Sprites not loading - java

Me and a partner have been creating a game for our class. And while we are able to make shapes, we are unable load the sprite. I'm not sure all this code is necessary but it seemed like the necessary classes, and any other help with our code here would be most appreciated.
import javax.imageio.ImageIO;
import javax.swing.*;
import java.awt.*;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
public class BoardGraphics extends JPanel{
public BoardGraphics(){
initGraphics();
}
//Image Url's
String grassTS = "src/Resources/Sprites/GrassTile_1.png";
//Image objects
BufferedImage grassTI;
public void layTiles(Graphics g){
for(int i = 0; i < 21; i++){
for(int k = 0; k < 21; k++){
}
}
}
public void loadImage(String url, Image image){
try {
image = ImageIO.read(new File(url));
if(image != null){
System.out.println(url + ", has been loaded!");
}
}catch (IOException e){
e.printStackTrace();
}
}
public void initGraphics(){
setBackground(Color.WHITE);
setDoubleBuffered(true);
loadImage(grassTS, grassTI);
}
public void drawPlayer(Graphics g){
g.fillOval(5,5,32,32);
}
#Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
g.setColor(Color.BLACK);
g.drawImage(grassTI,21,21,null);
drawPlayer(g);
layTiles(g);
}
}
My partner has done most of this code, and I know very little about graphical programming in java. Also i'm trying to split these two classes apart.
import java.nio.file.Paths;
import javafx.embed.swing.*;
import javafx.scene.media.MediaPlayer;
import javafx.scene.media.Media;
import javax.swing.*;
import java.awt.*;
public class Game extends Canvas implements Runnable {
boolean running = true;
public final int Wid = 480;
public final int Hei = 480;
public final int scale = 3;
public final String name = "Hasty Harvester";
private JFrame frame;
JFXPanel in = new JFXPanel();
public Board b;
public KeyIn input;
public BoardGraphics g = new BoardGraphics();
public boolean start = true;
public Game(){
init();
frame = new JFrame(name);
frame.setPreferredSize(new Dimension(Wid, Hei));
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
input = new KeyIn(in);
frame.add(in);
frame.add(g);
frame.pack();
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public void run(){
long lastTime = System.nanoTime();
double ns = 100000000.0 / 60.0;
int frames = 0;
int ticks = 0;
long lastTimer = System.currentTimeMillis();
double delta = 0;
Farm farmville = new Farm("src/Resources/Levels/levels.txt");
b = farmville.getMap(0);
music("src/Resources/Music/CasualGameTrack_Alexandr_Zhelanov_Ingame.mp3");
while(running) {
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
boolean shouldrender = false;
while (delta >= 1) {
ticks++;
tick(b);
delta--;
shouldrender = true;
}
if(shouldrender) {
frames++;
render();
}
//Per second record the amount of frames + ticks, and reset them
if (System.currentTimeMillis() - lastTimer >= 1000) {
lastTimer +=1000;
System.out.println("Frames: " + frames + ", Ticks:" + ticks);
frames = 0;
ticks = 0;
}
}
}
public void init(){
in.setFocusable(true);
}
public void music(String mus){
Media sung = new Media(Paths.get(mus).toUri().toString());
MediaPlayer med = new MediaPlayer(sung);
med.play();
}
public void tick(Board b){
if(input.up.isPressed() == true){
System.out.println("Up");
input.up.toggle(false);
b.movePlayer("Up");
}
if(input.down.isPressed() == true){
System.out.println("down");
input.down.toggle(false);
b.movePlayer("Down");
}
if(input.right.isPressed() == true){
System.out.println("right");
input.right.toggle(false);
b.movePlayer("Right");
}
if(input.left.isPressed() == true){
System.out.println("left");
input.left.toggle(false);
b.movePlayer("Left");
}
}
public void render(){
}
public void start(){
new Thread(this).start();
running = true;
}
public void stop(){
running = false;
}
public static void main(String[] args){
new Game().start();
}
}

I found the issue was in the loadImage method as it was loading the image into a new image object.

