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1  Game Development / Performance Tuning / Re: Best motion algorithm on: 2012-03-24 14:33:34
Guys I have modified my code through a 4k skeleton but I have the problem that my image moves too fast. Now place the code

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package Gioco;

import java.applet.Applet;
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;
import java.io.File;
import java.io.IOException;

import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;



public class Gioco extends Applet implements Runnable {
   private boolean[] keyPress = new boolean[32768];
   private final int SPRITE_DIM = 32;
   private final int COLONNE = 20;
   private final int RIGHE = 20;
   private final int APPLET_WIDTH = RIGHE*SPRITE_DIM;
   private final int APPLET_HEIGHT = COLONNE*SPRITE_DIM;
   private final int JUMP = SPRITE_DIM;
   private JLabel[] arraylabel;
   private ImageIcon imgTexture;
   private JPanel jp;
   private Image image;
   //altre inizializzazioni
 
   public void start(){
      enableEvents(8);
       new Thread(this).start();
   }
   
   public void run(){
      //variabili di istanza
     int playerX = 0;
      int playerY=0;
      final int VK_LEFT = 0x25;
       final int VK_RIGHT = 0x27;
       final int VK_UP = 0x26;
       final int VK_DOWN = 0x28;
       final int VK_ATTACK = 0x42;
      final int MILLISECONDI = 100;
      ImageIcon imgPers;
      JLabel labelPers;
      boolean isControlled=true;
      int x=0;
      int y=0;
      int inc_x;
      int inc_y;
      ImageIcon immagine;
     
      try {
         image = ImageIO.read(new File("C:/Users/vincenzo/Desktop/img/grass09.jpg"));
      } catch (IOException e1) {
         // TODO Auto-generated catch block
        e1.printStackTrace();
      }
     
   
     
      /*getContentPane().*/setLayout(null); //tolgo il LayoutManager predefinito
     /*getContentPane().*/setPreferredSize(new Dimension(APPLET_WIDTH, APPLET_HEIGHT));
      imgPers = new ImageIcon("C:/Users/vincenzo/Desktop/img/persT.PNG");
      labelPers = new JLabel(imgPers);
      labelPers.setBounds(0, 0, 32, 32); // Imposto posizione e dimensione del mio JTextPane
     labelPers.setOpaque(false);
      jp = new BackgroundPanel(image);
      jp.setLayout(null);
      jp.setBounds(0, 0, APPLET_WIDTH, APPLET_HEIGHT); // Imposto posizione e dimensione del mio JPanel
     //getContentPane().add(labelPers);
     jp.add(labelPers);//
     createImageIcon();
      createPanelImage();
      /*getContentPane().*/add(jp);
   
   
      //inizializzazione
     long nextFrameStartTime = System.nanoTime();
      //while true
     while(true){
         do{
            nextFrameStartTime += 16666667;
            //inizio aggiornamenti
           
            x = playerX;
              y = playerY;  
            if (keyPress[VK_UP]) {
               y -= JUMP;
              } else if (keyPress[VK_DOWN]) {
                  y += JUMP;
              } else if (keyPress[VK_LEFT]) {
                  x -= JUMP;
              } else if (keyPress[VK_RIGHT]) {
                  x += JUMP;
              }
               
              if ((x>=0) && (x<APPLET_WIDTH))
                 playerX=x;
               if ((y>=0) && (y<APPLET_HEIGHT))
                   playerY=y;
            // fine aggiornamenti
        }while(nextFrameStartTime < System.nanoTime());
     
         //render starts
        labelPers.setBounds(playerX, playerY,32,32);
         
         //render end
     
         // burn off extra cycles
        while(nextFrameStartTime - System.nanoTime() > 0) {
            Thread.yield();
         }
      }
      //
  }
   public void processKeyEvent(KeyEvent keyEvent) {
      final int VK_LEFT = 0x25;
      final int VK_RIGHT = 0x27;
      final int VK_UP = 0x26;
      final int VK_DOWN = 0x28;
      final int VK_ATTACK = 0x42;
      final int VK_W = 0x57;
      final int VK_S = 0x53;
      final int VK_A = 0x41;
      final int VK_D = 0x44;

