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  Making Images In Java  (Read 651 times)
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Offline Bearded Cow
« Posted 2011-12-01 21:34:59 »

I recently discovered the Java4k competition, after looking at a few of the games that were on the website, it began to amaze me how good they were. The thing that I am trying to get at is that looking at the games most of them involve use sprites, and after looking at some of the source code, I don't quite understand how the images are done. Could any of you please explain how they do it. Thanks. 
Offline Z-Man
« Reply #1 - Posted 2011-12-01 21:40:09 »

The way I'd do it is to just create an image then draw on it, but I've never done Java4k so I don't know how the pros do it. Here is a very simple example.
// Create an image of the size you want
BufferedImage img = new BufferedImage(10, 10);
// Get the Graphics2D object for the image
Graphics2D g = img.createGraphics();
// Do all your drawing
g.fillRect(0, 0, 10, 10);
Offline Skarion
« Reply #2 - Posted 2011-12-01 21:41:43 »

If you using a .jar you will need to use something can track it's position, for example .getResource().
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Offline Bearded Cow
« Reply #3 - Posted 2011-12-01 21:52:06 »

Take a look at this.

I have used, the simple g.draw/fill function a lot but these seem to do it a lot more effectively.

Offline Groboclown
« Reply #4 - Posted 2011-12-01 22:06:19 »

As the link above showed, one method is to use Image references:
// create a sprite image using alpha + RGB channels
BufferedImage sprite = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);

You can then set the individual pixels from an int array:
setRGB(int startX, int startY, int w, int h, int[] rgbArray, int offset, int scansize) 
sprite.setRGB(0, 0, width, height, pixel_array, 0, 8);

and draw it using Graphics.drawImage.

The trick, then, is filling the pixels.  These are encoded per integer as per-byte values:
pixel_array[offset + (y-startY)*scansize + (x-startX)] = (alpha_channel << 24) | (red_channel << 16) | (green_channel << 8) | blue_channel;

Likewise, you can use a single BufferedImage for the whole screen, and write directly to that, and draw it with one call to drawImage.

Offline Bearded Cow
« Reply #5 - Posted 2011-12-01 22:52:01 »

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