4f, 0.5f, 0.8f, 1f);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act();
stage.draw();
}
}
[This is the screen that I get, it does not change the screen when I touch the button][1]
[1]: https://i.stack.imgur.com/GxVLM.png
Update:
This is the solution to my problem in case you need it.
// Declare statements at the beginning of the class
private Texture myTexture;
private TextureRegion myTextureRegion;
private TextureRegionDrawable myTexRegionDrawable;
private ImageButton pbutton;
// Make a texture out of the image in the MenuScreen constructor
myTexture = new Texture(Gdx.files.internal("plybtn.png"));
myTextureRegion = new TextureRegion(myTexture);
myTexRegionDrawable = new TextureRegionDrawable(myTextureRegion);
pbutton = new ImageButton(myTexRegionDrawable);
The event doesn't look like its being received. Change
replay.addCaptureListener(new ChangeListener() {
to
replay.addListener(new ChangeListener() {
or even use ClickListener instead. CaptureListener is to intercept events to disable them, not for handling and you need to return true in the capture handler to not break event handling down the tree.
https://gamedev.stackexchange.com/questions/151505/what-is-the-difference-between-a-listener-and-a-capturelistener-in-libgdx-scene2
At this moment I have 2 screens: MainScreen (it's the main menu of the game) and GameScreen. I have a "button" (it's an image) that when the user clicks on it, the MainScreen switchs to the GameScreen.
The problem is that all the images of the MainScreen don't disappear when the second screen appears (the button and the main title). I have been working on this for days and I don't know what more to do.
Main class of the game:
public class MyGame extends Game {
#Override
public void create () {
Sounds.load();
Texts.load();
Buttons.load();
setScreen(new MainScreen(this));
}
#Override
public void dispose () {
super.dispose();
Sounds.dispose();
Texts.dispose();
Buttons.dispose();
}
}
MainScreen:
public class MainScreen implements Screen {
private MyGame game;
private Stage stage;
private OrthographicCamera camera;
private Viewport viewport;
public static Image tituloPrincipal, botonPlay;
public MainScreen(final MyGame game) {
this.game = game;
//stage
camera = new OrthographicCamera(Settings.SCREEN_WIDTH, Settings.SCREEN_HEIGHT);
viewport = new StretchViewport(Settings.SCREEN_WIDTH, Settings.SCREEN_HEIGHT, camera);
stage = new Stage(viewport);
//background
stage.addActor(new Image(Sprites.mainBackground));
//Title of the game
tituloPrincipal = new Image();
tituloPrincipal.setPosition(Settings.SCREEN_WIDTH * 1 / 6, Settings.SCREEN_HEIGHT * 4 / 12);
tituloPrincipal.setDrawable(new TextureRegionDrawable(new TextureRegion(Texts.tituloPrincipal)));
tituloPrincipal.setSize(Texts.tituloPrincipal.getWidth()/3,
Texts.tituloPrincipal.getHeight()/3);
stage.addActor(tituloPrincipal);
//Play Button
botonPlay = new Image();
botonPlay.setPosition(Settings.SCREEN_WIDTH * 4 / 10, Settings.SCREEN_HEIGHT / 16);
botonPlay.setDrawable(new TextureRegionDrawable(new TextureRegion(Buttons.playbutton)));
botonPlay.setSize(Buttons.playbutton.getWidth()/16,
Buttons.playbutton.getHeight()/18);
stage.addActor(botonPlay);
//Song
Sounds.musicMainScreen.play();
}
#Override
public void show() {
Gdx.input.setInputProcessor(stage);
}
#Override
public void render(float delta) {
botonPlay.addListener(new ClickListener(){
#Override
public void clicked(InputEvent event, float x, float y) {
game.setScreen(new GameScreen(game));
dispose();
}
});
stage.draw();
stage.act(delta);
}
#Override
public void resize ( int width, int height){
}
#Override
public void pause () {
}
#Override
public void resume () {
}
#Override
public void hide () {
}
#Override
public void dispose () {
}
}
GameScreen:
public class GameScreen implements Screen {
private Game game;
private Stage stage;
public GameScreen(Game game) {
this.game = game;
stage = new Stage();
Gdx.input.setInputProcessor(stage);
deleteMainScreenSources();
//song
Sounds.musicGameScreen.play();
}
public void deleteMainScreenSources() {
Sounds.musicMainScreen.stop();
}
#Override
public void show() {
}
#Override
public void render(float delta) {
}
#Override
public void resize ( int width, int height){
}
#Override
public void pause () {
}
#Override
public void resume () {
}
#Override
public void hide () {
}
#Override
public void dispose () {
}
}
Button class:
public class Buttons {
public static Texture playbutton;
public static void load() {
playbutton = new Texture(Gdx.files.internal("playbutton.png"));
playbutton.setFilter(Texture.TextureFilter.Nearest, Texture.TextureFilter.Nearest);
}
public static void dispose() {
playbutton.dispose();
}
}
The class of the title it's like the class of the button.