      int k = keyEvent.getKeyCode();
      if (k > 0) {
         k = k == VK_W ? VK_UP : k == VK_D ? VK_RIGHT : k == VK_A ? VK_LEFT
               : k == VK_S ? VK_DOWN : k;
         keyPress[(k >= VK_LEFT && k <= VK_DOWN) ? k : VK_ATTACK]
               = keyEvent.getID() != 402; //=key released
     }
   }
   
   private void createImageIcon() {
      int i;
      int j;
     
      arraylabel = new JLabel[RIGHE];
      imgTexture = new ImageIcon("C:/Users/vincenzo/Desktop/img/erbaTR.PNG");
      for(i=0;i<RIGHE;i++){
            arraylabel[i]= new JLabel(imgTexture);
            arraylabel[i].setSize(32,32);
            //arraylabel[i].setBounds(i*JUMP, JUMP*4, 32, 32);
        }
   }
   private void createPanelImage(){
      //for(int i=0;i<RIGHE;i++)
        //   jp.add(arraylabel[i]);
     for(int i=0;i<RIGHE;i++){
         arraylabel[i].setBounds(i*JUMP, JUMP*5, 32, 32);
         jp.add(arraylabel[i]);
      }
           
   }
   
   class BackgroundPanel extends JPanel
   {
       private Image img;

       public BackgroundPanel (Image img)
       {
           super (new BorderLayout ());
           this.img = img;
       }

       public void paintComponent (Graphics g)
       {
           super.paintComponent (g);

           g.drawImage (img, 0, 0, this);
       }
   }
   
}
2  Game Development / Performance Tuning / Re: Best motion algorithm on: 2012-03-23 15:10:45
thank the Council. I saw some skeletons 4 k at other times, but inside there were too many things that I didn't know
3  Game Development / Performance Tuning / Re: Best motion algorithm on: 2012-03-23 15:04:06
Sorry but to me it always compiled this code, maybe you can give problems only because I do not find images why don't you have.
There is some optimization that I can do for this code?
4  Game Development / Performance Tuning / Re: Best motion algorithm on: 2012-03-23 13:12:34
now place the code, maybe it's better

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package Immagini;

import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.GridLayout;
import java.awt.Image;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.io.File;
import java.io.IOException;

import javax.imageio.ImageIO;
import javax.swing.ImageIcon;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.JPanel;
import javax.swing.Timer;


public class MovimentoFrame extends JFrame{
   public static final int MILLISECONDI = 100;
   public static final int SPRITE_DIM = 32;
   public static final int COLONNE = 20;
   public static final int RIGHE = 20;
   public static final int APPLET_WIDTH = RIGHE*SPRITE_DIM;
   public static final int APPLET_HEIGHT = COLONNE*SPRITE_DIM;
   public static final int JUMP = SPRITE_DIM;
   private JLabel[] arraylabel;
   private ImageIcon imgPers;
   private JLabel labelPers;
   private JPanel jp;
   private boolean isControlled=true;
   private int x;
   private int y;
   private int inc_x;
   private int inc_y;
   private Timer timer;
   private Image image;
   private ImageIcon immagine;
   private ImageIcon imgTexture;
   
   public MovimentoFrame(int x0, int y0){
      x=x0;
      y=y0;
      inc_x=inc_y=0;
     
      try {
         image = ImageIO.read(new File("/home/vincenzo/Scrivania/grass09.jpg"));
      } catch (IOException e) {
         // TODO Auto-generated catch block
        e.printStackTrace();
      }
     
      getContentPane().setLayout(null); //tolgo il LayoutManager predefinito
     getContentPane().setPreferredSize(new Dimension(APPLET_WIDTH, APPLET_HEIGHT));
      imgPers = new ImageIcon("/home/vincenzo/Scrivania/persT.PNG");
      labelPers = new JLabel(imgPers);
      labelPers.setBounds(0, 0, 32, 32); // Imposto posizione e dimensione del mio JTextPane
     labelPers.setOpaque(false);
      jp = new BackgroundPanel(image);
      jp.setLayout(null);
      jp.setBounds(0, 0, APPLET_WIDTH, APPLET_HEIGHT); // Imposto posizione e dimensione del mio JPanel
     //getContentPane().add(labelPers);
     jp.add(labelPers);//
     createImageIcon();
      createPanelImage();
      getContentPane().add(jp);
      addKeyListener(new DirectionKeyListener());
       timer = new Timer(MILLISECONDI, new ActionListener() {
               public void actionPerformed(ActionEvent evt) {
                   int x1 = x + inc_x;
                   int y1 = y + inc_y;
                   if ((x1>=0) && (x1<APPLET_WIDTH))
                       x=x1;
                   if ((y1>=0) && (y1<APPLET_HEIGHT))
                       y=y1;
                   aggiorna();
               }
           });
   }
   private class DirectionKeyListener extends KeyAdapter {
      //Spostiamo l'immagine a seconda dell'evento della tastiera
       public void keyPressed(KeyEvent event) {
           
