Java Slick2D Texture Issue - java

I was working on my game today and I found that the top of my trees have a weird texture problem where they overlap each other with a black box. It is only the top of the trees and the tops are split up into 9 blocks all with their own image. The 9 images are transparent, each is 32x32, and I've tried it a bunch of different ways with no luck. Does anyone know what the problem with the texture is? This isn't a generation question but an OpenGL/Slick2D question about textures. Here's a screenshot of the problem: Screenshot
EDIT: Here's a piece of the rendering code.
for (int x = (int) (World.instance.camera.getX() / Block.WIDTH); x < width; x++)
{
for (int y = (int) (World.instance.camera.getY() / Block.HEIGHT); y < height; y++)
{
try
{
if (blocks[x][y] != Block.AIR.getId())
{
g.drawImage(textureCache.get(blocks[x][y]), x * Block.WIDTH, y * Block.HEIGHT);
}
}
catch(Exception ex)
{
}
}
}

Looking at your code, it seems that you are only drawing a single image at each 32x32 square. So if tree A is in front of tree B, but tree A only partly fills a square, then tree A is the one listed in your blocks array and therefore retrieved from your "texture cache"; and not tree B. So tree A is all that is drawn.
To resolve this, your blocks structure would need to be three dimensional - basically, for each 32x32 square, you'd need some kind of "stack" of references to all the images whose corresponding object is found in that square. Then when you draw that square, draw all of the images in order, from the back to the front.

Related

Out of bounds exception in getSubimage() method [duplicate]

This question already has answers here:
Java getSubimage() outside of raster
(2 answers)
Closed 6 years ago.
I have made a small piece of code to split spritesheets into seperate images...
private BufferedImage sheet, dirt, grass, rock, tree, water;
int width = 64, height = 64;
public void split() {
dirt = sheet.getSubimage(0,0,width,height);
grass = sheet.getSubimage(width,0,width*2,height);
rock = sheet.getSubimage(width*2,0,width*3,height);
tree = sheet.getSubimage(0,height,width,height*2);
water = sheet.getSubimage(width,height,width*2,height*2);
}
Now, the first two (dirt and grass) go well as expected. However, the issue is with the rock cropping line. For some reason it drops an exception...
"
Exception in thread "Thread-0" java.awt.image.RasterFormatException: (x + width) is outside of Raster
at sun.awt.image.ByteInterleavedRaster.createWritableChild(ByteInterleavedRaster.java:1245)
"
So apparently the issue is to do with the x value being "out of bounds". But the x value is (width * 2), so 128pix, which is well in bounds of this image (192x128), which I've attached as proof.
I've also changed the code a little to crop with the x value being 1 for rock but I still get the issue, same with using the same dimensions for anothe bufferedImage.
Sorry for anything wrong in this post, it's my first time.
Thanks in advance
The image
Answering off my comment.
So you are on the right path, but not quite understanding how getSubimage() works.
The docs say
Parameters:
x - the X coordinate of the upper-left corner of the specified rectangular region
y - the Y coordinate of the upper-left corner of the specified rectangular region
w - the width of the specified rectangular region
h - the height of the specified rectangular region
You are correctly setting you x and y values, however you are mistaken in setting you width and height values.
Since you are starting at point (x,y) you do not need to compensate for the width and the height like you are, instead just use them as they are.
So, you code would be
public void split() {
dirt = sheet.getSubimage(0,0,width,height);
grass = sheet.getSubimage(width,0,width,height);
rock = sheet.getSubimage(width*2,0,width,height);
tree = sheet.getSubimage(0,height,width,height);
water = sheet.getSubimage(width,height,width,height);
}

How to identify and crop a rectangle from a picture using java

I am bit new to image processing. What i'm doing is recognize rectangular shapes (not overlapped) of a given image and create separate images by crop them out. So the output images should be without a border. I tried some examples but none of it did the trick. FYI: those horizontal rectangles are with black lined border in a white background. There are some symbols inside them.
does anyone have a clue or an similar example? regards on help
This is pseudo C code, but my idea is there.
 Main Structure
struct data {
float pixelsNb;
int currentX;
int currentY;
}
Main loop 
void mainLoop(){
void **imgData = getPixelsFromImage("toto.png");
struct dataRight, dataDown;
loopRight(&dataRight, imgData);
loopDown(&dataDown, imgData);
// now you data right struct contains the number of
//following black pixels to the right
// and you data down, same for the down side.
if (dataRight->pixelNb == dataDown->pixelNb) // not really, should be in %
printf("There's a square !");
}
void loopRight(struct data *dataCurrent, void **imgData){
if (imgData[dataCurrent->currentY][dataCurrent->currentX] == color(0x0)){
dataCurrent->pixelNb++;
dataCurrent->currentX++;
loopRight(dataCurrent, imgData);
}
}
void loopDown(struct data *dataCurrent, void **imgData){
if (imgData[dataCurrent->currentY][dataCurrent->currentX] == color(0x0)){
dataCurrent->pixelNb++;
dataCurrent->currentY++;
loopDown(dataCurrent, imgData);
}
}
}
This is really not accurate. Don't try to copy and past, it will fail.
But you have the idea here.
Also note that i only check the line in the up side, and the linde on the left side
XXXXXXXX
X o
X o
X o
X o
Xooooooo
X are checked, not o
The algo here is just to check if there's the same number of X on the left side and on the top side.
If it's the case, you have a square.
For sure, if you want to find a rectangle, you have to check down side and right side.
Then, it would be :
If there's the same amount on the left side + down side and on the top side + right side, then we have a rectangle.
That sort of algorythm should do the trick.

