What is wrong with this applet gameloop? - java

It seems like this applet will only draw and update DRAWS when the window is resized or minimized. So the applet will not repaint all the time, but only when manipulating the window.
Am I doing something wrong here?
I am following the gameloop presented here: http://www3.ntu.edu.sg/home/ehchua/programming/java/J8d_Game_Framework.html
The code is here:
package newapplet;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class GameApplet extends JApplet { // main class for the game as a Swing application
// Define constants for the game
static final int CANVAS_WIDTH = 493; // width and height of the game screen
static final int CANVAS_HEIGHT = 411;
static final int UPDATE_RATE = 4; // number of game update per second
static final long UPDATE_PERIOD = 1000000000L / UPDATE_RATE; // nanoseconds
static int DRAWS = 0;
// ......
// Enumeration for the states of the game.
public enum gameState {
INITIALIZED, CONNECTING, PLAYING, DISCONNECTED
}
private gameState state;
// Define instance variables for the game objects
// ......
// ......
// Handle for the custom drawing panel
private GameCanvas canvas;
// Constructor to initialize the UI components and game objects
public GameApplet() {
// Initialize the game objects
gameInit();
// UI components
canvas = new GameCanvas();
canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT));
this.setContentPane(canvas);
// Other UI components such as button, score board, if any.
// ......
this.setVisible(true);
}
// All the game related codes here
// Initialize all the game objects, run only once in the constructor of the main class.
public void gameInit() {
// ......
state = gameState.INITIALIZED;
}
// Shutdown the game, clean up code that runs only once.
public void gameShutdown() {
// ......
state = gameState.DISCONNECTED;
}
// To start and re-start the game.
public void gameStart() {
// Create a new thread
Thread gameThread = new Thread() {
// Override run() to provide the running behavior of this thread.
#Override
public void run() {
gameLoop();
}
};
// Start the thread. start() calls run(), which in turn calls gameLoop().
gameThread.start();
}
// Run the game loop here.
private void gameLoop() {
// Regenerate the game objects for a new game
// ......
//state = State.PLAYING;
// Game loop
long beginTime, timeTaken, timeLeft;
while (true) {
beginTime = System.nanoTime();
if (state == gameState.DISCONNECTED) break; // break the loop to finish the current play
if (state == gameState.PLAYING) {
// Update the state and position of all the game objects,
// detect collisions and provide responses.
gameUpdate();
}
// Refresh the display
repaint();
// Delay timer to provide the necessary delay to meet the target rate
timeTaken = System.nanoTime() - beginTime;
timeLeft = (UPDATE_PERIOD - timeTaken) / 1000000L; // in milliseconds
if (timeLeft < 10) timeLeft = 10; // set a minimum
try {
// Provides the necessary delay and also yields control so that other thread can do work.
Thread.sleep(timeLeft);
} catch (InterruptedException ex) { }
}
}
// Update the state and position of all the game objects,
// detect collisions and provide responses.
public void gameUpdate() {
}
// Refresh the display. Called back via rapaint(), which invoke the paintComponent().
private void gameDraw(Graphics2D g2d) {
switch (state) {
case INITIALIZED:
g2d.setColor (Color.red);
g2d.drawString ("init",20,20);
break;
case PLAYING:
g2d.setColor (Color.red);
g2d.drawString ("play",20,20);
break;
case CONNECTING:
g2d.setColor (Color.red);
g2d.drawString ("connecting",20,20);
break;
case DISCONNECTED:
g2d.setColor (Color.red);
g2d.drawString ("disconnect",20,20);
break;
}
g2d.setColor (Color.GREEN);
g2d.drawString ("Re-paint: " + DRAWS,30,30);
this.DRAWS++;
// ......
}
// Process a key-pressed event. Update the current state.
public void gameKeyPressed(int keyCode) {
switch (keyCode) {
case KeyEvent.VK_UP:
// ......
break;
case KeyEvent.VK_DOWN:
// ......
break;
case KeyEvent.VK_LEFT:
// ......
break;
case KeyEvent.VK_RIGHT:
// ......
break;
}
}
// Process a key-released event.
public void gameKeyReleased(int keyCode) { }
// Process a key-typed event.
public void gameKeyTyped(char keyChar) { }
// Other methods
// ......
// Custom drawing panel, written as an inner class.
class GameCanvas extends JPanel implements KeyListener {
// Constructor
public GameCanvas() {
setFocusable(true); // so that can receive key-events
requestFocus();
addKeyListener(this);
}
// Override paintComponent to do custom drawing.
// Called back by repaint().
#Override
public void paintComponent(Graphics g) {
Graphics2D g2d = (Graphics2D)g;
super.paintComponent(g2d); // paint background
setBackground(Color.BLACK); // may use an image for background
// Draw the game objects
gameDraw(g2d);
}
// KeyEvent handlers
#Override
public void keyPressed(KeyEvent e) {
gameKeyPressed(e.getKeyCode());
}
#Override
public void keyReleased(KeyEvent e) {
gameKeyReleased(e.getKeyCode());
}
#Override
public void keyTyped(KeyEvent e) {
gameKeyTyped(e.getKeyChar());
}
}
// main
public static void main(String[] args) {
// Use the event dispatch thread to build the UI for thread-safety.
SwingUtilities.invokeLater(new Runnable() {
#Override
public void run() {
new GameApplet();
}
});
}
}

Glancing at that code quickly I can see that you are calling repaint() outside of the Event Dispatch Thread, which can cause issues like the one you are seeing. javax.swing.SwingUtilties.invokeAndWait(Runnable r) will allow you to put that repaint() call on the EDT.
http://docs.oracle.com/javase/tutorial/uiswing/concurrency/dispatch.html