Your render method is what draws your screen. If you are not aware, it is kind of a game loop , which gets executed non stop ( around 60/sec by default I believe). So all your drawing and redrawing goes here.Usually , you would be clearing your screen at first and then draw other images on the screen. Libgdx provide interfacing to opengl to clear the screen. In my case, I always clear screen at the very first line of render method and draw additional things on it so that it makes sure my stale content of the screens are gone.In your GameScreen , your render method is empty , so your previous screen is not yet wiped out. I believe adding clear and drawing your new stage in GameScreen will resolve your issue.
Make your code in GameScreen render something like this and try ,
#Override
public void render(float delta) {
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT);
stage.act();
stage.draw();
}
Also, I would try to avoid creation of any new object in 'render` method for the same reason. Your addListener method in your menu screen can go in it's constructor. So that you don't create anonymous listener in every game loop execution. This may not impact by that much in your current scenario, but if you create some heavy object or some Sprites in this way in game loop, that can drag your game perfomance a lot.
I use this class for my school app projects. It is how I set the application up and it extends JFrame and implements Runnable. Now whenever I use this in school on a Windows computer and everything works and the screen updates, but at home on a Mac it doesn't. I use Eclipse neon with JDK 1.8.0_101
Please help me out, I can't test any projects at home cause of this.
import java.awt.Graphics;
import javax.swing.JFrame;
public abstract class GUIApplication extends JFrame implements Runnable{
private Screen currentScreen;
//no main, cant instentiate an abstract class
public GUIApplication(){
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
int x=40;
int y=40;
int width=1000;
int height=640;
setBounds(x,y,width,height);
initScreen();
setVisible(true);
}
//this is a method for creating the starting screen
protected abstract void initScreen();
public void setScreen(Screen screen){
//stop controls from previous screen
removeListeners();
setCurrentScreen(screen);
//add new controls
addListeners();
}
private void removeListeners(){
if(getCurrentScreen() != null){
if(getCurrentScreen().getMouseListener() != null) removeMouseListener(getCurrentScreen().getMouseListener());
if(getCurrentScreen().getMouseMotionListener() != null) removeMouseMotionListener(getCurrentScreen().getMouseMotionListener());
if(getCurrentScreen().getKeyListener() != null) removeKeyListener(getCurrentScreen().getKeyListener());
// if(currentScreen.getMouseWheelListener() != null) removeMouseWheelListener(currentScreen.getMouseWheelListener());
}
}
private void addListeners(){
if(getCurrentScreen() != null){
if(getCurrentScreen().getMouseListener() != null)addMouseListener(getCurrentScreen().getMouseListener());
if(getCurrentScreen().getMouseMotionListener() != null) addMouseMotionListener(getCurrentScreen().getMouseMotionListener());
if(getCurrentScreen().getKeyListener() != null){
addKeyListener(getCurrentScreen().getKeyListener());
}
// if(currentScreen.getMouseWheelListener() != null) addMouseWheelListener(currentScreen.getMouseWheelListener());
}
}
public void paint(Graphics g){
g.drawImage(getCurrentScreen().getImage(), 0, 0, null);
}
public void run(){
while(true){
getCurrentScreen().update();
repaint();
try {
Thread.sleep(30);
repaint();
revalidate();
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}
}
public Screen getCurrentScreen() {
return currentScreen;
}
public void setCurrentScreen(Screen currentScreen) {
this.currentScreen = currentScreen;
}
}
This is how a game would start:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Toolkit;
import java.util.ArrayList;
import javax.swing.JFrame;
import game.mainScreenTeam.Dragon;
import game.mainScreenTeam.HomeScreen;
import game.miniGameTeam.GameInstructions;
import game.miniGameTeam.GameScreen;
import game.miniGameTeam.HighScoreScreen;
import game.shopScreen.BuyScreenWendy;
import game.shopScreen.HomeShopScreen;