Related

The Constructor Window() is not visible

iam just starting programming in Java. Have issue with classes. As i try to use Windows in my project it keep shows this errors: Multiple markers at this line
- The constructor Window() is not visible
- The constructor Window(GameContainer) is
undefined
i tried make my class public but it didnt help. Can anyone helps me? Error is showing on Window lines in main class. Thanks anyone for helpss :)
main class:
package g_core_engine;
import java.awt.Window;
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
public class GameContainer implements Runnable{
private Thread thread;
private Window window;
private boolean running = false;
private final double UPDATE_CAP = 1.0 / 60.0;
private int width = 320, height = 240;
private float Scale = 4;
private String title = "g_core_engine v1.0";
public GameContainer()
{
}
//Method that starts the actual computing of the game
public void start()
{
window = new Window();
thread = new Thread(this);
thread.run();
}
public void stop()
{
}
//Method that contains the update and render loops
public void run()
{
running = true;
boolean render = false;
enter code heredouble firstTime = 0;
double lastTime = System.nanoTime() / 1000000000.0;
double passedTime = 0;
double unprocessedTime = 0;
double frameTime = 0;
int frames = 0;
int fps = 0;
while(running)
{
render = false;
firstTime = System.nanoTime() / 1000000000.0;
passedTime = firstTime - lastTime;
lastTime = firstTime;
unprocessedTime += passedTime;
frameTime += passedTime;
while(unprocessedTime >= UPDATE_CAP)
{
unprocessedTime -= UPDATE_CAP;
render = true;
//TODO: Update Game
if(frameTime >= 1.0)
{
frameTime = 0;
fps = frames;
frames = 0;
System.out.println("FPS: "+fps);
}
}
if(render)
{
//TODO: Render Game
window.update();
frames++;
}
else
{
try
{
thread.sleep(1);
}
catch(Exception ex)
{
ex.printStackTrace();
}
}
}
dispose();
}
public void dispose()
{
}
//Main method that runs on program start
public static void main(String[] args)
{
new GameContainer().start();
}
public int getWidth() {
return width;
}
public void setWidth(int width) {
this.width = width;
}
public int getHeight() {
return height;
}
public void setHeight(int height) {
this.height = height;
}
public String getTitle() {
return title;
}
public void setTitle(String title) {
this.title = title;
}
public int getScale() {
// TODO Auto-generated method stub
return 0;
}
}
second class:
package g_core_engine;
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
public class Window
{
private JFrame frame;
private BufferedImage image;
private Canvas canvas;
private BufferStrategy bs;
private Graphics g;
public Window (GameContainer gc)
{
image = new BufferedImage(gc.getWidth(), gc.getHeight(), BufferedImage.TYPE_INT_RGB);
canvas = new Canvas();
Dimension s = new Dimension((int)(gc.getWidth() * gc.getScale()), (int)(gc.getHeight() * gc.getScale()));
canvas.setPreferredSize(s);
canvas.setMaximumSize(s);
canvas.setMinimumSize(s);
frame = new JFrame(gc.getTitle());
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(canvas, BorderLayout.CENTER);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setResizable(false);
frame.setVisible(true);
canvas.createBufferStrategy(2);
bs = canvas.getBufferStrategy();
g = bs.getDrawGraphics();
}
public void update()
{
g.drawImage(image, 0, 0, canvas.getWidth(), canvas.getHeight(), null);
bs.show();
}
}
Looks like you imported a Window class:
import java.awt.Window;
So when you're trying to make an instance of your "window" its actually trying to make a java.awt.Window. Be careful with class names. Change the name of your Window class (and then change that Window.java file of yours to the new name you pick / as well as anywhere else you were trying to use your Window) and it should work fine.

Sprite not moving properly Java

I am trying to make a Space Shooter using java, but it isn't working. I am currently working on spawning the enemies. To hold the positions of all the enemies, I used an ArrayList called allEnemies. The ArrayList is filled with Point objects. I am updating the Game by calling updateEnemies() in my game loop.
