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  Game lagging horribly  (Read 549 times)
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Offline Tiersile

Junior Newbie





« Posted 2013-10-24 19:22:36 »

My game is lagging horribly... I'm running it on a timer, and once I get to about 15 enemies on the screen, it lags. Does anyone have any suggestions? Sorry for bad code, I'm a fairly new programmer.

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import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import java.util.Random;
import javax.swing.ImageIcon;
import javax.swing.JOptionPane;
import javax.swing.JPanel;
import javax.swing.Timer;

public class GameFrame extends JPanel implements ActionListener {

   Timer mainTimer;
   Player player;

   public static int level = 1;

   static ArrayList<Enemy> enemies = new ArrayList<Enemy>();
   static ArrayList<Missile> missiles = new ArrayList<Missile>();

   Random rand = new Random();

   // starts the game timer and starts the game
  public GameFrame() {
      setFocusable(true);
      player = new Player(150, 450);
      addKeyListener(new KeyAdapt(player));

      mainTimer = new Timer(10, this);
      mainTimer.start();

      startGame();

   }

   // paints the images to the game window
  public void paint(Graphics g) {
      super.paint(g);
      Graphics2D g2d = (Graphics2D) g;

      // draws the background
     ImageIcon bg = new ImageIcon(getClass().getResource("background.png"));
      g2d.drawImage(bg.getImage(), 0, 0, null);

      // draws the stats and upgrade panels
     ImageIcon stats = new ImageIcon(getClass().getResource("stats.png"));
      g2d.drawImage(stats.getImage(), 530, 0, null);

      ImageIcon ug = new ImageIcon(getClass().getResource("upgrades.png"));
      g2d.drawImage(ug.getImage(), 530, 250, null);

      player.draw(g2d);

      for (int i = 0; i < enemies.size(); i++) {
         Enemy tempEnemy = enemies.get(i);
         tempEnemy.draw(g2d);
      }

      for (int i = 0; i < missiles.size(); i++) {
         Missile m = missiles.get(i);
         m.draw(g2d);
      }

      // displays what level you are on, and your points
     g2d.drawString("Level :" + level, 550, 50);
      g2d.drawString("Enemy count: " + enemies.size(), 550, 70);
      g2d.drawString("Health :" + Player.health, 550, 90);
      g2d.drawString("Speed :" + Player.speed, 550, 110);
      g2d.drawString("Missile Count :" + Player.missileCount, 550, 130);
      g2d.drawString("Damage :" + Player.missilePower, 550, 150);

      // displays the upgrades available and how much they cost
     // speed
     g2d.drawString("1: +1 Speed", 535, 320);
      g2d.drawString("" + Player.speed * 10, 620, 320);
      // health
     g2d.drawString("2: " + (Player.healthpool + 5) + " health", 535, 340);
      g2d.drawString("" + Player.healthpool * 10, 620, 340);
      // missileCount
     g2d.drawString("3: +1 missile", 535, 360);
      g2d.drawString("" + Player.missileCount * 3, 620, 360);
      // missilePower
     g2d.drawString("4: +1 Damage", 535, 380);
      g2d.drawString("" + Player.missilePower * 6, 620, 380);
      // points
     g2d.drawString("Points :" + Player.points, 535, 400);
      //instructions
     g2d.drawString("Instructions: press", 535, 410);
      g2d.drawString("the corresponding", 535, 420);
      g2d.drawString("number on the left", 535, 430);
      g2d.drawString("to upgrade.", 535, 440);

   }

   // controls actions, checks if game has ended
  public void actionPerformed(ActionEvent arg0) {
      player.update();

      for (int i = 0; i < enemies.size(); i++) {
         Enemy tempEnemy = enemies.get(i);
         tempEnemy.update();
      }

      for (int i = 0; i < missiles.size(); i++) {
         Missile m = missiles.get(i);
         m.update();
      }

      checkEnd();
      repaint();
      try{
         Thread.sleep(20);
      }catch(InterruptedException ex){}
   }

   // adds enemies
  public void addEnemy(Enemy e) {
      enemies.add(e);
   }

   // removies enemies
  public static void removeEnemy(Enemy e) {
      enemies.remove(e);
   }

   // arraylist to store the number of enemies
  public static ArrayList<Enemy> getEnemyList() {
      return enemies;
   }

   // adds missiles
  public static void addMissile(Missile m) {
      missiles.add(m);
   }