See this code for a few corrections.
// <applet code='GameApplet' width=400 height=50></applet>
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class GameApplet extends JApplet { // main class for the game as a Swing application
// Define constants for the game
static final int CANVAS_WIDTH = 493; // width and height of the game screen
static final int CANVAS_HEIGHT = 411;
static final int UPDATE_RATE = 4; // number of game update per second
static final long UPDATE_PERIOD = 1000000000L / UPDATE_RATE; // nanoseconds
Timer timer;
static int DRAWS = 0;
// ......
// Enumeration for the states of the game.
public enum gameState {
INITIALIZED, CONNECTING, PLAYING, DISCONNECTED
}
private gameState state;
// Define instance variables for the game objects
// ......
// ......
// Handle for the custom drawing panel
private GameCanvas canvas;
// Constructor to initialize the UI components and game objects
public GameApplet() {
// Initialize the game objects
gameInit();
// UI components
canvas = new GameCanvas();
// set the size of the applet in HTML, not the content pane!
canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT));
this.setContentPane(canvas);
// Other UI components such as button, score board, if any.
// ......
//this.setVisible(true);
}
// All the game related codes here
// Initialize all the game objects, run only once in the constructor of the main class.
public void gameInit() {
// ......
state = gameState.INITIALIZED;
gameStart();
}
// Shutdown the game, clean up code that runs only once.
public void gameShutdown() {
// ......
state = gameState.DISCONNECTED;
}
#Override
public void destroy() {
timer.stop();
}
// To start and re-start the game.
public void gameStart() {
// Create a new thread
//Thread gameThread = new Thread() {
// Override run() to provide the running behavior of this thread.
// #Override
// public void run() {
gameLoop();
// }
//};
// Start the thread. start() calls run(), which in turn calls gameLoop().
//gameThread.start();
}
// Run the game loop here.
private void gameLoop() {
// Regenerate the game objects for a new game
// ......
//state = State.PLAYING;
// Game loop
ActionListener al = new ActionListener() {
long beginTime, timeTaken, timeLeft;
public void actionPerformed(ActionEvent ae) {
beginTime = System.nanoTime();
if (state == gameState.DISCONNECTED) {
//break; // break the loop to finish the current play
System.out.println("do SOMETHING here..");
}
if (state == gameState.PLAYING) {
// Update the state and position of all the game objects,
// detect collisions and provide responses.
gameUpdate();
}
// Refresh the display
repaint();
// Delay timer to provide the necessary delay to meet the target rate
timeTaken = System.nanoTime() - beginTime;
timeLeft = (UPDATE_PERIOD - timeTaken) / 1000000L; // in milliseconds
if (timeLeft < 10) timeLeft = 10; // set a minimum
}
};
timer = new Timer(40,al);
timer.start();
}
// Update the state and position of all the game objects,
// detect collisions and provide responses.
public void gameUpdate() {
}
// Refresh the display. Called back via rapaint(), which invoke the paintComponent().
private void gameDraw(Graphics2D g2d) {
switch (state) {
case INITIALIZED:
g2d.setColor (Color.red);
g2d.drawString ("init",20,20);
break;
case PLAYING:
g2d.setColor (Color.red);
g2d.drawString ("play",20,20);
break;
case CONNECTING:
g2d.setColor (Color.red);
g2d.drawString ("connecting",20,20);
break;
case DISCONNECTED:
g2d.setColor (Color.red);
g2d.drawString ("disconnect",20,20);
break;
}
g2d.setColor (Color.GREEN);
g2d.drawString ("Re-paint: " + DRAWS,30,30);
this.DRAWS++;
// ......
}
// Process a key-pressed event. Update the current state.
public void gameKeyPressed(int keyCode) {
switch (keyCode) {
case KeyEvent.VK_UP:
// ......
break;
case KeyEvent.VK_DOWN:
// ......
break;
case KeyEvent.VK_LEFT:
// ......
break;
case KeyEvent.VK_RIGHT:
// ......
break;
}
}
// Process a key-released event.
public void gameKeyReleased(int keyCode) { }
// Process a key-typed event.
public void gameKeyTyped(char keyChar) { }
// Other methods
// ......
// Custom drawing panel, written as an inner class.
class GameCanvas extends JPanel implements KeyListener {
// Constructor
public GameCanvas() {
setFocusable(true); // so that can receive key-events
requestFocus();
addKeyListener(this);
}
// Override paintComponent to do custom drawing.
// Called back by repaint().
#Override
public void paintComponent(Graphics g) {
Graphics2D g2d = (Graphics2D)g;
super.paintComponent(g2d); // paint background
setBackground(Color.BLACK); // may use an image for background
// Draw the game objects
gameDraw(g2d);
}
// KeyEvent handlers
#Override
public void keyPressed(KeyEvent e) {
gameKeyPressed(e.getKeyCode());
}
#Override
public void keyReleased(KeyEvent e) {
gameKeyReleased(e.getKeyCode());
}
#Override
public void keyTyped(KeyEvent e) {
gameKeyTyped(e.getKeyChar());
}
}
}
Note that the addition of the single line comment at the top of the source means that (once compiled) it can be launched from the command line using..
> appletviewer GameApplet.java