Originally, I had the enemy's y position increment by 1, but that was too fast, so I changed it to 0.2 in an attempt to slow it down. Once I made it 0.2, the sprites spawned at the top but didn't move down. I works for any value above 1, including decimals, but not anything below. Here is my code:
Enemy.java
package main;
import java.awt.Point;
import java.util.ArrayList;
public class Enemy {
static ArrayList<Point> allEnemies = new ArrayList<Point>();
public static ArrayList<Point> createEnemies(int round) {
for (int i = 0; i < round; i++) {
Point newEnemyLocation = new Point((int) (Math.random()*Game.WIDTH - 64), 0);
allEnemies.add(newEnemyLocation);
}
return allEnemies;
}
public static ArrayList<Point> updateEnemies() {
if (allEnemies.size() != 0) {
for (int i = 0; i < allEnemies.size(); i++) {
Point enemyLocation = allEnemies.get(i);
if (enemyLocation.y <= Game.HEIGHT) {
allEnemies.get(i).y += 0.2;
} else {
allEnemies.remove(i);
}
}
}
return allEnemies;
}
}
Game.java
package main;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
public class Game extends Canvas implements Runnable, KeyListener {
//declare values
private static final long serialVersionUID = 1L;
public static final int WIDTH = 800;
public static final int HEIGHT = 600;
public static final String TITLE = "Space Shooter";
private boolean running = false;
private Thread thread;
private Player player;
private BufferedImage playerImage;
private BufferedImage bulletImage;
private BufferedImage enemyImage;
int playerx;
int playery;
int round = 1;
public Game() {
//
player = new Player((WIDTH/2)-32, HEIGHT-200);
//allocates all file resources
try {
playerImage = ImageIO.read(this.getClass().getResourceAsStream("/resources/player.png"));
bulletImage = ImageIO.read(this.getClass().getResourceAsStream("/resources/bullet.png"));
enemyImage = ImageIO.read(this.getClass().getResourceAsStream("/resources/enemy.png"));
} catch (IOException e) {
e.printStackTrace();
}
addKeyListener(this);
setFocusable(true);
requestFocusInWindow();
}
//starts thread
private synchronized void start() {
if (running)
return;
running = true;
thread = new Thread(this);
thread.start();
}
//stops thread
private synchronized void stop() {
if (!running)
return;
running = false;
try {
thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
System.exit(1);
}
#Override
//game loop
public void run() {
long lastTime = System.nanoTime();
final double amountOfTicks = 60.0;
double ns = 1000000000 / amountOfTicks;
double delta = 0;
int updates = 0;
int frames = 0;
long timer = System.currentTimeMillis();
while (running) {
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
if (delta > 1) {
tick();
updates++;
delta--;
}
Shoot.updateBullets();
Enemy.updateEnemies();
render();
frames++;
if (System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println(updates + " TICKS, " + frames + " FPS");
updates = 0;
frames = 0;
}
}
stop();
}
//updates sprite locations
public void tick() {
playerx = player.getX();
playery = player.getY();
}
//renders sprites
public void render() {
//setting up triple-buffering
BufferStrategy bs = this.getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
//////////////////////////////////
g.setColor(Color.BLACK); g.fillRect(0,0,getWidth(), getHeight());
g.drawImage(playerImage, playerx, playery, this);
if (Shoot.allBullets.size() != 0) {
for (int i = 0; i < Shoot.allBullets.size(); i++) {
int bulletx = (int) Shoot.allBullets.get(i).getX();
int bullety = (int) Shoot.allBullets.get(i).getY();
g.drawImage(bulletImage, bulletx + 21, bullety, this);
}
}
if (Enemy.allEnemies.size() != 0) {
for (int i = 0; i < Enemy.allEnemies.size(); i++) {
int enemyx = (int) Enemy.allEnemies.get(i).getX();
int enemyy = (int) Enemy.allEnemies.get(i).getY();
g.drawImage(enemyImage, enemyx, enemyy, this);
}
} else {
Enemy.createEnemies(round);
round++;
}
//////////////////////////////////
g.dispose();
bs.show();
}
#Override
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_SPACE) {
Shoot.addBullet(player.getX(), player.getY());
}
}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_UP) {
player.setY(playery -= 20);
} else if (key == KeyEvent.VK_DOWN) {
player.setY(playery += 20);
} else if (key == KeyEvent.VK_RIGHT) {
player.setX(playerx += 20);
} else if (key == KeyEvent.VK_LEFT) {
player.setX(playerx -= 20);
}
}
public void keyTyped(KeyEvent e) {}
public static void main(String[] args) {
Game game = new Game();
JFrame frame = new JFrame(TITLE);
frame.setSize(WIDTH, HEIGHT);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.add(game);
frame.getContentPane().setBackground(Color.BLACK);
frame.setVisible(true);
game.start();
}
}
Hello it is because the point class holds 2 integers x and y and you are trying to add 0.2 to a integer that only can store values without decimals so you have 2 options 1 is to change the point to a Point2D (holds doubles and a double can hold numbers with decimals) or you could create a enemy class with a x and y float/double but in this case I would go for option 1 because this is a small game, good luck!
