Java-Gaming.org    
Featured games (81)
games approved by the League of Dukes
Games in Showcase (499)
Games in Android Showcase (118)
games submitted by our members
Games in WIP (567)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  2D rendering problem? noob question  (Read 1133 times)
0 Members and 1 Guest are viewing this topic.
Offline VeNOM

Senior Newbie




[ G.O.A.T ] 4 life


« Posted 2003-02-10 21:03:54 »

Im trying to understand how this stuff works i have looked at some code.. this is as far as a come.
1  
2  
3  
4  
5  
6  
7  
8  
9  
10  
11  
12  
13  
14  
15  
16  
17  
18  
19  
20  
21  
22  
23  
24  
25  
26  
27  
28  
29  
30  
31  
32  
33  
34  
35  
36  
37  
38  
39  
40  
41  
42  
43  
44  
45  
46  
47  
48  
49  
50  
51  
52  
53  
54  
55  
56  
57  
58  
59  
60  
61  
62  
63  
64  
65  
66  
67  
68  
69  
70  
71  
72  
73  
74  
75  
76  
77  
78  
79  
80  
81  
82  
83  
84  
85  
86  
87  
88  
89  
90  
91  
92  
93  
94  
95  
96  
97  
98  
99  
100  
101  
102  
103  
104  
105  
106  
107  
108  
109  
110  
111  
112  
113  
114  
115  
116  
117  
118  
119  
120  
121  
122  
123  
124  
125  
126  
127  
128  
129  
130  
131  
132  
133  
134  
135  
136  
137  
138  
139  
140  
141  
142  
143  
144  
145  
146  
147  
148  
149  
150  
151  
152  
153  
154  
155  
156  
157  
158  
159  
160  
161  
162  
163  
164  
165  
166  
167  
168  
169  
170  
171  
172  
173  
174  
175  
176  
177  
178  
179  
180  
181  
182  
183  
184  
185  
186  
187  
188  
189  
190  
191  
192  
193  
194  
195  
196  
197  
198  
199  
200  
201  
202  
203  
204  
205  
206  
207  
208  
209  
210  
211  
212  
213  
214  
215  
216  
217  
218  
219  
220  
221  
222  
import javax.swing.event.*;
import java.awt.event.*;
import javax.swing.*;
import java.awt.*;
import java.util.*;
import java.awt.image.*;
import java.awt.image.BufferStrategy;

public class RawSugar extends JFrame implements ActionListener {
      BufferStrategy bufferStrategy;

      public RawSugar() {

            JFrame window = new JFrame("Project: RawSugar Beta");
            window.setBounds(
                  50,
                  window.getToolkit().getScreenSize().height/20,
                  window.getToolkit().getScreenSize().width-100,
                  window.getToolkit().getScreenSize().height-100
            );

            window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
            BorderLayout border = new BorderLayout();
            Container c = window.getContentPane();
            c.setLayout(border);




            JMenuItem subMeny1;
            JMenuItem subMeny2;
            JMenuItem subMeny3;

            window.setIgnoreRepaint( true );

            JMenuBar menuBar = new JMenuBar();
            window.setJMenuBar(menuBar);
            JMenu meny = new JMenu("Arkiv");
            meny.setMnemonic(KeyEvent.VK_A);
            menuBar.add(meny);

            subMeny1 = new JMenuItem("Nytt",KeyEvent.VK_T);
            subMeny1.setAccelerator(KeyStroke.getKeyStroke('N', ActionEvent.CTRL_MASK));
            meny.add(subMeny1);

            subMeny2 = new JMenuItem("Stäng",KeyEvent.VK_T);
            subMeny2.setAccelerator(KeyStroke.getKeyStroke('Q', ActionEvent.CTRL_MASK));
            meny.add(subMeny2);

            meny.addSeparator();

            subMeny3 = new JMenuItem("Stäng", new ImageIcon("macke.jpg"));
            subMeny3.setMnemonic(KeyEvent.VK_B);
            subMeny3.setAccelerator(KeyStroke.getKeyStroke('Q', ActionEvent.CTRL_MASK));
            meny.add(subMeny3);
            subMeny3.addActionListener(this);


            JPanel plan = new JPanel();
            plan.setBackground(Color.white);
            c.add(plan, BorderLayout.CENTER);

            ImageIcon icon = new ImageIcon("pics/test.jpg");
            c.add(new JLabel(icon), BorderLayout.WEST);

            JPanel right = new JPanel();
            right.setBackground(Color.black);
            c.add(right, BorderLayout.EAST);
            right.setLayout(new GridLayout(24,1));


            JPanel botten = new JPanel();
            botten.setBackground(Color.black);
            c.add(botten, BorderLayout.SOUTH);

            TextField goalP1 = new TextField();
            TextField goalP2 = new TextField();
            TextField timeLeft = new TextField();

            goalP1.setText("kauken");
            goalP1.setBackground(Color.red);
            botten.add(goalP1);

            goalP2.setText("0 Goals");
            goalP2.setBackground(Color.red);
            botten.add(goalP2);

            timeLeft.setText("TID KVAR");
            timeLeft.setBackground(Color.white);
            right.add(timeLeft);


