I am trying to achieve double buffering of my game in Java by overriding the update method for my JPanel, I do all the usual code etc and still it won't work, it throws a stack overflow error, below is the specific error:
Exception in thread "AWT-EventQueue-0" java.lang.StackOverflowError
at java.awt.Rectangle.<init>(Rectangle.java:193)
at java.awt.Rectangle.<init>(Rectangle.java:208)
at sun.awt.image.BufImgSurfaceData.getBounds(BufImgSurfaceData.java:369)
at sun.java2d.loops.GraphicsPrimitive.convertFrom(GraphicsPrimitive.java:533)
at sun.java2d.loops.GraphicsPrimitive.convertFrom(GraphicsPrimitive.java:523)
at sun.java2d.loops.MaskBlit$General.MaskBlit(MaskBlit.java:171)
at sun.java2d.loops.Blit$GeneralMaskBlit.Blit(Blit.java:186)
at sun.java2d.pipe.DrawImage.blitSurfaceData(DrawImage.java:927)
at sun.java2d.pipe.DrawImage.renderImageCopy(DrawImage.java:550)
at sun.java2d.pipe.DrawImage.copyImage(DrawImage.java:54)
at sun.java2d.pipe.DrawImage.copyImage(DrawImage.java:982)
at sun.java2d.SunGraphics2D.drawImage(SunGraphics2D.java:2979)
at sun.java2d.SunGraphics2D.drawImage(SunGraphics2D.java:2964)
at epicgame.Menu.displayMenu(Menu.java:71)
at epicgame.GUI$1.paintComponent(GUI.java:64)
at javax.swing.JComponent.paint(JComponent.java:1029)
at epicgame.GUI$1.update(GUI.java:117)
at epicgame.GUI$1.paintComponent(GUI.java:98)
at javax.swing.JComponent.paint(JComponent.java:1029)
My code isn't particularly complex either:
mainPanel = new JPanel()
{
@Override protected void paintComponent(Graphics g)
{
//super.paintComponent(g);
if(menuEnabled == 1)
{
Menu.displayMenu(g, mainPanel);
}
else if(gameNum == 1)
{
StreetFighter.StreetFighter(g, mainPanel);
// Calls the controls method within the controls class.
Controls.controls(Calendar.getInstance().getTimeInMillis() - timeOld);
timeOld = Calendar.getInstance().getTimeInMillis();
}
else if(gameNum == -1)
{
Menu.scoreBoard(g, mainPanel);
if(loaded != true)
{
Menu.loadScoreBoard(mainPanel);
loaded = true;
}
}
if(gameNum > 0)
{
if(longcat == true && longcatloaded != true)
{
Extras.loadLongCat();
longcatloaded = true;
}
if(longcatloaded == true && longcat == true)
{
Extras.displayLongCat(g, mainPanel);
}
}
// Causes an infinite loop, e.g makes the screen render over and over.
//repaint();
update(g);
}
@Override public void update(Graphics g)
{
System.err.println("Updating screen and using double buffer!");
// initialize buffer
if(dbImage == null)
{
dbImage = createImage (this.getSize().width, this.getSize().height);
dbg = dbImage.getGraphics ();
}
// clear screen in background
dbg.setColor (getBackground ());
dbg.fillRect (0, 0, this.getSize().width, this.getSize().height);
// draw elements in background
dbg.setColor (getForeground());
paint(dbg);
// draw image on the screen
g.drawImage (dbImage, 0, 0, this);
try
{
Thread.sleep(200);
}
catch (InterruptedException ex)
{
System.err.print("cant delay repaint.");
}
}
};
I was hoping someone could point out where I went wrong, I'm thinking maybe something to do with the update being called too many times, or possible update is the wrong method?
Don't call paint()
or update()
methods from paintComponent()
.
Also don't call Thread.sleep()
in any painting methods. Instead, create a thread that updates your game model every x milliseconds and then calls repaint()
on your custom component where you have overridden paintComponent()
so that it draws the game state.