I want to add possibility to pause/resume to my game. Unfortunately my solution only pauses the game, but does not resume it (when I click resume button nothing happens - the image is still). I also tried to call wait/notify methods on thread
, but it also did not work - I got Exception in thread "AWT-EventQueue-0" java.lang.IllegalMonitorStateException
. What is the best solution to make pause/resume?
Game Loop
public void run() {
init();
long startTime;
long reTime;
long waitTime;
while (running) {
startTime = System.nanoTime();
int CarPosX = car.zwrocPolozenieX();
int CarPosY = car.zwrocPolozenieY();
update(b, CarPosX, CarPosY);
render(b);
//draw();
repaint();
if(b<4390) {
b=b+szybkoscMapy;
}
reTime = System.nanoTime() - startTime;
waitTime = targetTime - reTime/100000000;
try {
Thread.sleep(waitTime);
}
catch(Exception e) {
}
}
}
public void init() {
if(thread == null) {
thread = new Thread(this);
thread.start();
}
b=0;
running = true;
image = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB);
g = (Graphics2D) image.getGraphics();
map = new Map(levelNumber);
car = new Car(map);
car.setxpos(338);
car.setypos(150);
}
Listeners
pause_button.addActionListener( new ActionListener()
{
public void actionPerformed(ActionEvent e)
{
bp.running = false;
}
});
resume_button.addActionListener( new ActionListener()
{
public void actionPerformed(ActionEvent e)
{
bp.running = true;
}
});
Use javax.swing.Timer
to pace the animation. Typical controls that invoke the timer's start()
and stop()
methods are examined here. This fleet simulation, which uses such a Timer
, may also be if interest.