Next semester we have a module in making Java applications in a team. The requirement of the module is to make a game. Over the Christmas holidays I've been doing a little practice, but I can't figure out the best way to draw graphics.
I'm using the Java Graphics2D object to paint shapes on screen, and calling repaint()
30 times a second, but this flickers terribly. Is there a better way to paint high performance 2D graphics in Java?
Java 2D is an API for drawing two-dimensional graphics using the Java programming language. Every Java 2D drawing operation can ultimately be treated as filling a shape using a paint and compositing the result onto the screen.
Java is a versatile language commonly used by small game development companies. It's powered some of the world's top iOS and Android games including Minecraft and Mission Impossible III. Plus, Java is a cross-platform language, so it runs on nearly any system including Microsoft and Linux.
The Java library includes a simple package for drawing 2D graphics, called java. awt . AWT stands for “Abstract Window Toolkit”.
jMonkeyEngine is a modern developer friendly game engine written primarily in Java. Its minimalistic and code first approach makes it perfect for developers who want the support of a game engine while retaining full control over their code with the ability to extend and adapt the engine to their workflow.
What you want to do is to create a canvas component with a BufferStrategy and render to that, the code below should show you how that works, I've extracted the code from my self written Engine over here.
Performance solely depends on the stuff you want to draw, my games mostly use images. With around 1500 of them I'm still above 200 FPS at 480x480. And with just 100 images I'm hitting 6k FPS when disabling the frame limiting.
A small game (this one has around 120 images at once at the screen) I've created can be found here (yes the approach below also works fine as an applet.)
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsEnvironment;
import java.awt.Toolkit;
import java.awt.Transparency;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
import javax.swing.WindowConstants;
public class Test extends Thread {
private boolean isRunning = true;
private Canvas canvas;
private BufferStrategy strategy;
private BufferedImage background;
private Graphics2D backgroundGraphics;
private Graphics2D graphics;
private JFrame frame;
private int width = 320;
private int height = 240;
private int scale = 1;
private GraphicsConfiguration config =
GraphicsEnvironment.getLocalGraphicsEnvironment()
.getDefaultScreenDevice()
.getDefaultConfiguration();
// create a hardware accelerated image
public final BufferedImage create(final int width, final int height,
final boolean alpha) {
return config.createCompatibleImage(width, height, alpha
? Transparency.TRANSLUCENT : Transparency.OPAQUE);
}
// Setup
public Test() {
// JFrame
frame = new JFrame();
frame.addWindowListener(new FrameClose());
frame.setDefaultCloseOperation(WindowConstants.DO_NOTHING_ON_CLOSE);
frame.setSize(width * scale, height * scale);
frame.setVisible(true);
// Canvas
canvas = new Canvas(config);
canvas.setSize(width * scale, height * scale);
frame.add(canvas, 0);
// Background & Buffer
background = create(width, height, false);
canvas.createBufferStrategy(2);
do {
strategy = canvas.getBufferStrategy();
} while (strategy == null);
start();
}
private class FrameClose extends WindowAdapter {
@Override
public void windowClosing(final WindowEvent e) {
isRunning = false;
}
}
// Screen and buffer stuff
private Graphics2D getBuffer() {
if (graphics == null) {
try {
graphics = (Graphics2D) strategy.getDrawGraphics();
} catch (IllegalStateException e) {
return null;
}
}
return graphics;
}
private boolean updateScreen() {
graphics.dispose();
graphics = null;
try {
strategy.show();
Toolkit.getDefaultToolkit().sync();
return (!strategy.contentsLost());
} catch (NullPointerException e) {
return true;
} catch (IllegalStateException e) {
return true;
}
}
public void run() {
backgroundGraphics = (Graphics2D) background.getGraphics();
long fpsWait = (long) (1.0 / 30 * 1000);
main: while (isRunning) {
long renderStart = System.nanoTime();
updateGame();
// Update Graphics
do {
Graphics2D bg = getBuffer();
if (!isRunning) {
break main;
}
renderGame(backgroundGraphics); // this calls your draw method
// thingy
if (scale != 1) {
bg.drawImage(background, 0, 0, width * scale, height
* scale, 0, 0, width, height, null);
} else {
bg.drawImage(background, 0, 0, null);
}
bg.dispose();
} while (!updateScreen());
// Better do some FPS limiting here
long renderTime = (System.nanoTime() - renderStart) / 1000000;
try {
Thread.sleep(Math.max(0, fpsWait - renderTime));
} catch (InterruptedException e) {
Thread.interrupted();
break;
}
renderTime = (System.nanoTime() - renderStart) / 1000000;
}
frame.dispose();
}
public void updateGame() {
// update game logic here
}
public void renderGame(Graphics2D g) {
g.setColor(Color.BLACK);
g.fillRect(0, 0, width, height);
}
public static void main(final String args[]) {
new Test();
}
}
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