Edit:
I was wrong about point2d, just saw that it is a abstract class so do like this
public class Enemy{
public double x,y;
Public Enemy(double x, double y){
this.x = x;
this.y = y;
}
}
And use that as the object in your arraylist

Illegal Argument Exception thrown when trying to load a sprite sheet

I have linked the file I want to load and when I debug, the SpriteSheet constructor shows that the path variable is storing the path I specify. When it trying to run the image = ImageIO.read(SpriteSheet.class.getResourceAsStream(path)); line of code, it crashes with an Illegal Argument Exception. The only thing I can think is wrong is that the file I specified will not load, but I have no idea why.
Game class:
package com.swainchris.twodgame;
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import javax.swing.JFrame;
import com.swainchris.twodgame.gfx.SpriteSheet;
public class Game extends Canvas implements Runnable {
private static final long serialVersionUID = 1L;
public static final int WIDTH = 160;
public static final int HEIGHT = WIDTH / 12 * 9;
public static final int SCALE = 3;
public static final String NAME = "2D Game";
public static boolean running = false;
private JFrame frame;
public int tickCount = 0;
private BufferedImage image = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB);
private int[] pixels = ((DataBufferInt)image.getRaster().getDataBuffer()).getData();
private SpriteSheet spriteSheet = new SpriteSheet("/SS.png");
public Game() {
setMinimumSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
setMaximumSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
setPreferredSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
frame = new JFrame(NAME);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(this, BorderLayout.CENTER);
frame.pack();
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public synchronized void start() {
running = true;
new Thread(this).start();
}
public synchronized void stop() {
running = false;
}
public void tick(){
tickCount++;
for(int i = 0; i < pixels.length; i++){
pixels[i] = i - tickCount;
}
}
public void render(){
BufferStrategy bs = getBufferStrategy();
if(bs==null){
createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
g.drawImage(image,0,0,getWidth(),getHeight(),null);
g.setColor(Color.BLACK);
g.fillOval(50,50,50,50);
g.dispose();
bs.show();
}
public void run() {
long lastTime = System.nanoTime();
double nsPerTick = 1000000000D/60D;
int ticks = 0;
int frames = 0;
long lastTimer = System.currentTimeMillis();
double delta = 0;
while(running){
long now = System.nanoTime();
delta += (now - lastTime) / nsPerTick;
lastTime = now;
boolean shouldRender = true;
while(delta >= 1){
ticks++;
tick();
delta--;
}
try {
Thread.sleep(1);
} catch (InterruptedException e) {
e.printStackTrace();
}
if(shouldRender){
frames++;
render();
}
if(System.currentTimeMillis() - lastTimer >= 1000){
lastTimer += 1000;
frame.setTitle("2D Game! FPS: " + frames + " UPS: " + ticks);
frames = 0;
ticks = 0;
}
}
}
public static void main(String[] args) {
new Game().start();
}
}
SpriteSheet class:
package com.swainchris.twodgame.gfx;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
public class SpriteSheet {
public String path;
public int width;
public int height;
public int[] pixels;
public SpriteSheet(String path){
BufferedImage image = null;
try {
image = ImageIO.read(SpriteSheet.class.getResourceAsStream(path));
} catch (IOException e) {
e.printStackTrace();
}
if(image == null){
return;
}
this.path = path;
this.width = image.getWidth();
this.height = image.getHeight();
pixels = image.getRGB(0,0,width,height,null,0,width);
for(int i = 0; i < pixels.length; i++){
pixels[i] = (pixels[i] & 0xff)/64;
}
for(int i = 0; i<8; i++){
System.out.println(pixels[i]);
}
}
}
Error:
Exception in thread "main" java.lang.IllegalArgumentException: input == null!
at javax.imageio.ImageIO.read(Unknown Source)
at com.swainchris.twodgame.gfx.SpriteSheet.<init>(SpriteSheet.java:20)
at com.swainchris.twodgame.Game.<init>(Game.java:30)
at com.swainchris.twodgame.Game.main(Game.java:137)
Works now, all i did was copy all the code to a new project file. Didn't change anything at all besides the name of the project. No idea why this worked but it did.