import game.shopScreen.SellShopZheng;
import guiPractice.GUIApplication;
import guiPractice.Screen;
import guiPractice.components.AnimatedComponent;
/**
* #author Kat
*
*/
public class DragonLand extends GUIApplication {
public static DragonLand game;
public static int coins = 1500;
public static HomeScreen homeScreen;
public static Screen shopMain; // shop 1
public static Screen sellScreen; // shop 2
public static Screen buyScreen; // shop 3
public static Screen highscoreScreen; // high score
public static GameScreen miniGameScreen; // minigame
public static Screen gameInstructionsScreen;
public static Screen HelpScreen;
public static Color NAVY;
public static Color BRIGHT_PINK;
public static Color LIGHT_PINK;
public static Color LIGHT_NUDE;
public static Color DARKER_NUDE;
/**
*
*/
// public static void addDragon(AnimatedComponent a){
// dragonList.add(a);
// }
public DragonLand() {
}
/* (non-Javadoc)
* #see guiPractice.GUIApplication#initScreen()
*/
#Override
protected void initScreen() {
initColors();
miniGameScreen = new GameScreen(getWidth(),getHeight());
shopMain = new HomeShopScreen(getWidth(),getHeight());
sellScreen = new SellShopZheng(getWidth(),getHeight());
homeScreen = new HomeScreen(getWidth(),getHeight());
buyScreen = new BuyScreenWendy(getWidth(),getHeight());
highscoreScreen = new HighScoreScreen(getWidth(),getHeight());
HomeScreen.jenCode = new game.mainScreenTeam.HomeJenniber();
gameInstructionsScreen = new GameInstructions(getWidth(), getHeight());
setScreen(homeScreen);
}
private void initColors() {
NAVY = new Color(62,74,99);
BRIGHT_PINK = new Color(224,102,102);
LIGHT_PINK = new Color(248,186,182);
LIGHT_NUDE = new Color(244,215,183);
DARKER_NUDE = new Color(230,195,147);
}
/**
* #param args
*/
public static void main(String[] args) {
game = new DragonLand();
Thread go = new Thread(game);
go.start();
}
//public coin getter + setter
public void setCoins(int x){
coins = x;
}
public int getCoins(){
return coins;
}
}
This is the home screen
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.image.BufferedImage;
import java.util.ArrayList;
import javax.swing.ImageIcon;
import game.DragonLand;
import guiPractice.ClickableScreen;
import guiPractice.components.Action;
import guiPractice.components.AnimatedComponent;
import guiPractice.components.Button;
import guiPractice.components.Graphic;
import guiPractice.components.TextLabel;
import guiPractice.components.Visible;
import guiPractice.sampleGames.MouseFollower;
/**
* #author Kat
* #author Jenniber
*
*/
public class HomeScreen extends ClickableScreen implements Runnable{
private Graphic background;
public static HomeJenniber jenCode;
public HomeScreen(int width, int height) {
super(width, height);
Thread play = new Thread(this);
play.start();
}
#Override
public void initAllObjects(ArrayList<Visible> viewObjects) {
background=new Graphic(0,0,getWidth(),getHeight(),"img/Grassland.png");
viewObjects.add(background);
HomeKat katCode=new HomeKat(viewObjects, getWidth(), getHeight());
}
#Override
public void run() {
}
}
katCode adds buttons to the screen and image annimations
public void paint(Graphics g){
g.drawImage(getCurrentScreen().getImage(), 0, 0, null);
}
Don't override paint() on a JFrame.
The proper way to do custom painting is to override paintComponent(...) on a JPanel (or JComponent) and then you can set the content pane of the frame to this panel. And don't forget to invoke super.paintComponent(...) as the first statement in the method. Read the section from the Swing tutorial on Custom Painting for more information and working examples.
However if you do get lazy, then at minimum you need to invoke super.paint(...) as the first statement in the paint(...) method.
Also, I doubt you need the revalidate(), since you don't appear to be adding/removing components from the frame.
But in general the order should be:
revalidate(); // to invoke the layout manager
repaint(); // paint components in new location.
I also don't know why you are invoking the update() method. That seems like old AWT code which you don't use in Swing. I suggest you take a look at the tutorial link I gave you and look at the table of contents for other Swing basics.
