It seems like this applet will only draw and update DRAWS when the window is resized or minimized. So the applet will not repaint all the time, but only when manipulating the window.
Am I doing something wrong here?
I am following the gameloop presented here: http://www3.ntu.edu.sg/home/ehchua/programming/java/J8d_Game_Framework.html
The code is here:
package newapplet;
import java.awt.*;
import java.awt.event.*;
import javax.swing.*;
public class GameApplet extends JApplet { // main class for the game as a Swing application
// Define constants for the game
static final int CANVAS_WIDTH = 493; // width and height of the game screen
static final int CANVAS_HEIGHT = 411;
static final int UPDATE_RATE = 4; // number of game update per second
static final long UPDATE_PERIOD = 1000000000L / UPDATE_RATE; // nanoseconds
static int DRAWS = 0;
// ......
// Enumeration for the states of the game.
public enum gameState {
INITIALIZED, CONNECTING, PLAYING, DISCONNECTED
}
private gameState state;
// Define instance variables for the game objects
// ......
// ......
// Handle for the custom drawing panel
private GameCanvas canvas;
// Constructor to initialize the UI components and game objects
public GameApplet() {
// Initialize the game objects
gameInit();
// UI components
canvas = new GameCanvas();
canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT));
this.setContentPane(canvas);
// Other UI components such as button, score board, if any.
// ......
this.setVisible(true);
}
// All the game related codes here
// Initialize all the game objects, run only once in the constructor of the main class.
public void gameInit() {
// ......
state = gameState.INITIALIZED;
}
// Shutdown the game, clean up code that runs only once.
public void gameShutdown() {
// ......
state = gameState.DISCONNECTED;
}
// To start and re-start the game.
public void gameStart() {
// Create a new thread
Thread gameThread = new Thread() {
// Override run() to provide the running behavior of this thread.
@Override
public void run() {
gameLoop();
}
};
// Start the thread. start() calls run(), which in turn calls gameLoop().
gameThread.start();
}
// Run the game loop here.
private void gameLoop() {
// Regenerate the game objects for a new game
// ......
//state = State.PLAYING;
// Game loop
long beginTime, timeTaken, timeLeft;
while (true) {
beginTime = System.nanoTime();
if (state == gameState.DISCONNECTED) break; // break the loop to finish the current play
if (state == gameState.PLAYING) {
// Update the state and position of all the game objects,
// detect collisions and provide responses.
gameUpdate();
}
// Refresh the display
repaint();
// Delay timer to provide the necessary delay to meet the target rate
timeTaken = System.nanoTime() - beginTime;
timeLeft = (UPDATE_PERIOD - timeTaken) / 1000000L; // in milliseconds
if (timeLeft < 10) timeLeft = 10; // set a minimum
try {
// Provides the necessary delay and also yields control so that other thread can do work.
Thread.sleep(timeLeft);
} catch (InterruptedException ex) { }
}
}
// Update the state and position of all the game objects,
// detect collisions and provide responses.
public void gameUpdate() {
}
// Refresh the display. Called back via rapaint(), which invoke the paintComponent().
private void gameDraw(Graphics2D g2d) {
switch (state) {
case INITIALIZED:
g2d.setColor (Color.red);
g2d.drawString ("init",20,20);
break;
case PLAYING:
g2d.setColor (Color.red);
g2d.drawString ("play",20,20);
break;
case CONNECTING:
g2d.setColor (Color.red);
g2d.drawString ("connecting",20,20);
break;
case DISCONNECTED:
g2d.setColor (Color.red);
g2d.drawString ("disconnect",20,20);
break;
}
g2d.setColor (Color.GREEN);
g2d.drawString ("Re-paint: " + DRAWS,30,30);
this.DRAWS++;
// ......
}
// Process a key-pressed event. Update the current state.
public void gameKeyPressed(int keyCode) {
switch (keyCode) {
case KeyEvent.VK_UP:
// ......
break;
case KeyEvent.VK_DOWN:
// ......
break;
case KeyEvent.VK_LEFT:
// ......
break;
case KeyEvent.VK_RIGHT:
// ......
break;
}
}
// Process a key-released event.
public void gameKeyReleased(int keyCode) { }
// Process a key-typed event.
public void gameKeyTyped(char keyChar) { }
// Other methods
// ......
// Custom drawing panel, written as an inner class.
class GameCanvas extends JPanel implements KeyListener {
// Constructor
public GameCanvas() {
setFocusable(true); // so that can receive key-events
requestFocus();
addKeyListener(this);
}
// Override paintComponent to do custom drawing.
// Called back by repaint().
@Override
public void paintComponent(Graphics g) {
Graphics2D g2d = (Graphics2D)g;
super.paintComponent(g2d); // paint background
setBackground(Color.BLACK); // may use an image for background
// Draw the game objects
gameDraw(g2d);
}
// KeyEvent handlers
@Override
public void keyPressed(KeyEvent e) {
gameKeyPressed(e.getKeyCode());
}
@Override
public void keyReleased(KeyEvent e) {
gameKeyReleased(e.getKeyCode());
}
@Override
public void keyTyped(KeyEvent e) {
gameKeyTyped(e.getKeyChar());
}
}
// main
public static void main(String[] args) {
// Use the event dispatch thread to build the UI for thread-safety.
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
new GameApplet();
}
});
}
}