Tetris: Turning the pieces?

So I am making a tetris game and one of the problems I am running into is piece rotation. I know I can just hard code it but thats not the right way to do it. The way the system works is I have a 2d array of an object 'Tile' the 'Tile' object has x, y coords, boolean isActive, and color. The boolean isActive basically tells the computer which tiles are actually being used (Since tetris shapes are not perfect quadrilaterals).
Here is how I would make a shape in my system:
public static Tile[][] shapeJ() {
Tile[][] tile = new Tile[3][2];
for (int x = 0; x < 3; x++) {
for (int y = 0; y < 2; y++) {
tile[x][y] = new Tile(false, Color.blue);
}
}
tile[0][0].setActive(true);
tile[0][0].setX(0);
tile[0][0].setY(0);
tile[1][0].setActive(true);
tile[1][0].setX(50);
tile[1][0].setY(0);
tile[2][0].setActive(true);
tile[2][0].setX(100);
tile[2][0].setY(0);
tile[2][1].setActive(true);
tile[2][1].setX(100);
tile[2][1].setY(50);
return tile;
}
Now I need to rotate this object, I do not know how to do that without hard coding the positions. There has to be an algorithm for it. Can anyone offer some help?
A good way that I used when writing a tetris clone is to use rotational matrices:
http://en.wikipedia.org/wiki/Rotation_matrix
So the coordinates (x',y') of the point (x,y) after rotation are:
x' = x*cos(theta) - y*sin(theta);
y' = x*sin(theta) + y*cos(theta);
Where theta is the angle of rotation(+-90 degrees or +-PI/2 radians for the java functions that I know)
In this case the blocks are rotated around the origin (0, 0) so you either have to have the coordinates of the block in special "block space" that then gets transposed onto "field space" or you take away the offset of the block so that it is centered at the origin every iteration.
I hope that helps, I am happy to answer specific questions in the comments.

Java: Checking if image moved

I want to look within a certain position in an image to see if the selected pixels have changed in color, how would I go about doing this? (Im trying to check for movement)
I was thinking I could do something like this:
public int[] rectanglePixels(BufferdImage img, Rectangle Range) {
int[] pixels = ((DataBufferByte) bufferedImage.getRaster().getDataBuffer()).getData();
int[] boxColors;
for(int y = 0; y < img.getHeight(); y++) {
for(int x = 0; x < img.getWidth; x++) {
boxColors = pixels[(x & Range.width) * Range.x + (y & Range.height) * Range.y * width]
}
}
return boxColors;
}
Maybe use that to extract the colors from the position? Not sure if im doing that right, but after that should I re-run this method, compare the two arrays for similarities? and if the number of similarities reach some threshold declare that the image has changed?
One approach to detect movement is the analysis of pixel color variation considering the entire image or a subimage in distinct times (n, n-1, n-2, ...). In this case you are considering a fixed camera. You might have two thresholds:
The threshold of color channel variation that defines that two pixels are distinct.
The threshold of distinct pixels between the images to consider there is movement. In other words: two images of the same scene at time n and n-1 have just 10 distinct pixels. It is a real movement or just noise?
Below an example showing how to counter the distict pixels in an image, given a color channel threshold.
for(int y=0; y<imageA.getHeight(); y++){
for(int x=0; x<imageA.getWidth(); x++){
redA = imageA.getIntComponent0(x, y);
greenA = imageA.getIntComponent1(x, y);
blueA = imageA.getIntComponent2(x, y);
redB = imageB.getIntComponent0(x, y);
greenB = imageB.getIntComponent1(x, y);
blueB = imageB.getIntComponent2(x, y);
if
(
Math.abs(redA-redB)> colorThreshold ||
Math.abs(greenA-greenB)> colorThreshold||
Math.abs(blueA-blueB)> colorThreshold
)
{
distinctPixels++;
}
}
}
However, there are Marvin plug-ins to do so. Check this source code example. It detects and display regions containing "movements", as shown in the image below.
There are more sophisticated approaches that determine/subtract background for this purpose or deal with camera movements. I guess you should start from the simplest scenario and then go to more complex ones.
You should use BufferedImage.getRGB(startX, startY, w, h, rgbArray, offset, scansize) unless you really want to play around with the loops and extra arrays.
Comparing two values through a threshold would serve as good indicator. Perhaps, you could calculate averages for each array to determine color and compare the two? If you do not want a threshold value just use .hashCode();

