Java-Gaming.org
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
Featured games (78)
games approved by the League of Dukes
Games in Showcase (407)
games submitted by our members
Games in WIP (293)
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  
  Fade in/out effect too slow  (Read 619 times)
0 Members and 1 Guest are viewing this topic.
Offline leemon

Senior Newbie




Java games rock!


« Posted 2004-10-19 11:13:00 »

Hi!

 I'm trying to do a fade in/out effect between two images using the following code:

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  
public void render(Graphics g, Image imageFrom, Image imageTo, int width, int height) {

      Image buffer=gc.createCompatibleVolatileImage(width,height);

      Graphics2D g2 = (Graphics2D)buffer.getGraphics();  
                               
      int counter=0;
      while (counter<90) {
            counter=counter+2;
            double alphaScalar = Math.sin(Math.toRadians(counter));
                  g2.setComposite(AlphaComposite.SrcOver);
            g2.drawImage(imageFrom, 0, 0, null);  
                  g2.setComposite(AlphaComposite.getInstance(AlphaComposite.SRC_OVER, (float)alphaScalar));
            g2.drawImage(imageTo, 0, 0, null);
            g.drawImage(buffer, 0, 0, null);
            try {
                  Thread.sleep(1);  
            }
            catch(InterruptedException ex){}
      }                                                                    
           
      g.dispose();
      g2.dispose();
      buffer.flush();
}


The problem is that it's too slow and jerky. I need a smoother transition.

Before you ask me, I've put a "Thread.sleep(1)" line to allow another thread playing a background music to breath.


Thanks in advance
Offline Malohkan

Senior Member




while (true) System.out.println("WOO!!!!");


« Reply #1 - Posted 2004-10-19 17:14:19 »

if you have a good timer that can tell you how much time has elapsed between drawing calls, you can scale "counter" by the elapsed time.  Moving by 2 every time does not compensate at all for any differences in time that loops might take.

Admin and Game Developer at
GameLizard.com
Play Rimscape!    |    Play Conquer!
Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
Try the Free Demo of Revenge of the Titans

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

The first screenshot will be displayed as a thumbnail.

The invasion has landed! On Mars! And you're there to beat 'em!
cubemaster21 (88 views)
2013-05-17 21:29:12

alaslipknot (96 views)
2013-05-16 21:24:48

gouessej (128 views)
2013-05-16 00:53:38

gouessej (123 views)
2013-05-16 00:17:58

theagentd (131 views)
2013-05-15 15:01:13

theagentd (119 views)
2013-05-15 15:00:54

StreetDoggy (161 views)
2013-05-14 15:56:26

kutucuk (184 views)
2013-05-12 17:10:36

kutucuk (185 views)
2013-05-12 15:36:09

UnluckyDevil (191 views)
2013-05-12 05:09:57
Complex number cookbook
by Roquen
2013-04-24 12:47:31

2D Dynamic Lighting
by Oskuro
2013-04-17 16:46:12

2D Dynamic Lighting
by Oskuro
2013-04-17 16:45:57

2D Dynamic Lighting
by Oskuro
2013-04-17 16:23:20

Noise (bandpassed white)
by Roquen
2013-04-05 17:36:01

Noise (bandpassed white)
by Roquen
2013-04-03 16:17:38

Java Data structures
by Roquen
2013-03-29 13:21:12

Topic Request
by kutucuk
2013-03-22 21:42:01
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!
Page created in 0.115 seconds with 20 queries.