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  All but ONE image won't paint when project is jared  (Read 1183 times)
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Offline Quadro

Senior Newbie





« Posted 2011-11-24 22:35:37 »

Everytime I put my Game I'm making into a jar every single Image loads except for the map, I know it's in the correct case and everything it just won't load, someone take a look at my code and tell me what I'm doing wrong in this?

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import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;


public class map {

   Image map;
   String mp;
   public static int x = 0;
   public static int y = 0;
   
   public map(String mp) {
      this.mp = mp;
      map = Toolkit.getDefaultToolkit().getImage(this.getClass().getResource(mp));
   }
   
   public void paint(Graphics g) {
      g.drawImage(map, x, y, null);
   }
}


then I make a new Object with it
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public static map map = new map("images/Map2.png");


then later...
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map.paint(g);


What do I have to do to make it paint?? I've looked all around the web and the question never gets answered
Offline moogie

JGO Knight


Medals: 12
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Exp: 10 years


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« Reply #1 - Posted 2011-11-25 00:39:20 »

are you absolutely positive that your file name is "exactly" the same as what your are attempting to load? i.e JAR entries are case sensitive
Offline gbeebe

Senior Member


Medals: 5
Projects: 1



« Reply #2 - Posted 2011-11-25 00:46:37 »

doesn't getImage() go on to do what it's supposed to without locking the flow of the program?  Are you sure the image is fully loaded before using it?
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Offline Quadro

Senior Newbie





« Reply #3 - Posted 2011-11-25 06:38:36 »

Well I fixed the problem, I split the image into 4 pieces but now I can only load 3 of the 4 pieces of map, once I load 3 of them the 4th won't paint at all

new map class:
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import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;


public class map extends Thread {

   Image map1;
   Image map2;
   Image map3;
   Image map4;
   String mp;
   Boolean cleaned = false;
   public static int x = 0;
   public static int y = 0;
   
   public map() {
      this.mp = mp;
      map1 = Toolkit.getDefaultToolkit().getImage(this.getClass().getResource("map/MapPiece1.jpeg"));
      map2 = Toolkit.getDefaultToolkit().getImage(this.getClass().getResource("map/MapPiece2.jpeg"));
      map3 = Toolkit.getDefaultToolkit().getImage(this.getClass().getResource("map/MapPiece3.jpeg"));
      map4 = Toolkit.getDefaultToolkit().getImage(this.getClass().getResource("map/MapPiece4.jpeg"));
   }
   
   public void paint(final Graphics g) {
      Runnable t = new Runnable() {
         public void run() {
      if(thing.p.realX < 4200 && thing.p.realY < 4200) {
      g.drawImage(map1, x, y, null);
      } else {
      }
      if(thing.p.realX > 3550 && thing.p.realY < 4150) {
      g.drawImage(map2, x+4001, y-1, null);
      } else {
      }
      if(thing.p.realY > 3800 && thing.p.realX < 4200) {
      g.drawImage(map3, x, y+4001, null);
      }  else {
      }
      if(thing.p.realX > 3800 && thing.p.realY > 3800 ) {
      g.drawImage(map4, x+4001, y+4001, null);
      } else {
      }
         }
      };
      t.run();
   }
}
Offline steveyO
« Reply #4 - Posted 2011-11-25 08:05:22 »

If its a loading issue then a MediaTracker will fix.  Try googling "Java MediaTracker" for code examples.

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Offline ra4king

JGO Kernel


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Projects: 2
Exp: 5 years


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« Reply #5 - Posted 2011-11-25 09:52:55 »

Try using a blocking solution like ImageIO.read(getClass().getResourceAsStream("file/path.jpg"));

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