StackOverflowError with a specific algorithm to color a closed shape

My assignment is to implement an algorithm to color a closed shape starting from a given (x,y) coordinate and "spread" via recursive calls untill it reaches the borders of the shape. So far this is what I've come up with:
private void color(int x, int y) {
g2d.draw(new Line2D.Double(x, y, x, y));
if (!robot.getPixelColor(x - 1, y).equals(Color.BLACK) &&
!robot.getPixelColor(x - 1, y).equals(Color.RED)) {
color(x - 1, y);
} else if (!robot.getPixelColor(x + 1, y).equals(Color.BLACK) &&
!robot.getPixelColor(x - 1, y).equals(Color.RED)) {
color(x + 1, y);
} else if (!robot.getPixelColor(x, y - 1).equals(Color.BLACK) &&
!robot.getPixelColor(x - 1, y).equals(Color.RED)) {
color(x, y - 1);
} else if (!robot.getPixelColor(x, y + 1).equals(Color.BLACK) &&
!robot.getPixelColor(x - 1, y).equals(Color.RED)) {
color(x, y + 1);
}
}
The Robot class' getPixelColor is the only way I found to get the color of a given pixel (as far as I know another would be getRGB, but that only works on Image objects). To my understanding this should work, as the outer lines of the shape are definitely black, and the initial x and y values come from a MouseListener, so they are inside the shape, however I get the following error:
Exception in thread "AWT-EventQueue-0" java.lang.StackOverflowError
at sun.java2d.pipe.BufferedContext.validateContext(BufferedContext.java:110)
at sun.java2d.d3d.D3DRenderer.validateContextAA(D3DRenderer.java:42)
at sun.java2d.pipe.BufferedRenderPipe$AAParallelogramPipe.fillParallelogram(BufferedRenderPipe.java:445)
at sun.java2d.pipe.PixelToParallelogramConverter.drawGeneralLine(PixelToParallelogramConverter.java:264)
at sun.java2d.pipe.PixelToParallelogramConverter.draw(PixelToParallelogramConverter.java:121)
at sun.java2d.SunGraphics2D.draw(SunGraphics2D.java:2336)
at dline.DrawingSpace.color(DrawingSpace.java:87)
at dline.DrawingSpace.color(DrawingSpace.java:93)
at dline.DrawingSpace.color(DrawingSpace.java:90)
at dline.DrawingSpace.color(DrawingSpace.java:93)
at dline.DrawingSpace.color(DrawingSpace.java:90)
(drawingSpace is a sub-class of JPanel)
The teacher did tell us that this is memory consuming, however it's supposed to be a working algorithm, so I'm doing something wrong, obviously. Any help would be much appriciated, thank you.
You can try to increase the Stack size: How to increase the Java stack size?
Probably you have a bug in your algorithm, or the shape is too big. What helps if you 'draw' your algorithm on a piece of graph paper. That way you can check your algorithm.
I'm guessing that you're backtracking onto previously visited pixels. The pixel you just drew probably won't be visible to robot until after you return from color, so it will not appear red from the previous painting.
Do you have a reference to the java.awt.Shape? A much simpler way than using the robot would be to use Shape.contains(Point) to see whether it's in the shape you're supposed to draw.
The basic algorithm either way is depth-first traveral. To do a DFS when there are possible cycles, you can record the pixels you've already drawn.
//java.awt.Point
Set<Point> paintedPixels = new HashSet<Point>();
private void color(int x, int y) {
if ( paintedPixels.contains(new Point(x, y)) ) {
//already painted
return;
}
paintedPixels.add(new Point(x, y));
//...
}
Now, this could still result in a very deep search. You might consider instead using a non-recursive breadth-first traveral. See the Wikipedia article on Flood Fill.
The problem with implementing this as a recursive algorithm is that it has (for bigger images) a very high recursion depth.
In Java (and most other imperative programming languages, too) the maximal recursion depth is limited by the amount of stack space for each thread, since it must keep a stack frame for each method invocation there.
You may try smaller images first, and try to increase the stack size with the -xss parameter.
Edit: As pointed out by Mark, the Robot will not get any pixels until your drawing is complete, since often your drawing is double-buffered (i.e. the Swing engine lets you paint first on an image, and draws then the complete image to the screen).
Also, you are not converting between device (screen) and user (component) coordinates for the lookup.
You wrote:
The Robot class' getPixelColor is the only way I found to get the color of a given pixel (as far as I know another would be getRGB, but that only works on Image objects).
So, why don't you use an Image object? Fill your shape while drawing on the Image, and then draw the whole image at once to the screen.
And your method can be made much more readable if you transfer the "is already painted" test inside the recursive call:
private void color(int x, int y) {
// getPixel invokes something in the image - or replace it here.
Color org = getPixel(x,y);
if (org.equals(Color.BLACK)) {
// reached the border
return;
}
if (org.equals(Color.RED)) {
// already painted before
return;
}
g2d.draw(new Line2D.Double(x, y, x, y));
color(x-1, y);
color(x+1, y);
color(x, y-1);
color(x, y-1);
}

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