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  Getting rid of trails?  (Read 1267 times)
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Offline zyzz

Senior Newbie





« Posted 2012-03-05 01:13:22 »

I know this is all related to double buffering and stuff but I'm trying to use createVolatileImage to draw some stuff on screen, however - there are trails being left behind. I've tried to get rid of them by clearing over the background image over the drawing but it doesn't work.

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package _game;

import java.awt.*;
import javax.swing.JFrame;

public class _game extends Canvas implements Runnable {

*/
   private Thread t = new Thread(this);

   private boolean running;
   
   private static int width = 160;
   private static int height = 120;
   private static int scale = 4;
   
   public mouse mouse = new mouse();
   private Screen screen = new Screen();
   
   private long lastTime;
   public static int tick;
   
   public _game(){
      int w = width * scale;
      int h = height * scale;
     
        setPreferredSize(new Dimension(w, h));
        setMaximumSize(new Dimension(w, h));
        setMinimumSize(new Dimension(w, h));
        setBackground(Color.BLACK);  
       
      addMouseListener(mouse);
      addMouseMotionListener(mouse);
     
        this.setFocusable(true);
   }
   
   public void start(){
        lastTime = System.currentTimeMillis();
       
      running = true;
       
      t.start();
   }
   
   public static void main(String[] args){
      _game ga = new _game();
     
     
     
        JFrame frame = new JFrame("derr");
        frame.add(ga);
        frame.pack();
        frame.setResizable(false);
        frame.setLocationRelativeTo(null);
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        frame.setVisible(true);
     
      ga.start();
   }

   public synchronized void stop(){
      running = false;
   }
   
   public void paint(Graphics g)
   {
   }

    public void update(Graphics g)
    {
        render(g);
    }
   
   public void render(Graphics g){

   }

   @Override
   public void run() {
      Image image = null;
     
      while(running){
         tick = ((int)(System.currentTimeMillis() - lastTime)/100);
         
         if(image == null){
            image = createVolatileImage(width * scale, height * scale);
         }
         
         Graphics g = image.getGraphics();
         
         screen.render(g, mouse.mx, mouse.my);
         
         g = getGraphics();
         
         g.drawImage(image, 0, 0, width * scale, height * scale, 0, 0, width * scale, height * scale, null);
         g.dispose();

            try
            {
                Thread.sleep(5);
            }
            catch (InterruptedException e)
            {
               e.printStackTrace();
            }
      }
   }
   

}


screen.render(g) just draws rectangles at my mouse pos (when it is dragged)
Offline gbeebe

Senior Member


Medals: 5
Projects: 1



« Reply #1 - Posted 2012-03-05 01:22:42 »

where is g.clearRect(0, 0, width, height); ?
Offline ra4king

JGO Kernel


Medals: 345
Projects: 2
Exp: 5 years


I'm the King!


« Reply #2 - Posted 2012-03-05 01:29:58 »

Also it's best if you use a BufferedImage instead of VolatileImage, since the latter is so unreliable.

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Offline zyzz

Senior Newbie





« Reply #3 - Posted 2012-03-05 01:46:44 »

where is g.clearRect(0, 0, width, height); ?
I dunno.

Also it's best if you use a BufferedImage instead of VolatileImage, since the latter is so unreliable.
Ok, thanks!
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