I've been trying to maka a JavaFX application that moves a square to the right when the mouse is clicked. I'm using TranslateTransition to achieve this. The animation looks extremely choppy and I can't seem to figure out why. Here is the code:
package main;
import javafx.animation.TranslateTransition;
import javafx.application.Application;
import javafx.event.ActionEvent;
import javafx.event.EventHandler;
import javafx.scene.Scene;
import javafx.scene.input.MouseEvent;
import javafx.scene.layout.Pane;
import javafx.scene.paint.Color;
import javafx.scene.shape.Rectangle;
import javafx.stage.Stage;
import javafx.util.Duration;
public class Main extends Application {
#Override
public void start(Stage primaryStage) {
try {
Pane root = new Pane();
Rectangle player = new Rectangle(30,30, Color.rgb(242, 0, 0));
player.relocate(100, 100);
root.getChildren().add(player);
Scene scene = new Scene(root,1280,720);
movePlayerOnMouseClick(scene, player, createTranslateTransition(player));
primaryStage.setScene(scene);
primaryStage.show();
} catch(Exception e) {
e.printStackTrace();
}
}
public static void main(String[] args) {
launch(args);
}
private TranslateTransition createTranslateTransition(Rectangle o) {
final TranslateTransition transition = new TranslateTransition(Duration.seconds(1), o);
transition.setOnFinished(new EventHandler<ActionEvent>() {
#Override public void handle(ActionEvent t) {
o.setX(o.getTranslateX());
o.setY(o.getTranslateY());
}
});
return transition;
}
private void movePlayerOnMouseClick(Scene scene, Rectangle o, final TranslateTransition transition){
scene.setOnMousePressed(new EventHandler<MouseEvent>() {
#Override public void handle(MouseEvent event) {
transition.setToX(o.getX() + 10 * Math.cos(Math.toRadians(0)));
transition.setToY(o.getY() + 10 * Math.sin(Math.toRadians(0)));
transition.playFromStart();
}
});
}
}
Im using Java 8.
The TranslateTransition performs the animation by updating the translateX and translateY properties of the node. These are different to the x and y properties of the Rectangle (the rectangle is positioned first by looking at its x and y properties, and then applying its transformations, including the translation).
So in the onFinished handler, you are causing the rectangle to jump to the location specified by the translation, with the translation still applied after that. If you want to update the coordinates from the translation, you should add the translation to the coordinates, and then set the translation to zero:
transition.setOnFinished(new EventHandler<ActionEvent>() {
#Override public void handle(ActionEvent t) {
o.setX(o.getX() + o.getTranslateX());
o.setY(o.getY() + o.getTranslateY());
o.setTranslateX(0);
o.setTranslateY(0);
}
});
and then you probably just want
private void movePlayerOnMouseClick(Scene scene, Rectangle o, final TranslateTransition transition){
scene.setOnMousePressed(new EventHandler<MouseEvent>() {
#Override public void handle(MouseEvent event) {
transition.setToX(10 * Math.cos(Math.toRadians(0)));
transition.setToY(10 * Math.sin(Math.toRadians(0)));
transition.playFromStart();
}
});
}
I'm creating a "simple" 2D game engine for the block game Collapse for my college class. I am trying to make it such that the JFrame is resized any time a new screen is introduced, and I have made two attempts at it, one that resizes correctly, but doesn't show anything, and one that shows SOMETHING, but doesn't resize.
For this post, I will be showing the code for the second game engine that I have created, as my first attempt was a monolithic version that I ended up having trouble following myself.
First off, for some reason the window will not close with the X button, even though the setDefaultCLoseOperation(JFrame.EXIT_ON_CLOSE) is enacted.
Second (for the second attempt) the JFrame will not resize, but will show a sliver of the test StartMenu
(sorry for links, editor said I have to have rep of 10 before being able to post pictures... smart move, but still annoying)
http://i1148.photobucket.com/albums/o577/FoxnEagle/GraphicsWindow1_zpscqdgsjqh.png
but upon resizing;
http://i1148.photobucket.com/albums/o577/FoxnEagle/GraphicsWindow2_zpsckr4eohs.png
I guess the question of the post is what am I doing wrong to have the window become unresponsive, and be able to make modern art with it?