Related

What is causing this Graphics2D rendering stutter/lag

Mouse.java
package game.input;
import java.awt.event.MouseAdapter;
import java.awt.event.MouseEvent;
import java.awt.event.MouseWheelEvent;
// holds information about mouse events.
// eg, presses of buttons.
public class Mouse extends MouseAdapter {
// the position of the mouse.
public static int x, y;
// Is the mouse pressed.
public static boolean pressed;
// Is the mouse held.
public static boolean held;
// Is the mouse hovered over the window.
public static boolean focused;
// Is the mouse being dragged.
public static boolean dragging;
// no mouse wheel support.
#Override
public void mouseWheelMoved(MouseWheelEvent event) {}
#Override
public void mouseDragged(MouseEvent event) {
x = event.getX();
y = event.getY();
dragging = true;
}
#Override
public void mouseMoved(MouseEvent event) {
x = event.getX();
y = event.getY();
}
#Override
public void mouseEntered(MouseEvent event) {
focused = true;
}
#Override
public void mouseExited(MouseEvent event) {
focused = false;
}
#Override
public void mousePressed(MouseEvent event) {
held = true;
}
#Override
public void mouseReleased(MouseEvent event) {
held = false;
dragging = false;
pressed = true;
}
}
Keyboard.java
package game.input;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
// holds information about key events.
public class Keyboard extends KeyAdapter {
// which keys are being held down.
private static boolean[] heldKeys;
// which keys are being clicked
private static boolean[] clickedKeys;
// size of arrays.
private final int size;
public Keyboard() {
// there are 255 valid key codes.
// plus one for the array size.
size = 256;
clickedKeys = new boolean[size];
heldKeys = new boolean[size];
}
// when the key is pressed.
#Override
public void keyPressed(KeyEvent event) {
// catches out of bounds error.
if(event.getKeyCode() > size)
return;
// key is being held.
heldKeys[event.getKeyCode()] = true;
}
#Override
public void keyReleased(KeyEvent event) {
// catches out of bounds error.
if(event.getKeyCode() > size)
return;
// key is let go.
heldKeys[event.getKeyCode()] = false;
// when key is let go, it gets interpreted as it being pressed.
clickedKeys[event.getKeyCode()] = true;
}
// returns whether or not the key is held.
public static boolean keyHeld(Key key) {
if(heldKeys != null)
return heldKeys[key.keyCode];
return false;
}
// returns whether or not the key is clicked.
public static boolean keyClicked(Key key) {
if(clickedKeys != null)
return clickedKeys[key.keyCode];
return false;
}
// resets key input.
public static void resetKeys() {
if(clickedKeys != null)
for(int i = 0; i < clickedKeys.length; i++)
clickedKeys[i] = false;
}
public enum Key {
// movement keys.
LEFT(37), UP(38), RIGHT(39), DOWN(40),
// x key.
A(88),
// z key.
B(90),
// enter key.
START(10);
private int keyCode;
private Key(int keyCode) {
this.keyCode = keyCode;
}
};
}
Game.java
package game;
import java.awt.Graphics2D;
import game.input.Keyboard;
import game.input.Mouse;
import game.room.Room;
import userInterface.containers.BB_Window;
// creates a new game
public final class Game {
// the window that the game resides in.
private static BB_Window window;
// the current room that is drawn to the window.
private static Room room;
private static GameLoop gameLoop;
// game constructor cannot be called.
private Game() {}
// inits the game.
// ie, adds input to the game (key and mouse).
public static void init(BB_Window window) {
if(gameLoop != null)
return;
// creates mouse and keyboard listeners.
Mouse mouse = new Mouse();
Keyboard keyboard = new Keyboard();
// adds input listeners to the window.
window.getJFrame().addKeyListener(keyboard);
window.getCanvas().addMouseListener(mouse);
window.getCanvas().addMouseMotionListener(mouse);
// init game loop
gameLoop = new GameLoop();
// init window
Game.window = window;
gameLoop.start();
}
// updates the current room and resets input.
protected static void update() {
// if room doesn't exist, don't update it.
if(room == null)
return;
// updates current room.
Game.room.update();
// resets mouse input.
Mouse.pressed = false;
// resets key input.
Keyboard.resetKeys();
// if a mouse or key button is clicked,
// then it would have to be reset to false here.
}
// renders the current room.
protected static void render() {
// if room doesn't exist, don't render it.
if(room == null)
return;
// creates graphics object from the window canvas.
Graphics2D graphics = (Graphics2D) window.getCanvas().getBufferStrategy().getDrawGraphics();
// creates the screen for next drawing.
graphics.clearRect(0, 0, window.getWidth(), window.getHeight());
// renders the current room.
Game.room.render(graphics);
// shows the buffer.
window.getCanvas().getBufferStrategy().show();
// removes graphics object.
graphics.dispose();
}
// sets the current room to a new one.
public static void setRoom(Room newRoom) {
newRoom.init();
Game.room = newRoom;
}
// returns the current room.
public static Room getRoom() {
return Game.room;
}
// returns width of window.
public static int getWindowWidth() {
return window.getWidth();
}
// returns height of window.
public static int getWindowHeight() {
return window.getHeight();
}
// stops the game loop.
public static void stop() {
gameLoop.stop();
}
}
GameLoop.java
package game;
public class GameLoop implements Runnable {
