Beispiel #1
0
  private void render() {
    BufferStrategy bs = getBufferStrategy();
    if (bs == null) {
      createBufferStrategy(4); // Too Slow? make this 3
      return;
    }
    // Optional clearing goes below
    screen.clear();

    // Rendering goes below:
    screen.fillBackRoundSolidColor(0x456654);
    int xScroll = player.getX() - screen.width / 2;
    int yScroll = player.getY() - screen.height / 2;

    screen.fillBackRoundImage("/Levels/TestBckgrnd.png", screen);
    level.render(xScroll, yScroll, screen);
    player.render(screen);

    for (int i = 0;
        i < pixels.length;
        i++) { // Sets the pixels array in MainGame to the pixel array in the Screen class
      pixels[i] = screen.pixels[i];
    }
    // Displaying goes below:
    Graphics g = bs.getDrawGraphics();
    g.drawImage(image, 0, 0, getWidth(), getHeight(), null); // Draws the buffered image (pixels[])

    // FrameRate Display
    if (Fframes >= 60) g.setColor(Color.white);
    else if (Fframes >= 55) g.setColor(Color.YELLOW);
    else if (Fframes > 65) g.setColor(Color.GREEN);
    else g.setColor(Color.red);
    g.setFont(new Font("Verdana", 0, 10));
    String err = "";
    if (Fframes <= 20 || Fframes > 65) err = "| CHECK FRAMERATE |";
    g.drawString(
        "(" + Fframes + ")" + " " + df.format(framePerc) + "% " + err, 10, HEIGHT * SCALE - 10);
    g.setColor(Color.white);
    g.drawString(
        "Version: " + PrefixVers + " " + NumberVers, WIDTH * SCALE - 150, HEIGHT * SCALE - 10);

    // End of FrameRateDisplay

    //		g.drawRect(0, 141 * SCALE, 300 * SCALE + 8 , 70);
    g.dispose(); // Disposes the graphics
    bs.show(); // Shows the next buffer
  }
Beispiel #2
0
 private void tick() {
   input.tick();
   player.tick();
 }