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  Using Slick without GameContainer  (Read 559 times)
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Offline Troncoso

Junior Member


Medals: 1



« Posted 2012-12-01 21:33:28 »

I've decided to implement slick as it has many features that Java2D lacks, and is simpler to use than straight up lwjgl. My issue is, I really only want to access it's Graphics and Geom utilities (at the moment). Using the Graphics class to draw is straight foward (drawing on a Canvas), but I do this to update the image:

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graphics = buffer.getDrawGraphics();
graphics.drawImage (bi, 0, 0, null);


here graphics is Java's Graphics class. Does anyone know how to do this using slick? Do I need to? Am I thinking about this wrong?
Offline davedes
« Reply #1 - Posted 2012-12-01 21:46:21 »

What is your question? Huh

You don't need to create a game container. You can use your own game loop.

To use graphics it would look something like this:
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... init ...
   g = new Graphics(width, height);

... render ...
   g.drawRect(...);


To use image graphics it would look like this, using the latest code:
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... init ...
    //creates a new FBO and texture
   image = Image.createOffscreenGraphics(256, 256);
    imageGraphics = image.getGraphics();    

... render ...
    imageGraphics.drawRect(...);
    imageGraphics.flush();

    //draw to screen
   g.drawImage(imageGraphics, x, y);


You should look into the code for GameContainer and AppGameContainer for more details on how Graphics is set up and used.

Offline Troncoso

Junior Member


Medals: 1



« Reply #2 - Posted 2012-12-01 22:56:54 »

I understand how to use the Graphics class in slick, as I said. But, I believe you've actually answered my question. Thanks you.
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