// the thread that the game runs on.
private Thread thread;
// is the game running.
private boolean running;
// starts the game loop.
// inits the thread and calls its start method.
public void start() {
// you can't start the game if it is started.
if(running)
return;
// starts the game.
running = true;
// creates thread.
thread = new Thread(this);
// starts the game.
// ie, calls thread.run();
thread.start();
}
// stops the game loop.
// interrupts the thread and terminates the currently running JVM.
public void stop() {
// you can't end the game if it is ended.
if(!running)
return;
// ends the game.
running = false;
// interrupts the thread.
// ie, ends the thread.
// this will always end the thread,
// because running is set to false.
thread.interrupt();
// ends the program.
System.exit(0);
}
// this is the game loop.
#Override
public void run() {
// holds information about each frames elapsed time.
double start, previous = System.nanoTime() / 1_000_000_000.0;
// time.
double actualFrameTime, realTime = 0;
// should the game be rendered.
boolean render;
// fps
final int FPS = 60;
final double DESIRED_FRAME_TIME = 1.0 / FPS;
// while the game is running
while(running) {
// calculates the elapsed time of the frame.
// converts from nano seconds to seconds
// by dividing by one billion.
start = System.nanoTime() / 1_000_000_000.0;
actualFrameTime = start - previous;
previous = start;
// the game time is updated by the elapsed frame time.
realTime += actualFrameTime;
// resets it to back to false.
render = false;
// if time surpasses desired frame time, game should update.
while(realTime >= DESIRED_FRAME_TIME && realTime != 0) {
realTime -= DESIRED_FRAME_TIME;
Game.update();
// if the game is updated, the game should render.
// if the game is not updated, the game doesn't render.
render = true;
}
if(render)
Game.render();
// sleep if game should not render.
// reduces cpu usage by a lot.
else
try {
// sleep for one millisecond.
Thread.sleep(1);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
BB_Window.java
package userInterface.containers;
import java.awt.Canvas;
import java.awt.Dimension;
import java.awt.image.BufferStrategy;
import javax.swing.JFrame;
// the JFrame that the game will reside in.
public final class BB_Window {
private JFrame window;
private Canvas canvas;
private Dimension windowDimension;
// constructs the canvas, window, and buffer.
public BB_Window(String title, int width, int height) {
// creates dimension.
windowDimension = new Dimension(width, height);
// creates a canvas with a bunch of defaults.
canvas = new Canvas();
// sets a non-changeable size.
canvas.setPreferredSize(windowDimension);
canvas.setMinimumSize(windowDimension);
canvas.setMaximumSize(windowDimension);
// cannot be focused for event listeners.
canvas.setFocusable(false);
// creates window with a bunch of defaults.
window = new JFrame();
window.getContentPane().add(canvas);
window.setTitle(title);
window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
window.setResizable(false);
window.pack();
window.setVisible(true);
// center of screen.
window.setLocationRelativeTo(null);
BufferStrategy bufferStrategy = canvas.getBufferStrategy();
if(bufferStrategy == null)
canvas.createBufferStrategy(3);
}
// returns the frame.
public JFrame getJFrame() {
return window;
}
// returns the window width.
public int getWidth() {
return windowDimension.width;
}
// returns the window height.
public int getHeight() {
return windowDimension.height;
}
// returns the canvas.
public Canvas getCanvas() {
return canvas;
}
}
Room.java
package game.room;
import java.awt.Graphics2D;
// future functionality might be added,
// which is why this class is abstract and not interface.
// represents a room/location in your Game
// eg, a town, a house, a forest, and a cave are all examples of rooms.
public abstract class Room {
public abstract void init();
public abstract void update();
public abstract void render(Graphics2D graphics);
}
I feel that these files are the only ones needed to understand how my game library functions.
However, I notice that whenever I test out my game library, there is a very noticeable stutter that occurs every few seconds, and lasts for a few seconds. This is very annoying. However, what is more annoying is that this blocky/laggy movement is more noticeable on my computer than on other computers. What is going on with my computer for this to be occurring? How do I fix this? Here is an example of how my game library works.
Game.setRoom(new Room() {
private int x, y;
#Override
public void init() {
x = 0;
y = 0;
}
#Override
public void update() {
x++;
y++;
}
#Override
public void render(Graphics2D graphics) {
graphics.fillRect(x, y, 100, 100);
}});
Game.init(new BB_Window("Test", 640, 640));
This example program draws a rectangle that moves diagonally down the screen.
However, sometimes, the rectangle seems to "skip" pixels and moves more than it should.
I tried recording my screen to show exactly what is going on, but for some reason the stutter is not showing up in the video.
I tried enabling hardware acceleration by doing
System.setProperty("sun.java2d.opengl", "true");
but that didn't do anything.
My computer isn't bad at all, so why is the game running more smoother on other computers than on mine?
And what can I do to fix this in my game library?
Thank you in advance.

