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[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index] [gameprogrammer] Re: A newbie Java Question - GUI/Animation etc...
Hi Tom,
I downloaded the Java3D API from Sun. It looks good but I think it
was a bit much for what I was looking for. Anyway, after a little
further digging I managed to work out how to do what I was trying to
do.
The key to getting rid of the flicker was not using the paint()
function but instead, using my own.
Firstly, I created a new Image and then obtained the Graphics
interface for the image. This gave me my offscreen location to
assemble my GUI. I then use this image and draw it to the Graphics
interface of my Applet
// Variables and members
Image offScreenImage;
Graphics offScreenGraphics;
Graphics onScreenGraphics;
In the init function I run the following:
offScreenImage = createImage( width, height );
offScreenGraphics = offScreenImage.getGraphics();
onScreenGraphics = this.getGraphics();
I then setup a timer to keep the screen up-to-date every xxx
milliseconds which basically runs the following:
// Draw everything I need to my offscreen Graphics Interface
offScreenGraphics.drawImage( etc. etc. etc. );
offScreenGraphics.drawImage( etc. etc. etc. );
offScreenGraphics.drawImage( etc. etc. etc. );
// Then draw the whole thing to screen with the Image Interface
onScreenGraphics.drawImage(offScreenImage, xxx , yyyy , this );
Seems to work quite well for simple graphics and GUI etc. If I want
anything more complex then I will go down the Java3D route but for now
this will do.
Regards
Richard
On 04/02/2008, Tom Clifford <tjclifford@yahoo.com> wrote:
> Java has it's own Java3D interface, found at:
>
> http://java.sun.com/products/java-media/3D/
>
> It allows you to do what is called active rendering,
> which is similar to the c/c++ WinMain/WndProc loops,
> that uses double-buffering,
> or you can create the objects you want and allow
> Java3D to do the looping for you, while doing
> animation with their Behavior objects.
>
> There are some good java examples with source
> code, at Killer Game Programming with Java, by
> Andrew Davison
> O'Reilly, May 2005
> ISBN: 0-596-00730-2
> http://www.oreilly.com/catalog/killergame/
> Web Site for the book:
> http://fivedots.coe.psu.ac.th/~ad/jg
>
> code downloads and instructions at:
>
> http://fivedots.coe.psu.ac.th/~ad/jg/code/
>
> Tom C.
>
>
> --- richard sabbarton <richard.sabbarton@gmail.com>
> wrote:
>
> > Hi Guys,
> >
> > In C++ on windows I would use animation by creating
> > a compatible
> > device context in memory with CreateCompatibleDC().
> > I would write my
> > game and all of its elements to the MemoryDC and
> > then use something
> > like BitBlt() to push it to my main DC.
> >
> > I have recently started learning Java and I want to
> > perform a similar
> > function. I want to write all of the elements to
> > memory and then
> > transfer it to the screen every x milliseconds.
> > This is to eliminate
> > flicker etc.
> >
> > I have been looking online through tutorials etc.
> > and I can't seem to
> > find a description of how to do this. Do I need to
> > use java.awt or
> > should I use javax.swing.
> >
> > Any thoughts on how to do this or suggestions on
> > greating a game
> > display in Java?
> >
> > Initially this is for display in an Applet in a web
> > page.
> >
> > Regards
> >
> > Richard
> >
> > ---------------------
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> >
> >
> >
>
>
>
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