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  Problem with loading image  (Read 1201 times)
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Offline King_of_Men

Senior Newbie

EUII player

« Posted 2005-01-29 20:55:12 »

I am attempting to load in a .gif file to serve as a sprite for one of my game objects. To do this I use the line :

myImage = Toolkit.getDefaultToolkit().getImage("razz.gif");

However, this appears to introduce some Weird Stuff (tm). This is a basic top-down shooter, with a map of tiles. A tile that does not contain any other game object just draws a green square. But when I call my initialising method, it just draws the tiles to the first one containing a sprite, then stops drawing. Some considerable time later, it will start drawing the .gif for the sprites.

This seems to be a problem with the loading time for the gif file, but I'm not entirely sure how to deal with it. Is there a way to say 'stop executing until the image is fully ready'?

Now, the gif is an animated one (in point of fact it's a smiley  Smiley ) and that works well. But every so often the animation will cease and a blank red square will be drawn. This does not seem to occur at the end of every animation cycle, so I'm really not sure what might cause it. Ideas?

To win one hundred victories, in one hundred battles, is not the acme of skill. To subdue the enemy without fighting is the acme of skill.
Offline tom
« Reply #1 - Posted 2005-01-29 22:55:06 »

Look up MediaTracker.

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