BufferStrategy don't solve flickering

I'm trying to understand how BufferStrategy is working. I've made a simple app that is drawing some Sprite objects over and over again every 60 frames per second. I can see the images on the canvas but they are flickering for some reason. Can you tell me why? If you don't want to read all the code, just focus on the Paint method and the main game loop.
public abstract class Frame extends JFrame implements KeyListener {
private static final long serialVersionUID = 1L;
//------------------------Variables------------------------//
private boolean initialized = false;
private boolean fullScreen = false;
public boolean running = true;
private GraphicsDevice vc;
private BufferStrategy strategy;
private Graphics2D g2d;
private int timer = 0;
//------------------------Variables------------------------//
public final void __init__() {
this.addKeyListener(this); //Adding key listener.
this.setVisible(true);
this.setIgnoreRepaint(true);
this.createBufferStrategy(2);
this.strategy = this.getBufferStrategy();
this.setResizable(false);
this.initialized = true; //Initialized.
}
//Create a window.
public final void set_mode(int width, int height, boolean fullScreen) throws NotInitializedException {
//Frame not initialized.
if (!this.initialized) {
throw new NotInitializedException("Frame not initialized!");
} else {
//--------------------Variables--------------------//
GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();
//--------------------Variables--------------------//
//Setting vc equal to the default graphics device of the system.
this.vc = env.getDefaultScreenDevice();
//Full Screen.
if (fullScreen) {
this.fullScreen = fullScreen;
//Creating the display mode.
DisplayMode mode = new DisplayMode(width, height, 32, DisplayMode.REFRESH_RATE_UNKNOWN);
//If display settings are allow to change display mode.
if (this.vc.isDisplayChangeSupported()) {
this.vc.setDisplayMode(mode); //Change to the new mode.
}
//Set the screen to full screen.
this.vc.setFullScreenWindow(this);
} //Not full screen.
else {
this.setSize(width, height);
this.addWindowListener(new WindowHandler(this));
}
}
}
//This mehod is been called from Sprite.draw() method.
public void paint(Sprite sprite) {
do {
do {
this.g2d = (Graphics2D) this.strategy.getDrawGraphics();
g2d.drawImage(sprite.getImage(), sprite.getX(), sprite.getY(), sprite.getWidth(), sprite.getHeight(), null);
this.g2d.dispose();
} while (this.strategy.contentsRestored());
this.strategy.show();
} while (this.strategy.contentsLost());
}
public final int tick(int fps) {
int ms = 1000 / fps;
timer += 1;
//Try to sleep.
try {
Thread.sleep(ms);
} //Thread interrupted.
catch (Exception e) {
System.out.println(e.getMessage());
System.exit(0);
}
return timer;
}
public class MyApp extends Frame {
public static String BG_PATH = "C:/Users/admin/Desktop/game/bg.jpg";
public static String PL_PATH = "C:/Users/admin/Desktop/game/player.png";
public static String EN_PATH = "C:/Users/admin/Desktop/game/enemy.png";
private int speed = 20;
private boolean left = false;
private boolean right = false;
#Override
public void keyPressed(KeyEvent arg0) {
// TODO Auto-generated method stub
if (arg0.getKeyCode() == KeyEvent.VK_LEFT) {
this.left = true;
} else if (arg0.getKeyCode() == KeyEvent.VK_RIGHT) {
this.right = true;
} else if (arg0.getKeyCode() == KeyEvent.VK_ESCAPE) {
this.close();
}
}
#Override
public void keyReleased(KeyEvent arg0) {
// TODO Auto-generated method stub
if (arg0.getKeyCode() == KeyEvent.VK_LEFT) {
this.left = false;
} else if (arg0.getKeyCode() == KeyEvent.VK_RIGHT) {
this.right = false;
}
}
#Override
public void keyTyped(KeyEvent arg0) {
// TODO Auto-generated method stub
}
#Override
public void onWindowClose() {
// TODO Auto-generated method stub
}
//This method starts the game.
public void startApp() {
this.__init__(); //initialize the frame.
Sprite bg = new Sprite(this, Picture.load(BG_PATH), "bg"); //Create a new sprite obj
this.set_mode(bg.getWidth() - 500, bg.getHeight() - 100, false); //Create the window.
Sprite player = new Sprite(this, Picture.load(PL_PATH), "player");
player.setX(bg.getWidth() / 3);
player.setY(bg.getHeight() / 2);
//Game Main Loop
while (this.running) {
bg.draw();
player.draw();
player.moveHorizontal(left, right, speed); //Dont worry about this line.
this.tick(50);
}
}
}
}
You have a few issues that I can clearly spot.
First off, you must understand that drawing in Swing/Awt is not known for it's speed, it's actually known for the exact opposite. The fact is, even though you're telling your game to run at 60fps, it probably can't do it. Thus the flickering. Essentially, your application is caught within a "drawing-data race", and it's always slightly behind. Try something real quick; set Thead.Sleep() to 10 or 30. I feel as though that might solve your problem entirely.
If not, consider the second problem. You're calling this.strategy.show(); inside the player.Draw(); function, when it needs to be the last thing that you do in your draw call. In other words:
//Game Main Loop
while (this.running) {
bg.draw(); // DON'T SWAP BUFFERS!
player.draw(); // DON'T SWAP BUFFERS!
// draw other entities
player.moveHorizontal(left, right, speed); //Dont worry about this line.
this.tick(50);
this.strategy.show(); // This needs to be the very last thing you do. You're swapping buffers here, which only needs to be done once per frame.
}
My guess is you're also swapping your buffer during the bg.Draw(); function as well, and that is actually why your screen is flickering. So those are two things right there. Try lowering the frames per second down to something that Java can actually handle, and don't swap your buffer until the VERY end of your drawing routine.
Some other recommendations:
Use direct variable access instead of getters and setters. There is overhead when calling "player.getX()". When you could just call "player.x".
There is no future in Java 2D game development. Swing/AWT(which you're using) is entirely dead. If you want to make a game, and be serious about it, take the time to learn OpenGL(In your case it would be Lwjgl as a wrapper).