Collapse.java
import gameEngine.*;
import screens.*;
import javax.swing.*;
public class Collapse{
private Game game;
public Collapse(){
this.game = new Game("Test", null);
game.getScrMan().setScreen(new StartMenu(game.getScrMan()));
}
public static void main(String[] args){
new Collapse();
}
}
:||package screens||:
StartMenu.java
package screens;
import gameEngine.*;
import java.awt.*;
import javax.swing.*;
public class StartMenu extends Screen{
private final ScreenManager scrMan;
public StartMenu(ScreenManager scrMan){
super(scrMan);
this.scrMan = scrMan;
}
public void onCreate(){
JButton b1 = new JButton();
scrMan.getScrMan().setSize(200, 200);
scrMan.getScrMan().add(b1);
System.out.println("got here");
}
public void onUpdate(){
}
public void onDraw(Graphics2D g2d){
g2d.setColor(Color.BLACK);
g2d.fillOval(10, 10, 10, 10);
}
public void paintComponent(Graphics g){
g.setColor(Color.BLACK);
g.fillOval(10,10,10,10);
}
}
:||package gameEngine||:
Game.java
package gameEngine;
import javax.swing.*;
import java.awt.*;
public class Game{
private final ImageIcon image;
private final String title;
private final GameLoop gameLoop;
private final ScreenManager scrMan;
private final InputManager inpMan;
private final EntityManager entMan;
private JFrame window;
private boolean running;
//constructor and initializer for gameLoop
public Game(String title, ImageIcon image){
this.title = title;
this.image = image;
window = new JFrame();
scrMan = new ScreenManager(this);
inpMan = new InputManager();
entMan = new EntityManager();
gameLoop = new GameLoop(this);
initialize();
SwingUtilities.invokeLater(gameLoop);
}
private void initialize(){
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); //close on exit
window.setTitle(title); //set the title
if(image != null){} //set the image icon NOT IMPLEMENTED YET
//window.setResizable(false); //user cannot resize
window.setFocusable(true); //
window.setLocationRelativeTo(null); //put in center of screen
window.add(scrMan); //add the
window.pack();
window.setVisible(true);
running = true;
}
public JFrame getWindow(){return window;}
public boolean getRunning(){return running;}
public ScreenManager getScrMan(){return scrMan;}
public InputManager getInput(){return inpMan;}
public EntityManager getEntMan(){return entMan;}
public void paused(){running = false;}
public void resume(){running = true;}
}
GameLoop.java
package gameEngine;
import java.lang.Runnable;
public class GameLoop implements Runnable{
private final Game game;
private long time;
private final int fps = 30;
public GameLoop(Game game){this.game = game;}
public void run(){
while(true){
while(game.getRunning()){
//System.out.println("running");//debugging
if(game.getScrMan().getScreen() != null){
game.getScrMan().getScreen().onUpdate();
//System.out.println("screen is updating");//debugging
}
//fps clock, commenting out does not fix problem
time = System.currentTimeMillis();
time = (1000/fps) - (System.currentTimeMillis() - time);
if(time > 0){try{Thread.sleep(time);}catch(Exception e){}}
}
}
}
}
ScreenManager.java
package gameEngine;
import javax.swing.JPanel;
import java.awt.*;
public class ScreenManager extends JPanel{
private final Game game;
private Screen screen;
public ScreenManager(Game game){this.game = game;}
public void setScreen(Screen screen){
this.screen = screen;
this.removeAll();
screen.onCreate();
game.getWindow().revalidate();
//game.getWindow().pack();
}
public Screen getScreen(){return screen;}
public Game getGame(){return game;}
public ScreenManager getScrMan(){return this;}
public void paintComponent(Graphics g){
super.paintComponent(g);
g.setColor(Color.BLACK);
g.fillOval(0,0, 10, 10);
}
}
Screen.java (StartMenu extends and overrides all functions)
package gameEngine;
import java.awt.Graphics;
import java.awt.Graphics2D;
public abstract class Screen{
private final ScreenManager scrMan;
public Screen(ScreenManager scrMan){this.scrMan = scrMan;}
public abstract void onCreate();
public abstract void onUpdate();
public abstract void onDraw(Graphics2D g2d);
}
InputManager.java (nothing implemented yet, just a placeholder)
package gameEngine;
import java.awt.event.*;
public class InputManager implements KeyListener, MouseListener{
public void mouseClicked(MouseEvent event){
}
public void mouseEntered(MouseEvent event){
}
public void mouseExited(MouseEvent event){
}
public void mousePressed(MouseEvent event){
}
public void mouseReleased(MouseEvent event){
}
public void keyPressed(KeyEvent event){
}
public void keyReleased(KeyEvent event){
}
public void keyTyped(KeyEvent event){
}
}
EntityManager.java and Entity.java are just blank classes
This,
SwingUtilities.invokeLater(gameLoop);
runs your game loop in the event dispatch thread, blocking it. So the repaint manager never has a change to draw the contents. You should instead create the GUI in the event dispatch thread, as modifying or creating swing components from other threads is not safe.
The game loop's timing needs to be done in a way that does not block the EDT. The easiest is using a swing Timer; if that proves later to be insufficient, you can switch to another solution, but then you need to pay close attention to thread safety. Swing timer runs the action listener code in the EDT so it's easy to be thread safe that way.