JFrame, leaves trail of rectangle

i'm trying to create a game. And almost everytime I move, it's leaving a trail
Code:
package lt.mchackers.gametest.main;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Insets;
import java.awt.event.KeyEvent;
import java.awt.image.BufferedImage;
import java.io.BufferedReader;
import java.io.File;
import java.io.FileNotFoundException;
import java.io.FileReader;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import lt.mchackers.gametest.handlers.InputHandler;
/**
* Main class for the game
*/
public class Main extends JFrame
{
private static final long serialVersionUID = -828018325337767157L;
boolean isRunning = true;
int fps = 30;
int windowWidth = 320;
int windowHeight = 320;
int speed;
BufferedImage backBuffer;
Insets insets;
InputHandler input;
int x = 0;
int y = 0;
int xa = 0;
int ya = 0;
Coordinates coords = new Coordinates(0, 0);
public static void main(String[] args)
{ Main game = new Main();
game.run();
System.exit(0);
}
/**
* This method starts the game and runs it in a loop
*/
public void run()
{
initialize();
while(isRunning)
{
long time = System.currentTimeMillis();
update();
draw();
// delay for each frame - time it took for one frame
time = (1000 / fps) - (System.currentTimeMillis() - time);
if (time > 0)
{
try
{
Thread.sleep(time);
}
catch(Exception e){}
}
}
setVisible(false);
}
/**
* This method will set up everything need for the game to run
*/
void initialize()
{
setTitle("Game Tutorial");
setSize(windowWidth, windowHeight);
setResizable(false);
setDefaultCloseOperation(EXIT_ON_CLOSE);
setVisible(true);
insets = getInsets();
setSize(insets.left + windowWidth + insets.right,
insets.top + windowHeight + insets.bottom);
backBuffer = new BufferedImage(windowWidth, windowHeight, BufferedImage.TYPE_INT_RGB);
input = new InputHandler(this);
Graphics bbg = backBuffer.getGraphics();
BufferedReader reader = null;
try {
reader = new BufferedReader(new FileReader("map"));
} catch (FileNotFoundException e1) {
e1.printStackTrace();
}
String line = null;
try {
BufferedImage gray = ImageIO.read(new File("gray.png"));
BufferedImage black = ImageIO.read(new File("black.png"));
while ((line = reader.readLine()) != null) {
for(String s : line.split(""))
{
if (s.contains("*"))
{
bbg.drawImage(gray, xa-32, ya, null);
}
else if (s.contains("#"))
{
bbg.drawImage(black, xa-32, ya, null);
}
if (xa < 320)
{
xa += 32;
}
else
{
ya += 32;
xa = 0;
}
System.out.println(xa);
System.out.println(ya);
}
}
} catch (IOException e) {
e.printStackTrace();
}
}
/**
* This method will check for input, move things
* around and check for win conditions, etc
*/
void update()
{
if (input.isKeyDown(KeyEvent.VK_NUMPAD0))
{
speed -= 1;
}
if (input.isKeyDown(KeyEvent.VK_NUMPAD1))
{
speed += 1;
}
if (input.isKeyDown(KeyEvent.VK_RIGHT))
{
coords.setCoords(coords.getX() + 32, coords.getY());
}
if (input.isKeyDown(KeyEvent.VK_LEFT))
{
coords.setCoords(coords.getX() - 32, coords.getY());
}
if (input.isKeyDown(KeyEvent.VK_UP))
{
coords.setCoords(coords.getX(), coords.getY() - 32);
}
if (input.isKeyDown(KeyEvent.VK_DOWN))
{
coords.setCoords(coords.getX(), coords.getY() + 32);
}
//System.out.println(x);
//System.out.println(y);
//System.out.println(speed);
if (coords.getY() < 0)
{
coords.setCoords(coords.getX(), 0);
}
if (coords.getX() < 0)
{
coords.setCoords(0, coords.getY());
}
if (coords.getX() > windowWidth - 32)
{
coords.setCoords(windowWidth - 32, coords.getY());
}
if (coords.getY() > windowHeight - 32)
{
coords.setCoords(coords.getX(), windowHeight - 32);
// y = windowHeight - 32;
}
}
/**
* This method will draw everything
*/
void draw()
{
Graphics g = getGraphics();
//this.setBackground(Color.BLACK);
//super.paintComponents(g);
backBuffer.setRGB(x, y, Color.BLACK.getRGB());
Graphics bbg = backBuffer.getGraphics();
BufferedReader reader = null;
try {
reader = new BufferedReader(new FileReader("map"));
} catch (FileNotFoundException e1) {
e1.printStackTrace();
}
String line = null;
try {
BufferedImage gray = ImageIO.read(new File("gray.png"));