Most efficient way to blink a light

I have a simple Component that I want to blink everytime my application receives a "message". Currently I am creating a new thread to 'light' the Component, sleep, then reset the Component. How could I accomplish this in a better way? I know that threads are expensive.
public class StatusLights extends JComponent {
private static final Color unlit = Color.lightGray;
private HashMap<String, Color> colors = new HashMap<String, Color>();
public StatusLights() {
// start with no colors
colors.put("TOP", unlit);
colors.put("MIDDLE", unlit);
colors.put("BOTTOM", unlit);
}
// 1 = top 2 = mid 3 = bottom
public void light(Color color, int pos) {
switch (pos) {
case (1): {
colors.put("TOP", color);
break;
}
case (2): {
colors.put("MIDDLE", color);
break;
}
case (3): {
colors.put("BOTTOM", color);
break;
}
default: {
// not valid position
}
}
repaint();
}
public void clear() {
colors.put("TOP", unlit);
colors.put("MIDDLE", unlit);
colors.put("BOTTOM", unlit);
repaint();
}
public void blink(final Color color, final int i) {
new Thread(new Runnable() {
public void run() {
light(color, i);
try {
Thread.sleep(300);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
clear();
}
}).start();
}
}
Use a Swing javax.swing.Timer, it's repeatable at a regular time interval, provides a level of thread isolation/synchronisation (as it timer event is enqueued in the event queue and execute within the context Event Dispatching Thread one at a time) and prevents any possibility of violating Swings single thread rules.
An alternative is to use a SwingWorker and make use of its publish/process methods...

Traffic simulation in Java- Traffic Light s not showing up

I'm trying to create a traffic simulation with a few cars, and an ambulance and traffic lights at an intersection. I trying to measure the time it takes for the ambulance to move through traffic. I However I'm seeing the cars (about 3) but I'm not sure how to get the traffic lights to show up.
I used a canvas to draw on and to specify parameters for each object such as cars, ambulance, stop line, etc. When I tried to do the same for a traffic light object it doesn't show up- then i tried specifying the parameters (color, x & y coordinates, and diameter) from my drawlight method but still nothing shows up.
Can anyone help me at least get the traffics lights showing up? Thanks
Here's the code:
/**
* Author: Jean-Paul Fernandes
* ******TRAFFIC SIMULATION******
*
* *****************TrafficCanvas Class******************
*
*/
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Graphics2D;
public class TrafficCanvas extends Canvas {
/**
*
*/
public static final long serialVersionUID = 1L;
VehicleObject car, car_b, ambulance, ambulance_b;
String message, mode = "hi";
String str_seconds = "";
Boolean end;
StopLine stopline1, stopline2, stopline3, stopline4;
// TrafficLight2 wrson_dock_rd_tl_east_facing;
TrafficLight t1;
int count, seconds;
// TrafficFixtureForward westBound, eastBound, northBound;
// TrafficFixtureTurn turn;
// drawLine(20, 100, 120, 100);
public TrafficCanvas() {
super();
// TODO Auto-generated constructor stub
car = new Car(195,240,20,15,Color.BLUE,Color.GREEN);
// creates a blue car with specified dimension & location
car_b = new Car(215,280,20,15,Color.ORANGE,Color.GREEN);
ambulance = new Ambulance(300,240,30,17,Color.RED,Color.BLACK,false);
// creates a red ambulance in emergency mode
// if (count == 10)
{
ambulance_b = new Ambulance(350,280,30,17,Color.BLUE,Color.BLACK,true);
// creates another ambulance
}
stopline1 = new StopLine (250,240,5,25,Color.GRAY,Color.BLACK);
stopline2 = new StopLine (320,280,5,25,Color.GRAY,Color.BLACK);
stopline3 = new StopLine (260,300,25,5,Color.GRAY,Color.BLACK);
stopline4 = new StopLine (290,235,25,5,Color.GRAY,Color.BLACK);
// t1 = new TrafficLight (Color.RED, Color.YELLOW, Color.GREEN,
// 200,100,100,200,100,100,200,100,100);
// wrson_dock_rd_tl_east_facing = new TrafficLight2 ();
Thread movetraffic = new Traffic();
movetraffic.start();// moves traffic along
Thread starttimer = new Timer();
starttimer.start();
Thread operatetraf_lights = new TrafficController();
operatetraf_lights.start();
/*Thread operatetraf_lights1 = new TrafficFixtureForward(message, count);
operatetraf_lights1.start();*/
} // end TrafficCanvas
public void paint(Graphics g){
Graphics2D g2=(Graphics2D)g;
car.draw(g2);
car_b.draw(g2);
ambulance.draw(g2);
if (count>=10)
ambulance_b.draw(g2);
stopline1.draw(g2);
stopline2.draw(g2);
stopline3.draw(g2);
stopline4.draw(g2);
This next line is where I'm trying to create the red light of the traffic light:
t1.drawLight(g2, Color.RED, 500,500,75,75); // draw red light
{
g2.drawString(mode,600,300);
}