   // removes missiles
  public static void removeMissile(Missile m) {
      missiles.remove(m);
   }

   // arraylist to store the number of missiles
  public static ArrayList<Missile> getMissileList() {
      return missiles;
   }

   // starts the game, loads up enemies
  public void startGame() {
      int enemyOneCount;
      int enemyTwoCount;

      enemyOneCount = level * 2;
      enemyTwoCount = level - 9;
      for (int i = 0; i < enemyOneCount; i++) {
         addEnemy(new EnemyOne(rand.nextInt(400), -10 + -rand.nextInt(600)));
      }
      if (level >= 10) {
         for (int i = 0; i < enemyTwoCount; i++) {
            addEnemy(new EnemyTwo(rand.nextInt(400), -10+ -rand.nextInt(600)));
         }
      }
   }

   // checks if the level is over
  public void checkEnd() {
      if (enemies.size() == 0) {
         if (Player.health > 0) {
            level++;
            enemies.clear();
            missiles.clear();
            startGame();
         } else {
            JOptionPane.showMessageDialog(null,"You lose! You made it to level " + level);
            System.exit(0);
         }
      }
   }
}
Offline Troncoso

JGO Coder


Medals: 20



« Reply #1 - Posted 2013-10-24 19:59:13 »

You are creating new resources in every frame:

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ImageIcon bg = new ImageIcon(getClass().getResource("background.png"));

ImageIcon ug = new ImageIcon(getClass().getResource("upgrades.png"));


I don't see your Enemy class in here, but if you are doing something similar with them, then that could cause your proposed issues.

Create all your resources before starting your game loop, then just reference those.
Offline Tiersile

Junior Newbie





« Reply #2 - Posted 2013-10-24 20:02:58 »

Do you have a skype or a website I could upload my project file to for you to look at? I see what you're saying, but I'm not sure where I should place those resources. I'm looking at it now
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Offline Dxu1994
« Reply #3 - Posted 2013-10-24 20:04:36 »

1. Don't be loading assets every time you need to render something. If possible, use a cache.
2. Use BufferedImage instead of ImageIcon. ImageIcon is just for that - for icons!
3. Use a BufferStategy to render, this ensures GPU-page flipping on some hardware.
4. Convert BufferedImages to device-compatible format before displaying them.

Offline Troncoso

JGO Coder


Medals: 20



« Reply #4 - Posted 2013-10-24 20:05:12 »

Literally just pull those declarations out of the paint method and make them fields, like you have the Player object. You don't even need to write any extra code.

Oh, as well. Look up double buffering for Java2D. That'd be helpful.
Offline Dxu1994
« Reply #5 - Posted 2013-10-24 20:12:57 »

1. Instead of using new ImageIcon(blah) every time in paint(), create some BufferedImage fields and reference them in paint().
2. Load BufferedImages in your constructor with ImageIO.read().
3. Try and switch to a BufferStategy if you can, this will greatly improve performance.
4. Use this code to create a device-compatible image:

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public static BufferedImage toCompatibleImage(BufferedImage image, boolean override, boolean disposeOld) {
        if (image.getColorModel().equals(gfxConfig.getColorModel()) && !override) {
            return image;
        }
        BufferedImage newImage = gfxConfig.createCompatibleImage(image.getWidth(), image.getHeight(), image.getTransparency());
        Graphics2D g2d = newImage.createGraphics();
        g2d.drawImage(image, 0, 0, null);
        g2d.dispose();
        if (disposeOld) {
            image.flush();
        }

        return newImage;
    }

Offline Tiersile

Junior Newbie





« Reply #6 - Posted 2013-10-24 20:13:37 »

Okay, I did that. I'm looking into using BufferedImages now, reading up on it.  Smiley Thank you for the help both of you
Offline Jimmt
« League of Dukes »

JGO Kernel


Medals: 128
Projects: 4
Exp: 3 years



« Reply #7 - Posted 2013-10-25 07:28:16 »

I would not recommend putting Thread.sleep in your actionPerformed() method. Because you are running on the main thread, all you are doing is slowing down all processes for 20 ms (lag).
Offline Tiersile

Junior Newbie





« Reply #8 - Posted 2013-10-25 13:16:35 »

I would not recommend putting Thread.sleep in your actionPerformed() method. Because you are running on the main thread, all you are doing is slowing down all processes for 20 ms (lag).
Thank you! I put that in there originally to try to solve the issue by putting the thread to sleep, but I forgot to take it out. I appreciate everyone's help.
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