BufferedImage black = ImageIO.read(new File("black.png"));
while ((line = reader.readLine()) != null) {
for(String s : line.split(""))
{
if (s.contains("*") && xa + 32!= coords.getX() && ya - 32 != coords.getY())
{
bbg.drawImage(gray, xa-32, ya, null);
}
else if (s.contains("#") && xa + 32 != coords.getX() && ya - 32 != coords.getY())
{
bbg.drawImage(black, xa-32, ya, null);
}
if (xa < 320)
{
xa += 32;
}
else
{
ya += 32;
xa = 0;
}
//System.out.println(xa);
//System.out.println(ya);
}
}
} catch (IOException e) {
e.printStackTrace();
}
bbg.setColor(Color.WHITE);
xa = 0;
ya = 0;
System.out.println(coords.getX());
bbg.setColor(Color.WHITE);
bbg.fillRect(coords.getX(),coords.getY(), 32,32);
System.out.println(coords.getY());
//bbg.setColor(Color.BLACK);
//bbg.drawOval(x, y, 20, 20);
g.drawImage(backBuffer, insets.left, insets.top, this);
}
}
Thanks for help.
Check out my code from here, to get a hint as to how to paint stuff in a game loop properly.
Basically what you need to take care of is double buffering to prevent any flickering and also repainting the background so that you don't leave out any trail of rectangles.
You can also check out the Killer Game Programming in Java online book, which can help you learn the game programming concepts and their implementation.
The concept of double buffering is simple. Since painting on the screen takes more time than updating the states of the objects in the gameplay, we use two canvas to prevent any flickering issues which arise when objects are painted directly on the screen.
When the object states are updated in the game loop, it is rendered in a background canvas. The background canvas is then copied to the screen which takes less time compared to painting directly on the screen. And while this copying is happening, the object states are updated again and they are rendered on the background canvas again, which is then copied to the screen. Repeat this over and over, and you get the double buffering.
Basically you keep a buffer of screen which is to be painted and your game renders objects in the buffer which is then copied to the screen.
Here's a code which I think might help you understand the concept:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Font;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Toolkit;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
public class GamePanel extends JPanel implements Runnable
{
private static final long serialVersionUID = 6892533030374996243L;
public static final int WIDTH = 800;
public static final int HEIGHT = 600;
private Thread animator;
private volatile boolean running = false;
private volatile boolean isGameOver = false;
private volatile boolean isUserPaused = false;
private volatile boolean isWindowPaused = false;
private Graphics dbg;
private Image dbImage = null;
private static final int NO_DELAYS_PER_YIELD = 16;
private static final int MAX_FRAME_SKIPS = 5;
private static final Color backgroundColor = new Color(245, 245, 245);
private static long fps = 30;
private static long period = 1000000L * (long) 1000.0 / fps;
private static volatile boolean isPainted = false;
public GamePanel()
{
setBackground(backgroundColor);
setPreferredSize(new Dimension(WIDTH, HEIGHT));
setFocusable(true);
requestFocus();
readyForPause();
// Add key listeners here...
}
public void addNotify()
{
super.addNotify();
startGame();
}
void startGame()
{
if (animator == null || !running)
{
animator = new Thread(this);
animator.start();
}
}
void stopGame()
{
running = false;
}
private void readyForPause()
{
addKeyListener(new KeyAdapter()
{
public void keyPressed(KeyEvent e)
{
int keyCode = e.getKeyCode();
if ((keyCode == KeyEvent.VK_ESCAPE) || (keyCode == KeyEvent.VK_Q)
|| (keyCode == KeyEvent.VK_END) || (keyCode == KeyEvent.VK_P)
|| ((keyCode == KeyEvent.VK_C) && e.isControlDown()))
{
if (!isUserPaused)
setUserPaused(true);
else
setUserPaused(false);
}
}
});
}
// This is the game loop. You can copy-paste it even in your own code if you want to.
