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1  Java Game APIs & Engines / Java 2D / Re: Check this Java game out on: 2002-11-05 17:44:11
Hello,

 Anyone interested in some great physics demos go here -->http://www.tokamakphysics.com/  .
The ragdoll demo is really good.
2  Java Game APIs & Engines / Java 2D / Check this Java game out on: 2002-10-26 18:07:24
Hello,

 Check out this link ,
http://www.motionplayground.com/sssjava/javademo.html

 Anyone know how to make the player fall around like that?
3  Java Game APIs & Engines / Java 2D / Re: Automatic Image Question on: 2002-10-21 19:57:45
Hello,

 Thanks again for the info. When I used ImageIcon then the above code worked fine.


,
Steve
4  Java Game APIs & Engines / Java 2D / Re: Automatic Image Question on: 2002-10-19 15:38:47
Hello,

 Thanks for the info. I was getting rather confused on how to take advantage of hardware and somehow got it in my mind that by default all rendering would be in software. The archived posts I read kept talking about that createCompatibleImage method. So I should be okay by just using the toolkit?  

following is the code I am using and still cannot draw to the buffered image can anyone see what I am doing wrong? (Although I don't really need to do it anyway)

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import java.awt.geom.*;
import java.awt.event.*;
import java.awt.image.*;
import java.awt.*;


public class test implements ImageObserver
{

      private Image _image;
      private int _intImageCount;
     
      public void start()
      {
                  Frame f = new Frame();
                  f.setIgnoreRepaint(true);
                  f.setUndecorated(true);
                  f.setBackground(Color.BLACK);
                  GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().setFullScreenWindow(f);
                  f.createBufferStrategy(2);
                  BufferStrategy buffer = f.getBufferStrategy();
                  loadImage();
                  int frames = 0;
                  long lStartRenderingTime = System.currentTimeMillis();
                  while(frames < 2000)
                  {
                        Graphics2D graphics = (Graphics2D) buffer.getDrawGraphics();
                        clear(graphics);
                        AffineTransform at = new AffineTransform();
                        graphics.drawImage(_image,at,f);
                        buffer.show();
                        graphics.dispose();
                        frames++;
                  }
                  long lEndRenderingTime = System.currentTimeMillis();
                  GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().setFullScreenWindow(null);
                  f.dispose();
                 
                  System.out.println("Rendering Loop Time --> " + (lEndRenderingTime - lStartRenderingTime));
                  System.out.println("Frames --> " + frames);
                  System.out.println("FPS --> " + (1000 / ((lEndRenderingTime - lStartRenderingTime) / frames)) );
      }
     
      protected void clear(Graphics2D graphics)
      {
            graphics.setColor(Color.BLACK);
        graphics.setClip(0,0,1024,768);
        graphics.fillRect(0,0,1024,768);
      }
     
      public void loadImage()
      {
            Image image = Toolkit.getDefaultToolkit().createImage("c:\\corsairImages\\Corsair.png");
            while(image.getHeight(null) == -1 && image.getWidth(null) == -1)
            {
                  //Just Wait
           }
            //_image = image;
           _image = createCompatibleImage(image);
            _intImageCount++;
      }
     
      private Image createCompatibleImage(Image loadedImage)
      {
            GraphicsConfiguration gc = GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice().getDefaultConfiguration();
            BufferedImage image = gc.createCompatibleImage(loadedImage.getWidth(null),loadedImage.getHeight(null),Transparency.BITMASK);
            image.createGraphics().drawImage(loadedImage,new AffineTransform(),this);
            return image;
      }
     
      public static void main(String args[])
      {
            test t = new test();
            t.start();
      }
     
      public boolean imageUpdate(Image img,int infoflags,int x,int y,int width,int height)
      {
            int intResult = infoflags & ImageObserver.ALLBITS;
            if(intResult == ImageObserver.ALLBITS)
                  System.out.println("Buffered Image Loaded");
            else
                  System.out.println("image loading...........");
            return true;
      }

}
5  Java Game APIs & Engines / Java 2D / Automatic Image Question on: 2002-10-19 06:48:17
Hello,

 Does anyone know how to actually create one of those automatic images? I have searched through the archives but couldn't find any specific examples.  I am currently using Toolkit.createImage() .  But how do I actually get the loaded image into my BufferedImage that I get from the createCompatibleImage method?  I tried getting the Graphics2D from the BufferedImage and drawing the loaded image to it but it didn't work(no errors just no Image).

Thanks,
Steve
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