示例#1
0
  /**
   * Displays the window, allowing the MiniGame application to start accepting user input and allow
   * the user to actually play the game.
   */
  public void startGame() {
    // DISPLAY THE WINDOW
    window.setVisible(true);

    // LET'S NOW CORRECT THE WINDOW SIZE. THE REASON WE DO THIS
    // IS BECAUSE WE'RE USING null LAYOUT MANAGER, SO WE NEED TO
    // SIZE STUFF OURSELVES, AND WE WANT THE WINDOW SIZE TO BE THE
    // SIZE OF THE CANVAS + THE BORDER OF THE WINDOW, WHICH WOULD
    // INCLUDE THE TITLE BAR. THIS IS CALLED THE WINDOW'S INSETS
    Insets insets = window.getInsets();
    int correctedWidth = data.getGameWidth() + insets.left + insets.right;
    int correctedHeight = data.getGameHeight() + insets.top + insets.bottom;
    window.setSize(correctedWidth, correctedHeight);
  }
示例#2
0
  /**
   * This should initialize and setup all GUI components. Note that it will invoke the
   * custom-implemented initGUIControls method, which the game developer must provide to setup
   * buttons.
   */
  private void initGUI() {
    // INITIALIZE OUR GUI DATA STRUCTURES
    guiButtons = new TreeMap();
    guiDecor = new TreeMap();
    guiDialogs = new TreeMap();

    // WE'LL LAYOUT EVERYTHING USING PIXEL COORDINATES
    window.setLayout(null);

    // GUI CONTROLS ARE SETUP BY THE GAME DEVELOPER
    // USING THIS FRAMEWORK
    initGUIControls();

    // ULTIMATELY, EVERYTHING SHOULD BE INSIDE THE CANVAS
    window.add(canvas);
    canvas.setBounds(0, 0, data.getGameWidth(), data.getGameHeight());
  }