Hello everyone, sorry if this question sounds too nooby, but how would you draw png images in the game without it lagging. I tried to use drawImage, but it caused HUGE lag when number of pctures increased.
This is my code skeleton here
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| package attempt1;
import java.awt.Canvas; import java.awt.Dimension; import java.awt.DisplayMode; import java.awt.Graphics2D; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Rectangle; import java.awt.event.KeyAdapter; import java.awt.event.KeyEvent; import java.awt.event.MouseAdapter; import java.awt.image.BufferStrategy;
import javax.swing.JFrame; import javax.swing.JPanel;
public class Main implements Runnable { private int WIDTH = 1000; private int HEIGHT = 500; private long desiredFPS = 60; private String title = "Maple Story"; private long desiredDeltaLoop = (1000*1000*1000)/desiredFPS; private boolean running = true; private JFrame frame; private Canvas canvas; private BufferStrategy bufferStrategy; private GraphicsDevice graphicsDevice; private DisplayMode originalDisplayMode; public Main() { GraphicsEnvironment graphicsEnvironment = GraphicsEnvironment.getLocalGraphicsEnvironment(); graphicsDevice = graphicsEnvironment.getDefaultScreenDevice(); originalDisplayMode = graphicsDevice.getDisplayMode(); frame = new JFrame(title); frame.setUndecorated(true);
graphicsDevice.setFullScreenWindow(frame); if (graphicsDevice.isDisplayChangeSupported()) { graphicsDevice.setDisplayMode(getBestDisplayMode(graphicsDevice)); } Rectangle bounds = frame.getBounds(); WIDTH = (int)bounds.getWidth(); HEIGHT = (int)bounds.getHeight(); JPanel panel = (JPanel) frame.getContentPane(); panel.setPreferredSize(new Dimension(WIDTH, HEIGHT)); panel.setLayout(null); canvas = new Canvas(); canvas.setBounds(bounds); canvas.setIgnoreRepaint(true); panel.add(canvas); canvas.addMouseListener(new MouseControl()); canvas.addKeyListener(new KeyInputHandler()); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.pack(); frame.setResizable(false); frame.setVisible(true); setup(); canvas.createBufferStrategy(2); bufferStrategy = canvas.getBufferStrategy(); canvas.requestFocus(); } public void run() { long beginLoopTime; long endLoopTime; long currentUpdateTime = System.nanoTime(); long lastUpdateTime; long deltaLoop; while(running) { beginLoopTime = System.nanoTime(); render(); lastUpdateTime = currentUpdateTime; currentUpdateTime = System.nanoTime(); update((int) ((currentUpdateTime - lastUpdateTime)/(1000*1000))); endLoopTime = System.nanoTime(); deltaLoop = endLoopTime - beginLoopTime; if(deltaLoop > desiredDeltaLoop) { } else { try { Thread.sleep((desiredDeltaLoop - deltaLoop)/(1000*1000)); } catch(InterruptedException e) { } } } } private void render() { Graphics2D g = (Graphics2D) bufferStrategy.getDrawGraphics(); g.clearRect(0, 0, WIDTH, HEIGHT); render(g); g.dispose(); bufferStrategy.show(); } public void setup() { } protected void update(int deltaTime) { } protected void render(Graphics2D g) {
} private class KeyInputHandler extends KeyAdapter { public void keyPressed(KeyEvent e) { if(e.getKeyCode()==27) { graphicsDevice.setDisplayMode(originalDisplayMode); graphicsDevice.setFullScreenWindow(null); System.exit(0); } } public void keyReleased(KeyEvent e) { } } private class MouseControl extends MouseAdapter { } public static void main(String [] args) { Main ex = new Main(); new Thread(ex).start(); } private static DisplayMode MODES[] = new DisplayMode[] { new DisplayMode(640, 480, 32, 0), new DisplayMode(640, 480, 16, 0), new DisplayMode(640, 480, 8, 0) };
private static DisplayMode getBestDisplayMode(GraphicsDevice device) { for (int x = 0, xn = MODES.length; x < xn; x++) { DisplayMode[] modes = device.getDisplayModes(); for (int i = 0, in = modes.length; i < in; i++) { if (modes[i].getWidth() == MODES[x].getWidth() && modes[i].getHeight() == MODES[x].getHeight() && modes[i].getBitDepth() == MODES[x].getBitDepth()) { return MODES[x]; } } } return null; } } |
So what would you suggest I use to draw png images?
I heard that BufferedImage is good, but I have failed miserably at using it, because it does not seem to have same properties as Image, especially when it comes to getWidht and getHeight commands.
Thanks to everyone for help in advance ^^