            //------------------KNAPPAR--------------------

            JButton nytt = new JButton("New Game");
            right.add(nytt);
            nytt.setBackground(Color.gray);
            nytt.addActionListener(this);

            JButton end = new JButton("End Game");
            right.add(end);
            end.setBackground(Color.blue);
            end.addActionListener(this);

            JButton toplist = new JButton("TopList");
            right.add(toplist);
            toplist.setBackground(Color.gray);
            toplist.addActionListener(this);

            JButton p1 = new JButton("Player 1");
            right.add(p1);
            p1.setBackground(Color.blue);
            p1.addActionListener(this);

            JButton p2 = new JButton("Player 2");
            right.add(p2);
            p2.setBackground(Color.gray);
            p2.addActionListener(this);

            JButton start = new JButton("Start match");
            right.add(start);
            start.setBackground(Color.blue);
            start.addActionListener(this);


            window.setVisible(true);

            //--------------------------------------------------

            Image test2= Toolkit.getDefaultToolkit().createImage("test.png");

      int ScreenWidth;
   int ScreenHeight;
      int test = 1;
      //boolean Running = true;
     bufferStrategy = plan.getBufferStrategy();
      plan.createBufferStrategy( 3 );


        while( test == 1 )
        {
           // This is where you would call a method that updates your game state (ie: moves
          // objects, checks for collisions, etc.

           // updategame();

           // Call our render function to draw everything.

           render();

           // Sleep

           try
           {
         Thread.sleep( 30 );  // This should be replaced with proper frame rate limiting code
          } catch( InterruptedException e ) {}
        }
          }


          // A variable used with render()

          int i = 0;

          // This method is called once every frame to display the current state of our game.

          private void render()
          {
        // If we've lost our video memory, don't bother drawing anything

              if( !bufferStrategy.contentsLost())
              {
                 Graphics g = bufferStrategy.getDrawGraphics();

                 // Clear the drawing buffer to white
                g.setColor( Color.white );
                 g.fillRect( 0, 0, 100, 111 );

                 // Say hello
                g.setColor( Color.black );
                 g.drawString( "Hello World!", i, i );

                 // We'll stop after 400 frames.
                i++;
                // if( i > 400 )
             //      test=2;

                 bufferStrategy.show();
                 g.dispose();
              }

//--------------------------------------------------------------


      }

      public static void main (String[] args) {
            new RawSugar();
      }

      public void actionPerformed(ActionEvent e)
            {
                  /*if(e.getSource() == subMeny3)
                        System.exit(0);
                  else if(e.getSource() == cirkel)
                  {
                        Cirkel c = new Cirkel(ruta);
                        t = new Thread(c);
                        BouncingObject.tradarIgang.add(c);
                        t.start();
                  }
                  else if(e.getSource() == fyrkant)
                  {
                        Rektangel c = new Rektangel(ruta);
                        t = new Thread(c);
                        BouncingObject.tradarIgang.add(c);
                        t.start();
                  }*/


            }

}


the thing is that i want to be draw in the JPanel Plan.
I may be way wrong in my code.. anyone have any tips.. i tryed to set the drawing to the JFrame but thats not what i want and then the JFrame just shows the stuff on the screen before i started the program.. plx help
Offline Harley Rana

Junior Member




Java games rock!


« Reply #1 - Posted 2003-02-11 01:08:02 »

When you want a frame with menus it best to create a panel to draw into and add it to the frame.  
In your drawing panel override paintComponent(Graphics), and put what ever rendering code you want.

Drawing in the frame only works when you aren't using any menus.  But if don't need menus using a BufferedStategy in the frame is the best.

harley.
Offline javatypo

Junior Member





« Reply #2 - Posted 2003-02-12 18:24:20 »

dont use swing..

use like awt or something for games.. it is way easier, and will provide better performance
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

 

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

Pippogeek (39 views)
2014-09-24 16:13:29

Pippogeek (30 views)
2014-09-24 16:12:22

Pippogeek (19 views)
2014-09-24 16:12:06

Grunnt (45 views)
2014-09-23 14:38:19

radar3301 (27 views)
2014-09-21 23:33:17

BurntPizza (63 views)
2014-09-21 02:42:18

BurntPizza (32 views)
2014-09-21 01:30:30

moogie (40 views)
2014-09-21 00:26:15

UprightPath (50 views)
2014-09-20 20:14:06

BurntPizza (54 views)
2014-09-19 03:14:18
List of Learning Resources
by Longor1996
2014-08-16 10:40:00

List of Learning Resources
by SilverTiger
2014-08-05 19:33:27

Resources for WIP games
by CogWheelz
2014-08-01 16:20:17

Resources for WIP games
by CogWheelz
2014-08-01 16:19:50

List of Learning Resources
by SilverTiger
2014-07-31 16:29:50

List of Learning Resources
by SilverTiger
2014-07-31 16:26:06

List of Learning Resources
by SilverTiger
2014-07-31 11:54:12

HotSpot Options
by dleskov
2014-07-08 01:59:08
java-gaming.org is not responsible for the content posted by its members, including references to external websites, and other references that may or may not have a relation with our primarily gaming and game production oriented community. inquiries and complaints can be sent via email to the info‑account of the company managing the website of java‑gaming.org
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!