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  Using LWJGL Applets  (Read 197 times)
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Offline joaogl

Senior Newbie





« Posted 2013-03-18 22:57:02 »

Hello,

I'm changing my 2D java game to use lwjgl but I'm having troubles using it has an applet...
Bellow its my current lwjgl Code and my old applet Code... how can I create the applet?

Code:

Quote
public class Game implements Runnable {

   public boolean running = false;
   private Thread thread;
   private Render render;
   private static String title = "Larry";
   public static int width = 1200;
   public static int height = width / 16 * 9;
   public static int scale = 1;

   public Game() {
      render = new Render();
   }

   private void init() {
      try {
         Display.setDisplayMode(new DisplayMode(width, height));
         Display.setTitle(title);
         Display.create();
      } catch (LWJGLException e) {
         e.printStackTrace();
      }

      glMatrixMode(GL_PROJECTION_MATRIX);
      glOrtho(0, width, height, 0, 0, 1.0f);
      glEnable(GL_TEXTURE_2D);
      glEnable(GL_COLOR_MATERIAL);
      //glEnable(GL_LIGHTING);
   }

   public void start() {
      running = true;
      thread = new Thread(this, "Display");
      thread.start();
   }

   public void run() {
      init();
      long lastTime = System.nanoTime();
      double ns = 1000000000.0 / 60.0;
      double delta = 0;
      long lastTimer = System.currentTimeMillis();
      int frames = 0;
      int updates = 0;
      while (running) {
         long now = System.nanoTime();
         delta += (now - lastTime) / ns;
         lastTime = now;
         if (delta >= 1) {
            update();
            updates++;
            delta--;
         }
         render();
         frames++;
         while (System.currentTimeMillis() - lastTimer > 1000) {
            lastTimer += 1000;
            System.out.println(updates + " ups, " + frames + " fps.");
            updates = 0;
            frames = 0;
         }
         check();
      }
      Display.destroy();
   }

   private void check() {
      if (Display.isCloseRequested()) running = false;
   }

   int px = 200, py = 150;
   int speed = 5;
   int bspeed = 10;
   boolean dir = false;
   int bx = 0, by = 200;

   private void update() {
      if (Keyboard.isKeyDown(Keyboard.KEY_UP)) py -= speed;
      if (Keyboard.isKeyDown(Keyboard.KEY_DOWN)) py += speed;
      if (Keyboard.isKeyDown(Keyboard.KEY_LEFT)) px -= speed;
      if (Keyboard.isKeyDown(Keyboard.KEY_RIGHT)) px += speed;

      if (dir)
         bx += bspeed;
      else bx -= bspeed;
      if (bx < 0) dir = true;
      if (bx >= width - 20) dir = false;
   }

   
   
   private void render() {
      int size = 20;
      glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
      //glEnable(GL_LIGHT0);
      //glLight(GL_LIGHT0, GL_INTENSITY, FloatUtils.asFloatBuffer(new float[]{10f, 10f, 10f, 10.0f}));         
      //glLight(GL_LIGHT0, GL_INTENSITY, GL_INTENSITY);
      render.setColor(0.0f, 1.0f, 0.0f);
      render.tile(px, py, size);
      render.setColor(1.0f, 0.0f, 0.0f);
      render.tile(bx, by, size);
      Display.update();
   }

}


Old java applet that I used before switch to lwjgl:

Quote
public class LarryApplet extends Applet {
   private static final long serialVersionUID = 1L;
   private Game display = new Game();
   
   public void init() {
      Game.debugging = false;
      setLayout(new BorderLayout());
      add(display);
      requestFocus();
   }
   
   public void start(){
      display.start();
   }
   
   public void stop(){
      display.stop();
   }
}


How can I change the old applet code to start the lwjgl?
Offline kappa
« League of Dukes »

JGO Kernel


Medals: 50
Projects: 15


★★★★★


« Reply #1 - Posted 2013-03-19 13:21:36 »

Have a read of the Basic LWJGL Applet guide.

Secondly when using LWJGL you also have natives which need to be deployed, a number of different ways to do this, e.g. Deploying with the LWJGL Applet Loader.
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