wondered if anyone could point me in the right directon, i have developed a pong game and it needs double buffering due to flickering. Iv tryed some of the post on here to try and make it work, but im still a beginner with the swing awt suff, any help would be amazing thanks.
public class PongPanel extends JPanel implements Runnable {
private int screenWidth = 500;
private int screenHeight = 300;
private boolean isPaused = false;
private boolean isGameOver = false;
private int playToPoints = 10;
private Padel player1,player2;
private Ball ball;
private Thread gameThread;
private Image dbImage;
private Graphics dbg;
public PongPanel() {
setPreferredSize(new Dimension(screenWidth,screenHeight));
setBackground(Color.BLACK);
setDoubleBuffered(true);
setFocusable(true);
requestFocus();
player1 = new Padel(Position.LEFT,screenWidth,screenHeight);
player2 = new Padel(Position.RIGHT,screenWidth,screenHeight);
ball = new Ball(10,screenWidth/2,screenHeight/2,Color.WHITE);
}
public void addNotify(){
super.addNotify();
startGame();
}
private void startGame(){
gameThread = new Thread(this);
gameThread.start();
}
@Override
public void run() {
while (!isGameOver) {
dbImage = createImage(screenWidth,screenHeight);
dbg = this.getGraphics();
if(!isPaused){
if(!gameOverCheck()){
updateGame();
paintComponents(dbg);
}
}else if(isPaused){
dbg.setColor(Color.ORANGE);
dbg.setFont(new Font("serif",Font.BOLD,50));
dbg.drawString("Paused", screenWidth/2-82, screenHeight/2);
}
try {
Thread.sleep(30);
} catch (InterruptedException e) {e.printStackTrace();}
}
}
private boolean gameOverCheck(){
if(player1.getScore() == playToPoints){
dbg.setColor(player1.getColour());
dbg.setFont(new Font("serif",Font.BOLD,50));
dbg.drawString("Player 1 Wins!", screenWidth/2 - 161, screenHeight/2);
setGameOver(true);
return true;
}else if(player2.getScore() == playToPoints){
dbg.setColor(player2.getColour());
dbg.setFont(new Font("serif",Font.BOLD,50));
dbg.drawString("Player 2 Wins!", screenWidth/2 - 161, screenHeight/2);
setGameOver(true);
return true;
}
return false;
}
private void updateGame(){
ball.move(screenWidth,screenHeight,player1,player2);
player1.aiForPadel(screenWidth, screenHeight, ball.getX(), ball.getY());
player2.aiForPadel(screenWidth, screenHeight, ball.getX(), ball.getY());
}
@Override
public void paintComponents(Graphics g) {
super.paintComponents(g);
dbg.setColor(Color.BLACK);
dbg.fillRect(0, 0, screenWidth+20, screenHeight+20);
dbg.setColor(Color.WHITE);
dbg.drawLine(screenWidth/2, 0, screenWidth/2, screenHeight);
dbg.setFont(new Font("serif",Font.BOLD,32));
dbg.drawString(player1.getScore()+"", screenWidth/2-40, screenHeight - 20);
dbg.drawString(player2.getScore()+"", screenWidth/2+20, screenHeight - 20);
ball.drawBall(dbg);
player1.drawPadel(dbg);
player2.drawPadel(dbg);
}
}
There's a really good tutorial here which describes how to use BufferStrategy to produce non-flickering animation.
The important points are:
setIgnoreRepaint(true)
on the top-level Canvas
to prevent AWT from repainting it, as you'll typically be doing this yourself within the animation loop.Graphics2D
object from the BufferStrategy
(rather than using the instance passed in via paintComponent(Graphics g)
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