public void run()
{
long beforeTime, afterTime, timeDiff, sleepTime;
long overSleepTime = 0L;
int noDelays = 0;
long excess = 0L;
beforeTime = System.nanoTime();
running = true;
while (running)
{
requestFocus();
gameUpdate();
gameRender();
paintScreen();
afterTime = System.nanoTime();
timeDiff = afterTime - beforeTime;
sleepTime = (period - timeDiff) - overSleepTime;
if (sleepTime > 0)
{
try
{
Thread.sleep(sleepTime / 1000000L);
}
catch (InterruptedException e)
{
}
overSleepTime = (System.nanoTime() - afterTime - sleepTime);
}
else
{
excess -= sleepTime;
overSleepTime = 0L;
if (++noDelays >= NO_DELAYS_PER_YIELD)
{
Thread.yield();
noDelays = 0;
}
}
beforeTime = System.nanoTime();
int skips = 0;
while ((excess > period) && (skips < MAX_FRAME_SKIPS))
{
excess -= period;
gameUpdate();
skips++;
}
isPainted = true;
}
System.exit(0);
}
private void gameUpdate()
{
if (!isUserPaused && !isWindowPaused && !isGameOver)
{
// Update the state of your game objects here...
}
}
private void gameRender()
{
if (dbImage == null)
{
dbImage = createImage(WIDTH, HEIGHT);
if (dbImage == null)
{
System.out.println("Image is null.");
return;
}
else
dbg = dbImage.getGraphics();
}
dbg.setColor(backgroundColor);
dbg.fillRect(0, 0, WIDTH, HEIGHT);
// Render your game objects here....
// like: xyzObject.draw(dbg);
// or dbg.drawOval(...);
if (isGameOver)
gameOverMessage(dbg);
}
private void gameOverMessage(Graphics g)
{
// Paint a game over message here..
}
private void paintScreen()
{
Graphics g;
try
{
g = this.getGraphics();
if ((g != null) && (dbImage != null))
g.drawImage(dbImage, 0, 0, null);
Toolkit.getDefaultToolkit().sync();
g.dispose();
}
catch (Exception e)
{
System.out.println("Graphics context error : " + e);
}
}
public void setWindowPaused(boolean isPaused)
{
isWindowPaused = isPaused;
}
public void setUserPaused(boolean isPaused)
{
isUserPaused = isPaused;
}
}
Then you can simply add your game panel to your JFrame like following:
import java.awt.GridBagLayout;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import javax.swing.JFrame;
public class GameFrame extends JFrame
{
private static final long serialVersionUID = -1624735497099558420L;
private GameFrame gamePanel = new GamePanel();
public GameFrame()
{
setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
setTitle("Game");
addWindowListener(new FrameListener());
getContentPane().setLayout(new GridBagLayout());
getContentPane().add(gamePanel);
pack();
setLocationRelativeTo(null);
setResizable(false);
setVisible(true);
}
public class FrameListener extends WindowAdapter
{
public void windowActivated(WindowEvent we)
{
gamePanel.setWindowPaused(false);
}
public void windowDeactivated(WindowEvent we)
{
gamePanel.setWindowPaused(true);
}
public void windowDeiconified(WindowEvent we)
{
gamePanel.setWindowPaused(false);
}
public void windowIconified(WindowEvent we)
{
gamePanel.setWindowPaused(true);
}
public void windowClosing(WindowEvent we)
{
gamePanel.stopGame();
}
}
public static void main(String args[])
{
new GameFrame();
}
}

Error while adding spritesheet

The error occured when I typed private SpriteSheet spriteSheet = new SpriteSheet("/sprite_sheet.png");
When I commented out that part, the program worked fine.