g2.drawString (str_seconds, 200, 200);
try {
// if (end)
{
g2.drawString("End!",400,300);
}
} catch (NullPointerException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
}// end paint
public class TrafficController extends Thread {
public void run() {
t1 = new TrafficLight ();
}
}
public class Timer extends Thread {
public void run() {
for (seconds = 0; seconds < 101; seconds++) {
str_seconds = Integer.toString(seconds)+ " seconds";
repaint();
try{
sleep(1000);
}
catch(InterruptedException e){}//end of try catch block
} // end for
repaint();
} // end run()
} // end class Timer
public class Traffic extends Thread {
public void run(){
Car c1 =(Car) car; // creates a car object c1
Car d1 =(Car) car_b;
Ambulance a1 =(Ambulance) ambulance;
// creates an ambulance object a1
Ambulance b1 =(Ambulance) ambulance_b;
if (count >=10) {
if (ambulance_b.EmergencyMode()) {
mode = "Emergency!";
} else {
mode = "Normal";
}
}
for (int count = 0; count < 50; count++) {
if (!(c1.shape().intersects(stopline1.shape()
.getBounds2D()))){
c1.moveEast();
}
a1.moveEast();
if (count>=10) {
if (!(b1.shape().intersects(stopline2.shape()
.getBounds2D()))) {
b1.moveWest();
}
}
d1.moveWest();
repaint();
try{
sleep(500);
}
catch(InterruptedException e){}//end of try catch block
if(c1.shape().intersects(stopline1.shape().getBounds2D())){
}
c1.setXcord(c1.getXcord());
c1.setYcord(c1.getYcord());
a1.setXcord(a1.getXcord()+ 1);
a1.setYcord(a1.getYcord());
if (count>10) {
b1.setXcord(b1.getXcord()+ 1);
b1.setYcord(b1.getYcord());
}
}
end = true;
message = "End!";
repaint();
}// end run
}// end class Traffic
}// end class TrafficCanvas
TrafficLight.java
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.Shape;
import java.awt.geom.Rectangle2D;
import java.awt.*;
import javax.swing.JPanel;
public class TrafficLight
/**
*
*/
private static final long serialVersionUID = 1L;
Color RedColor, YellowColor, GreenColor;
int RedxLCord, RedyLCord, RedLDiam, YellowxLCord, YellowyLCord, YellowLDiam, GreenxLCord, GreenyLCord, GreenLDiam;
public Shape shape(){
return new Rectangle2D.Double(500,500,200,600);
}
/*public TrafficLight(Color RedColor, Color YellowColor, Color GreenColor,
int RedxLCord, int RedyLCord, int RedLDiam,
int YellowxLCord, int YellowyLCord, int YellowLDiam,
int GreenxLCord, int GreenyLCord, int GreenLDiam)
{
}*/
public TrafficLight() {
}
/*public void paintComponent (Graphics g) {
super.paintComponent(g);
g.drawRect(10,20,10,10);
g.fillRect(10,20,10,10);
}*/
public void drawLight(Graphics2D g2, Color Colour, int RedxLCord, int RedyLCord, int RedLDiam, int RedLDiam1 ) {
g2.setColor( Colour );
g2.fillOval(RedxLCord,RedyLCord,RedLDiam1,RedLDiam1);
}
}
SimulationFrame.java
import java.awt.*;
import java.awt.Canvas;
import javax.swing.JFrame;
#SuppressWarnings("serial")
public class SimulationFrame extends JFrame{
/**
* #param args
*/
Canvas c;
public SimulationFrame() {
c = new TrafficCanvas();
add(c,BorderLayout.CENTER);
setSize(1000,800);
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setVisible(true);
}
// This is the Main class which runs the program & creates a window on screen
public static void main(String[] args) {
SimulationFrame frame = new SimulationFrame();
}// end main method
} // end class SimulationFrame
EDIT:
The lights are showing but I can't get them to change- I have a TrafficController thread here:
public void run(Graphics2D g) {
// Graphics2D g = null;
// g3.drawString("TrafficController",400,300);
// Graphics2D g3=(Graphics2D)g;
TrafficLight tr1 = (TrafficLight)t1;
t1.drawLight(g,3);// show green
try {
sleep(500);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
t1.drawLight(g,2);// show yellow
try {
Thread.sleep(200);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
t1.drawLight(g,1);// show red
try {
Thread.sleep(150);
} catch (InterruptedException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
repaint();
}
Without trying to understand the huge amount of code posted, there is one thing you should certainly change. AWT/Swing requires all GUI operations to happen on the AWT Event Queue thread. As long as you have your own threads directly calling AWT/Swing methods you are bound to see all sorts of random update/paint issues, if not worse.
For a very simple throwaway piece of code, you might get away with running everything on the Event Queue thread entirely (at the cost of having an unresponsive GUI while it's simulating something). Otherwise you'll probably want to have two threads, one (in practice, your application's main thread) performing simulations, and the other being the Event Queue where you do all your GUI updates.
Useful reading to get you started with design: http://en.wikipedia.org/wiki/Event_dispatching_thread

