I have been trying to create a Java game loop that displays something simple to start with, but no matter what I try I can not get it too stop flickering. I have tried googling solutions but either my google-fu isn't quite up to scratch or I am doing something seriously wrong.
I'm posting this code here in the hope that I am simply doing something wrong that can be corrected. At this point I am tempted to start over in a different language, last time I used it SFML was nice. Apologies for the horrible code.
Main.java:
public class Main {
public static void main(String[] args) {
new GameFrame("Game");
}
}
GameFrame.java:
import java.awt.Color;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.Insets;
import java.awt.Toolkit;
import javax.swing.JFrame;
public class GameFrame extends JFrame {
protected GraphicsDevice device = GraphicsEnvironment.getLocalGraphicsEnvironment().getDefaultScreenDevice();
public GameFrame(String title) {
super(title);
init();
}
public void init() {
setDefaultCloseOperation(EXIT_ON_CLOSE);
// Calculate the size of the window, taking into account the size of toolbars etc.
Insets insets = Toolkit.getDefaultToolkit().getScreenInsets(device.getDefaultConfiguration());
setSize(
(int) ((device.getDefaultConfiguration().getBounds().width - insets.left - insets.right) * 0.8),
(int) ((device.getDefaultConfiguration().getBounds().height - insets.top - insets.bottom) * 0.8)
);
// Centre and start maximised.
setLocationRelativeTo(null);
setExtendedState(MAXIMIZED_BOTH);
if(false) {
// Important otherwise you get an ugly border.
super.setVisible(false);
setUndecorated(true);
device.setFullScreenWindow(this);
} else {
setUndecorated(false);
device.setFullScreenWindow(null);
super.setVisible(true);
}
GamePanel panel = new GamePanel();
panel.setBackground(Color.BLACK);
new Thread(panel).start();
add(panel);
}
}
GamePanel.java:
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Image;
import java.awt.RenderingHints;
import javax.swing.JPanel;
public class GamePanel extends JPanel implements Runnable {
protected boolean running = false;
protected long lastTime;
protected int width = 0;
protected int height = 0;
protected Image image;
protected Graphics2D graphics;
protected double x = 0;
protected double y = 0;
protected void updateState(double delta) {
x = x + 0.00001 * delta;
y = y + 0.00001 * delta;
}
public void run() {
running = true;
lastTime = System.nanoTime();
while(width == 0 || height == 0) {
width = getBounds().width;
height = getBounds().height;
}
setDoubleBuffered(true);
while(running) {
long now = System.nanoTime();
long updateLength = now - lastTime;
double delta = updateLength / (10 ^ 9 / 60);
updateState(delta);
paintComponent(getGraphics());
lastTime = System.nanoTime();
try {Thread.sleep((now - lastTime + (10 ^ 9 / 60)) / (10 ^ 6));} catch (Exception e) {}
}
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
if(isVisible() && width > 0 && height > 0) {
setDoubleBuffered(true);
if(image == null) {
image = createImage(width, height);
graphics = (Graphics2D) image.getGraphics();
graphics.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
}
graphics.setColor(Color.black);
graphics.fillRect(0, 0, width, height);
graphics.setColor(Color.WHITE);
graphics.fillRect(100, 20, 100, 100);
graphics.fillOval((int) x, (int) y, 30, 30);
g.drawImage(image, 0, 0, this);
}
}
}
Your program fragments are incorrect in several ways:
Swing GUI objects should be constructed and manipulated only on the event dispatch thread.
Don't use getGraphics()
; the graphics context is only valid in paintComponent()
.
JPanel
is double buffered by default.
Use an instance of javax.swing.Timer
to pace the animation; a complete example is seen in this AnimationTest
.