Reputation: 13
I am trying to make a scrolling game - where the player (in space) is constantly at the center of the screen. As he moves left right up and down, a background spritesheet will randomly generate coloured stars - so the moving stars will be an indication of which direction the player is moving in.
The problem I am now having is that the stars are not displaying when I run the game. Each tile is supposed to be 32x32, each containing at least one star, with the 'nostars' tile being empty. When I run the game, I just get a black screen.
RandomLevel.java:
protected void generateLevel() {
for(int y = 0; y < height; y++) {
for(int x = 0; x < width; x++) {
bgtiles[x + y * width] = random.nextInt(4);
}
}
}
Level.java
public void render(int xScroll, int yScroll, Screen screen) {
screen.setOffset(xScroll, yScroll);
int x0 = xScroll >> 5;
int x1 = (xScroll + screen.width + 32) >> 5;
int y0 = yScroll >> 5;
int y1 = (yScroll + screen.height + 32) >> 5;
for(int y = y0; y < y1; y++) {
for(int x = x0; x < x1; x++) {
getTile(x, y).render(x, y, screen);
}
}
}
public Tile getTile(int x, int y) {
if(x < 0 || y < 0 || x >= width || y >= height) return Tile.nostars;
if(bgtiles[x + y * width] == 0) return Tile.stars1;
if(bgtiles[x + y * width] == 1) return Tile.stars2;
if(bgtiles[x + y * width] == 2) return Tile.stars3;
if(bgtiles[x + y * width] == 3) return Tile.stars4;
else return Tile.nostars;
}
SpaceTile.java
public class SpaceTile extends Tile {
public SpaceTile(Sprite sprite) {
super(sprite);
}
public void render(int x, int y, Screen screen) {
screen.renderTile(x << 5, y << 5, this);
}
}
SpriteSheet.java
public static SpriteSheet bgtiles = new SpriteSheet("/textures/bgsheet.png", 256);
Sprite.java
public static Sprite spaceSprite = new Sprite(32, 0, 0, SpriteSheet.bgtiles);
public static Sprite stars1 = new Sprite(64, 0, 0, SpriteSheet.bgtiles);
public static Sprite stars2 = new Sprite(96, 0, 0, SpriteSheet.bgtiles);
public static Sprite stars3 = new Sprite(128, 0, 0, SpriteSheet.bgtiles);
public static Sprite stars4 = new Sprite(160, 0, 0, SpriteSheet.bgtiles);
Tile.java
public class Tile {
public int x, y;
public Sprite sprite;
public static Tile nostars = new SpaceTile(Sprite.spaceSprite);
public static Tile stars1 = new SpaceTile(Sprite.stars1);
public static Tile stars2 = new SpaceTile(Sprite.stars2);
public static Tile stars3 = new SpaceTile(Sprite.stars3);
public static Tile stars4 = new SpaceTile(Sprite.stars4);
public Tile(Sprite sprite) {
this.sprite = sprite;
}
public void render(int x, int y, Screen screen) {
}
public boolean solid() {
return false;
}
}
Game.java
public class Game extends Canvas implements Runnable {
private static final long serialVersionUID = 1L;
public static int width = 300;
public static int height = width / 16 * 9;
public static int scale = 3;
public static String title = "Game";
private Thread thread;
private JFrame frame;
private Keyboard key;
private Level level;
private boolean running = false;
private Screen screen;
private BufferedImage image = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
private int[] pixels = ((DataBufferInt) image.getRaster().getDataBuffer()).getData();
public Game() {
Dimension size = new Dimension(width * scale, height * scale);
setPreferredSize(size);
screen = new Screen(width, height);
frame = new JFrame();
key = new Keyboard();
level = new RandomLevel(64, 64);
addKeyListener(key);
}
public synchronized void start() {
running = true;
thread = new Thread(this, "Display");
thread.start();
}
public synchronized void stop() {
running = false;
try {
thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
public void run() {
double ns = 1000000000.0 / 60.0;
double delta = 0;
int frames = 0;
int updates = 0;
long lastTime = System.nanoTime();
long timer = System.currentTimeMillis();
requestFocus();
while (running) {
long now = System.nanoTime();
delta += (now - lastTime) / ns;
lastTime = now;
while(delta >= 1) {
update();
updates++;
delta--;
}
render();
frames++;
if(System.currentTimeMillis() - timer >= 1000) {
timer += 1000;
frame.setTitle(title + " | " + updates + " ups, " + frames + " fps");
frames = 0;
updates = 0;
}
}
stop();
}
int x, y = 0;
public void update() {
key.update();
if(key.up == true) y--;
if(key.down == true) y++;
if(key.left == true) x--;
if(key.right == true) x++;
}
public void render() {
BufferStrategy bs = getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
return;
}
screen.clear();
level.render(x, y, screen);
for(int i = 0; i < pixels.length; i++) {
pixels[i] = screen.pixels[i];
}
Graphics g = bs.getDrawGraphics();
g.drawImage(image, 0, 0, getWidth(), getHeight(), null);
g.dispose();
bs.show();
}
public static void main(String[] args) {
Game game = new Game();
game.frame.setResizable(false);
game.frame.setTitle(Game.title);
game.frame.add(game);
game.frame.pack();
game.frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
game.frame.setLocationRelativeTo(null);
game.frame.setVisible(true);
game.start();
}
}
bgsheet.png https://i.sstatic.net/SUIDS.png
In the generatelevel() I am only trying it out with the first 4 tiles, not all of the 64 tiles.
When I run the game, I expect to see 4 different stars scattered everywhere but instead I just get a black screen.
Thanks in advance for any help !
Upvotes: 1
Views: 137
Reputation: 13
The problem turned out to be simply that I had the wrong co-ordinates for each sprite. Sorry for wasting your time and thanks for the help anyway!
public static Sprite spaceSprite = new Sprite(32, 0, 0, SpriteSheet.bgtiles);
public static Sprite stars1 = new Sprite(32, 1, 0, SpriteSheet.bgtiles);
public static Sprite stars2 = new Sprite(32, 2, 0, SpriteSheet.bgtiles);
public static Sprite stars3 = new Sprite(32, 3, 0, SpriteSheet.bgtiles);
public static Sprite stars4 = new Sprite(32, 4, 0, SpriteSheet.bgtiles);
Upvotes: 0
Reputation: 694
From the code posted, it appears that you forgot to load the background into image. I placed this code into a new public method called loadAssets(). Call this before you call game.start().
public void loadAssets() {
try {
image = ImageIO.read(new URL("https://i.imgur.com/0yUKql2.png?1"));
} catch (MalformedURLException ex) {
Logger.getLogger(GameTwo.class.getName()).log(Level.SEVERE, null, ex);
} catch (IOException ex) {
Logger.getLogger(GameTwo.class.getName()).log(Level.SEVERE, null, ex);
}
}
I also commented out the following code in render().
screen.clear();
level.render(x, y, screen);
for(int i = 0; i < pixels.length; i++) {
pixels[i] = screen.pixels[i];
}
Upvotes: 1
Reputation: 5684
So from what I understand, you make a call to draw using BufferedImage image, however you have not actually loaded your image data into the variable image. I will provide a code snippet that you may need to tailor a bit
File imageFile = new File("/path/to/image.file");
BufferedImage image = ImageIO.read(imageFile);
There may be a faster way as you have already called
private BufferedImage image = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
But as you can probably imagine, that doesn't actually connect you image variable to an image file. My best guess is that the code I provided will work, but honestly you'll have to try it.
Happy coding and leave a comment if you have any questions!
Upvotes: 0