            switch (event.getKeyCode()) {
                case KeyEvent.VK_UP:
                    inc_y=-JUMP;
                    isControlled=false;
                    break;
                case KeyEvent.VK_DOWN:
                    inc_y=JUMP;
                    isControlled=false;
                    break;
                case KeyEvent.VK_LEFT:
                    inc_x=-JUMP;
                    isControlled=false;
                    break;
                case KeyEvent.VK_RIGHT:
                    inc_x=JUMP;
                    isControlled=false;
                    break;
                default:
                   break;
            }      
           
        }
       
        public void keyReleased(KeyEvent event) {
           
          switch (event.getKeyCode()) {
                case KeyEvent.VK_UP:
                case KeyEvent.VK_DOWN:
                    inc_y=0;
                    break;
                case KeyEvent.VK_LEFT:
                case KeyEvent.VK_RIGHT:
                    inc_x=0;
                    break;
            }
        }
    }
   public void aggiorna() {
   
      labelPers.setBounds(x, y,32,32);
      if(!isControlled)
         controll();
      repaint();
   }
   
   public void controll(){
      for(int i=0;i<RIGHE;i++)
         if(labelPers.getLocationOnScreen().equals(arraylabel[i].getLocationOnScreen())){
            System.out.println(arraylabel[i].getX()+" "+arraylabel[i].getY());
           
            break;
      }
      isControlled = true;
   }
   class BackgroundPanel extends JPanel
   {
       private Image img;

       public BackgroundPanel (Image img)
       {
           super (new BorderLayout ());
           this.img = img;
       }

       public void paintComponent (Graphics g)
       {
           super.paintComponent (g);

           g.drawImage (img, 0, 0, this);
       }
   }
   
   private void createImageIcon() {
      int i;
      int j;
     
      arraylabel = new JLabel[RIGHE];
      imgTexture = new ImageIcon("/home/vincenzo/Scrivania/erbaTR.PNG");
      for(i=0;i<RIGHE;i++){
            arraylabel[i]= new JLabel(imgTexture);
            arraylabel[i].setSize(32,32);
            //arraylabel[i].setBounds(i*JUMP, JUMP*4, 32, 32);
        }
   }
   private void createPanelImage(){
      //for(int i=0;i<RIGHE;i++)
        //   jp.add(arraylabel[i]);
     for(int i=0;i<RIGHE;i++){
         arraylabel[i].setBounds(i*JUMP, JUMP*5, 32, 32);
         jp.add(arraylabel[i]);
      }
           
   }
   public static void main(String[] args) {
        MovimentoFrame c= new MovimentoFrame(0,0);
        c.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        c.pack();
        c.setResizable(false);
        c.setVisible(true);
        c.timer.start();
        c.setLocationRelativeTo(null);
        System.out.println(c.getSize());
    }
   
}
5  Game Development / Performance Tuning / Re: Best motion algorithm on: 2012-03-23 12:37:13
I studied several books and supported tests in java. My problem is that I want an equal movement in case you press or hold a button. For this reason I asked
6  Game Development / Performance Tuning / Re: Best motion algorithm on: 2012-03-22 23:32:08
Thank you. But if I keep the directional pad down the sprite will move quickly or slowly? to be clear I would like to create a super mario type platform
7  Game Development / Performance Tuning / Best motion algorithm on: 2012-03-22 19:36:13
I seek an optimal algorithm to move via directional keys an image in a JFrame for a game. Someone knows how to help me? Thank you
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