Any ideas? My pattern is 8-bit and the spritesheet is 32x32
Game.java:
package ca.swimmerwoad.adventuregame;
import java.awt.BorderLayout;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import javax.swing.JFrame;
import ca.swimmerwoad.adventuregame.gfx.SpriteSheet;
public class Game extends Canvas implements Runnable {
private static final long serialVersionUID = 1L;
public static final int WIDTH = 160;
public static final int HEIGHT = WIDTH/12*9;
public static final int SCALE = 3;
public static final String NAME = "Game";
private JFrame frame;
public boolean running = false;
public int tickCount = 0;
private BufferedImage image = new
BufferedImage(WIDTH,HEIGHT,BufferedImage.TYPE_INT_RGB);
private int[] pixels = ((DataBufferInt)
image.getRaster().getDataBuffer()).getData();
private SpriteSheet spriteSheet = new SpriteSheet("/sprite_sheet.png");
public Game() {
setMinimumSize(new Dimension(WIDTH*SCALE,HEIGHT*SCALE));
setMaximumSize(new Dimension(WIDTH*SCALE,HEIGHT*SCALE));
setPreferredSize(new Dimension(WIDTH*SCALE,HEIGHT*SCALE));
frame = new JFrame(NAME);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(this, BorderLayout.CENTER);
frame.pack();
frame.setResizable(false);
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
public synchronized void start() {
running = true;
new Thread(this).start();
}
public synchronized void stop() {
running = false;
}
public void run() {
long lastTime = System.nanoTime();
double nsPerTick = 1000000000D/60D;
int ticks = 0;
int frames = 0;
long lastTimer = System.currentTimeMillis();
double delta = 0;
while (running) {
long now = System.nanoTime();
delta += (now - lastTime) / nsPerTick;
lastTime = now;
boolean shouldRender = true;
while (delta >= 1) {
ticks++;
tick();
render();
delta -= 1;
shouldRender = true;
}
try {
Thread.sleep(2);
} catch (InterruptedException e) {
e.printStackTrace();
}
if(shouldRender) {
frames++;
render();
if (System.currentTimeMillis() - lastTime > 1000) {
lastTimer +=1000;
System.out.println(frames + "," + ticks);
frames = 0;
ticks = 0;
}
}
}
}
public void tick() {
tickCount++;
for (int i=0;i < pixels.length; i++) {
pixels[i] = i + tickCount;
}
}
public void render() {
BufferStrategy bs = getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
g.setColor(Color.BLACK);
g.fillRect(0,0,getWidth(), getHeight());
g.drawImage(image, 0,0, getWidth(), getHeight(), null);
g.dispose();
bs.show();
}
public static void main(String[] args) {
new Game().start(); }
}
SpriteSheet.java
package ca.swimmerwoad.adventuregame.gfx;
import java.awt.image.BufferedImage;
import java.io.IOException;
import javax.imageio.ImageIO;
public class SpriteSheet {
public String path;
public int width;
public int height;
public int[] pixels;
public SpriteSheet(String Path){
BufferedImage image = null;
try {
image = ImageIO.read(SpriteSheet.class.getResourceAsStream(path));
} catch (IOException e) {
e.printStackTrace();
}
if (image == null) {
return;
}
this.path = path;
this.width = image.getWidth();
this.height = image.getHeight();
pixels = image.getRGB(0, 0, width, height, null, 0, width);
for(int i = 0; i<pixels.length; i++ ){
pixels[i] = (pixels[i] & 0xff) / 64;
}
for(int i = 0; i<8; i++) {
System.out.println(pixels[i]);
}
}
}
And my error is:
Exception in thread "main" java.lang.NullPointerException
at sun.misc.MetaIndex.mayContain(Unknown Source)
at sun.misc.URLClassPath$JarLoader.getResource(Unknown Source)
at sun.misc.URLClassPath.getResource(Unknown Source)
at sun.misc.URLClassPath.getResource(Unknown Source)
at java.lang.ClassLoader.getBootstrapResource(Unknown Source)
at java.lang.ClassLoader.getResource(Unknown Source)
at java.lang.ClassLoader.getResource(Unknown Source)
at java.net.URLClassLoader.getResourceAsStream(Unknown Source)
at java.lang.Class.getResourceAsStream(Unknown Source)
at ca.swimmerwoad.adventuregame.gfx.SpriteSheet.<init>(SpriteSheet.java:20)
at ca.swimmerwoad.adventuregame.Game.<init>(Game.java:33)
at ca.swimmerwo
you have written
public SpriteSheet(String Path)
i think it should be
public SpriteSheet(String path)
otherwise the path from which you want to create the sprite,i.e the path variable is null, and hence the exception
the NPE is from this line
SpriteSheet.class.getResourceAsStream(path)
you have only caught IOException here
try {
image = ImageIO.read(SpriteSheet.class.getResourceAsStream(path));
} catch (IOException e) {
e.printStackTrace();
}

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