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Author: matheus23 (posted 2013-03-02 14:15:50, viewed 158 times)

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package org.matheusdev;

import java.awt.AWTException;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.Robot;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;

import javax.imageio.ImageIO;

import org.matheusdev.input.Input;
import org.matheusdev.res.ResLoader;
import org.matheusdev.screens.Screen;
import org.matheusdev.screens.ScreenTitle;

public class GameCanvas extends Canvas implements Runnable {
   private static final long serialVersionUID = 8408780829498109905L;
   
   public static final String screendir = "screens/";
   
   private GameFrame frame;
   private Thread animator;
   private volatile boolean running = false;
   private BufferStrategy bs;
   private Graphics2D bg;
   // THIS is the class you have to create!
   private Screen screen;
   public long fps = 60;
   private Input in;
   private boolean pressedF2 = false;
   
   public GameCanvas(GameFrame frame) {
      this.frame = frame;
      Dimension size = new Dimension(800, 600);
      setSize(size);
      setMinimumSize(size);
      setMaximumSize(size);
      setPreferredSize(size);
      setBackground(Color.BLACK);
      ResLoader.loadImgs();
      in = new Input(this);
      // Screen is 'abstract'. Make screen-subclasses have the tick() and render() methods!
      // That way you can have multiple screens. In this game, for example, I had a 
      // ScreenTitle -> ScreenTutorial -> ScreenGame -> ScreenGameOver/ScreenGameWon
      // Everything is very tidy then.
      screen = new ScreenTitle(this, in);
   }
   
   public synchronized void start() {
      if (!running && animator == null) {
         animator = new Thread(this);
         animator.start();
      }
   }
   
   public synchronized void stop() {
      running = false;
   }
   
   public void run() {
      running = true;
      // Here is a game loop, which should be pretty decent:
      long before = System.currentTimeMillis();
      long takenTime = 0;
      
      long lastFps = System.currentTimeMillis();
      long time = System.currentTimeMillis();
      long frames = 0;
      
      while(running) {
         requestFocusInWindow();
         before = System.currentTimeMillis();
         tick();
         render();
         takenTime = System.currentTimeMillis()-before;
         
         if (16-takenTime > 0) {
            try {
               Thread.sleep(16-takenTime);
            } catch (InterruptedException e) {
               e.printStackTrace();
            }
         }
         frames++;
         time = System.currentTimeMillis();
         if (time-lastFps > 999) {
            lastFps = time;
            fps = frames;
            frames = 0;
         }
      }
      frame.dispose();
   }
   
   private void tick() {
      screen.tick();
   }
   
   private void render() {
      // here is the BufferStrategy stuff, theagentd talked about:
      bs = getBufferStrategy();
      if (bs == null) { 
         createBufferStrategy(3);
         return;
      }
      bg = (Graphics2D) bs.getDrawGraphics();
      
      bg.clearRect(0, 0, getWidth(), getHeight());
      
      // Here we render our game / screen / whatever:
      screen.render(bg);
      
      bs.show();
      
      if (in.keys[Input.F2] && !pressedF2) {
         screenshot();
         pressedF2 = true;
      } if (!in.keys[Input.F2] && pressedF2) {
         pressedF2 = false;
      }
   }
   
   // Here is a free "make-screenshot-with-F2"-method for you: ;)
   // It saves screenshots into "screens/screenshot0.png" (counting)
   public void screenshot() {
      File screendirectory = new File(screendir);
      if (!screendirectory.exists()) {
         screendirectory.mkdirs();
      }
      String screenname = screendir + "screenshot";
      String format = ".png";
      int i = 0;
      
      File file = null;
      
      do {
         file = new File(screenname + i + format);
         i++;
      } while(file.exists());
      try {
         file.createNewFile();
      } catch(IOException e) {
         e.printStackTrace();
      }
      saveScreenshot(file);
   }
   
   public void saveScreenshot(File file) {
      Rectangle window = new Rectangle(frame.getX(), frame.getY(), frame.getWidth(), frame.getHeight());
      Robot robot = null;
      try {
         robot = new Robot();
      } catch (AWTException e) {
         e.printStackTrace();
      }
      BufferedImage img = robot.createScreenCapture(window);
      try {
         ImageIO.write(img, "PNG", file);
      } catch (IOException e) {
         e.printStackTrace();
      }
   }
   
   public void setScreen(Screen s) {
      screen = s;
   }
   
}


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package org.matheusdev;

import java.awt.Frame;
import java.awt.event.WindowEvent;
import java.awt.event.WindowListener;

public class GameFrame extends Frame implements WindowListener {
   private static final long serialVersionUID = -8997558665137166538L;
   
   private GameCanvas canvas;
   
   public GameFrame() {
      setTitle("Ludum dare - Tiny World");
      canvas = new GameCanvas(this);
      setResizable(false);
      add(canvas);
      addWindowListener(this);
      pack();
      setVisible(true);
      canvas.start();
   }

   public void windowActivated(WindowEvent arg0) {
   }

   public void windowClosed(WindowEvent arg0) {
   }

   public void windowClosing(WindowEvent arg0) {
      canvas.stop();
   }

   public void windowDeactivated(WindowEvent arg0) {
   }

   public void windowDeiconified(WindowEvent arg0) {
   }

   public void windowIconified(WindowEvent arg0) {
   }

   public void windowOpened(WindowEvent arg0) {
   }
   
   public static void main(String[] args) {
      new GameFrame();
   }

}





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