I'm building a game and I'm painting the road sprites with the JPanel's draw function. The roads (Building class) can be built by dragging the mouse and on each field a new road sprite appeares. But after I've drawn like 20 road sprites, the drawing gets really slow.
I have a frame and there is this JPanel on it. Here is the code of the JPanel on which my game drawing is:
private class GamePanel extends JPanel implements ActionListener{
Field[][] map = gameEngine.getMap().getFields();
ArrayList<Building> buildings = gameEngine.getBuildings();
Timer timer;
ArrayList<Field> fields = new ArrayList<>();
GameFrame frame; //REFERENCE FOR THE CONTAINER OF THIS PANEL
private int mousePosX;
private int mousePosY;
GamePanel(GameFrame frame){
/*...*/
Mouse mouseListener = new Mouse();
addMouseListener(mouseListener);
addMouseMotionListener(mouseListener);
timer = new Timer(1000/30,this);
timer.start();
/*...*/
}
public void paintComponent(Graphics g) {
super.paintComponent(g);
draw(g);
}
public void draw(Graphics g){
for(Building b : buildings){
int drawPosX = b.getLocation().getPos().x*40;
int drawPosY = b.getLocation().getPos().y*40;
try {
BufferedImage img = ImageIO.read(new File("src/GFX/" + b.getType() + ".png"));
g.drawImage(img, drawPosX, drawPosY, null);
} catch (IOException e) {
}
}
}
@Override
public void actionPerformed(ActionEvent e) {
// I thought this is not needed because I call "repaint()" only at mouse events (like
// building road by dragging)
}
public class Mouse extends MouseAdapter{
@Override
public void mouseDragged(MouseEvent evt){
repaint(); // THIS IS AN EXAMPLE TO WHERE I CALL THE REPAINT()
fieldPosX = evt.getX() - (evt.getX() % 40);
fieldPosY = evt.getY() - (evt.getY() % 40);
gameEngine.placeRoad(new SimpleRoad(new Field(fieldPosX/40,fieldPosY/40)));
}
/*... OTHER MOUSE EVENTS ...*/
}
I thought that calling repaint() only at mouse events will optimise the speed but it really isn't. I attached a GIF on which it can be seen that after 2 line of roads, it gets really slow.
I heard about invokeLater and people advised me to use it but I don't know how to implement that in this project. Why is my game getting slower after several buildings, where am I making a mistake? Would invokeLater solve the problem? How do I place it in my project?
Thanks for helping!
Why is my game getting slower after several buildings,
try
{
BufferedImage img = ImageIO.read(new File("src/GFX/" + b.getType() + ".png"));
g.drawImage(img, drawPosX, drawPosY, null);
}
Don't do I/O in a painting method. As you add more building you are doing more I/O.
The images should be read in the constructor of your class.
You can save them in a HashMap for easy access in the painting method.
Or, the image can be saved as part of the Building class itself.