I have an issue with a NullPointerException upon resuming my Android app and rendering the canvas

my app currently crashes when you press the home or back button saying "Unfortunately, Rocks has crashed". I have narrowed it down to the line of code that reads:
// draws the canvas on the panel
this.gamePanel.render(canvas);
in this context:
package com.background.rocks;
import android.graphics.Canvas;
import android.util.Log;
import android.view.SurfaceHolder;
public class MainThread extends Thread {
private static final String TAG = MainThread.class.getSimpleName();
// desired fps
private final static int MAX_FPS = 50;
// maximum number of frames to be skipped
private final static int MAX_FRAME_SKIPS = 5;
// the frame period
private final static int FRAME_PERIOD = 1000 / MAX_FPS;
// Surface holder that can access the physical surface
private SurfaceHolder surfaceHolder;
// The actual view that handles inputs
// and draws to the surface
private Graphics gamePanel;
// flag to hold game state
private boolean running;
public void setRunning(boolean running) {
this.running = running;
}
public MainThread(SurfaceHolder surfaceHolder, Graphics gamePanel) {
super();
this.surfaceHolder = surfaceHolder;
this.gamePanel = gamePanel;
}
#Override
public void run() {
Canvas canvas;
Log.d(TAG, "Starting game loop");
long beginTime; // the time when the cycle begun
long timeDiff; // the time it took for the cycle to execute
int sleepTime; // ms to sleep (<0 if we're behind)
int framesSkipped; // number of frames being skipped
sleepTime = 0;
while (running) {
canvas = null;
// try locking the canvas for exclusive pixel editing
// in the surface
try {
canvas = this.surfaceHolder.lockCanvas();
synchronized (surfaceHolder) {
beginTime = System.currentTimeMillis();
framesSkipped = 0; // resetting the frames skipped
// update game state
this.gamePanel.update();
// render state to the screen
// draws the canvas on the panel
this.gamePanel.render(canvas);
// calculate how long did the cycle take
timeDiff = System.currentTimeMillis() - beginTime;
// calculate sleep time
sleepTime = (int) (FRAME_PERIOD - timeDiff);
if (sleepTime > 0) {
// if sleepTime > 0 we're OK
try {
// send the thread to sleep for a short period
// very useful for battery saving
Thread.sleep(sleepTime);
} catch (InterruptedException e) {
}
}
while (sleepTime < 0 && framesSkipped < MAX_FRAME_SKIPS) {
// we need to catch up
this.gamePanel.update(); // update without rendering
sleepTime += FRAME_PERIOD; // add frame period to check if in next frame
framesSkipped++;
}
}
} finally {
// in case of an exception the surface is not left in
// an inconsistent state
if (canvas != null) {
surfaceHolder.unlockCanvasAndPost(canvas);
}
} // end finally
}
}
}
But I'm new to using canvas so I don't know how to fix it. It creates a NullPointerException so I'm assuming it's to do with when resuming the app or pausing the app the canvas isn't stored properly.
Edit: Graphics class (without imports):
package com.background.rocks;
public class Graphics extends SurfaceView implements SurfaceHolder.Callback {
private static final String TAG = Graphics.class.getSimpleName();
private MainThread thread;
private Player player;
private ArrayList<Rock> rocks = new ArrayList<Rock>();
private Random random = new Random();
private CountDownTimer countdown;
public Graphics(Context context) {
super(context);
// adding the callback (this) to the surface holder to intercept events
getHolder().addCallback(this);
// create shape and load bitmap
player = new Player(BitmapFactory.decodeResource(getResources(), R.drawable.player_orange), 540, 1500);
// create the game loop thread
thread = new MainThread(getHolder(), this);
// make the GamePanel focusable so it can handle events
setFocusable(true);
timer();
}
#Override
public void surfaceChanged(SurfaceHolder holder, int format, int width, int height) {
}
#Override
public void surfaceCreated(SurfaceHolder holder) {
// at this point the surface is created and
// we can safely start the game loop
thread.setRunning(true);
thread.start();
}
#Override
public void surfaceDestroyed(SurfaceHolder holder) {
Log.d(TAG, "Surface is being destroyed");
// tell the thread to shut down and wait for it to finish
// this is a clean shutdown
boolean retry = true;
while (retry) {
try {
thread.join();
retry = false;
} catch (InterruptedException e) {
// try again shutting down the thread
}
}
Log.d(TAG, "Thread was shut down cleanly");
}
#Override
public boolean onTouchEvent(MotionEvent event) {
if (event.getAction() == MotionEvent.ACTION_DOWN) {
// delegating event handling to the shape
player.handleActionDown((int) event.getX(), (int) event.getY());
// check if in the lower part of the screen we exit
if (event.getY() > getHeight() - 50) {
thread.setRunning(false);
((Activity) getContext()).finish();
} else {
Log.d(TAG, "Coords: x=" + event.getX() + ",y=" + event.getY());
}
}
if (event.getAction() == MotionEvent.ACTION_MOVE) {
// the gestures
if (player.isTouched()) {
// the shape was picked up and is being dragged
player.setX((int) event.getX());
player.setY((int) event.getY());
}
}
if (event.getAction() == MotionEvent.ACTION_UP) {
// touch was released
if (player.isTouched()) {
player.setTouched(false);
}
}
return true;
}
**public void render(Canvas canvas) {
if (canvas != null) {
canvas.drawColor(Color.WHITE);
player.draw(canvas);
Rock[] rockArray = rocks.toArray(new Rock[0]);
for (Rock rock : rockArray) {
rock.draw(canvas);
}
}
}**
/**
* This is the game update method. It iterates through all the objects and
* calls their update method if they have one or calls specific engine's
* update method.
*/
public void update() {
Rock[] rockArray = rocks.toArray(new Rock[0]);
for (Rock rock : rocks) {
rock.update();
}
}
public void timer() {
if (countdown != null) {
countdown.cancel();
}
countdown = new CountDownTimer(30000, 800) {
public void onTick(long millisUntilFinished) {
rocks.add(new Rock(BitmapFactory.decodeResource(getResources(), R.drawable.rock), random.nextInt(1080 - 1) + 1, 0));
}
public void onFinish() {
countdown.start();
}
}.start();
}
}
Edit 2: So I managed to change my Render method in Graphics and so the app doesn't crash now when you press home or back, however when I try and resume the app I get a black screen. I'm assuming because it hasn't loaded the canvas back in, but I'm not sure how to do this, any help?
Start running the thread once the surface gets created. i.e. when you get a callback surfaceCreated(), start the thread.
Code Snippet
public void surfaceCreated(SurfaceHolder holder) {
thread.setRunning(true);
thread.start();
}
This might be too late but what I did to fix it was I put a n if statement to test whether the canvas is still their before rendering and updating. Should look like this:
If (canvas != null){
this.gamePanel.render (canvas);
this.gamePanel.update ();
}
I think I followed the same tutorial as you, you will probobly encounter another issue after this on is solved. Im still looking for an answer to that issue. Hope this helps!

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