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Thread: Game rendering

  1. #1
    Junior Member
    Join Date
    Sep 2013
    Thanked 0 Times in 0 Posts

    Unhappy Game rendering

    here is the code that i have so far and it is not doing what it needs to do so far, this is not my code it is from a tutorial that i am following on youtube. i am just rebuilding it to learn how to make a game in java.

    this is the first class-----

    package com.ryan.doomed;

    import java.awt.Canvas;
    import java.awt.Color;
    import java.awt.Dimension;
    import java.awt.Graphics;
    import java.awt.image.BufferStrategy;
    import java.awt.image.BufferedImage;
    import java.awt.image.DataBufferInt;

    import javax.swing.JFrame;

    import com.ryan.doomed.graphics.Screen;

    public class Doomed 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;

    private Thread thread;
    private JFrame frame;
    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 Doomed(){
    Dimension size = new Dimension(width * scale, height * scale);

    screen = new Screen(width, height);
    frame = new JFrame();

    }//ends game

    public synchronized void start(){
    running = true;
    thread = new Thread(this, "Display");
    }//ends start

    public synchronized void stop(){
    running = false;
    }catch(InterruptedException e){
    }//ends stop

    public void run(){
    while (running){


    }//ends run

    public void update(){

    }//ends update

    public void render(){
    BufferStrategy bs = getBufferStrategy();
    if (bs == null){


    for (int i = 0; i > pixels.length; i++){
    pixels[i] = screen.pixels[i];

    }//ends for

    Graphics g = bs.getDrawGraphics();
    // g.setColor(Color.BLACK);
    // g.fillRect(0, 0, getWidth(), getHeight());
    g.drawImage(image, 0, 0, getHeight(), getWidth(), null);
    }//ends render

    public static void main(String[] args){
    Doomed game = new Doomed();
    game.frame.setDefaultCloseOperation(JFrame.EXIT_ON _CLOSE);


    }//ends main

    }//ends Doomed

    this is the 2nd class---

    package com.ryan.doomed.graphics;

    public class Screen {

    private int width, height;
    public int pixels[];

    public Screen(int width, int height){
    this.width = width;
    this.height = height;
    pixels = new int [width * height];
    }//ends constructor

    public void render(){
    for (int y = 0; y < height; y++) {
    for (int x = 0; x < height; x++){
    pixels[x + y * width] = 0xfe34ab;
    }//ends second for
    }//ends first for

    }//ends render

    }//ends screen

    the code is supposed to have the full size of the screen the color specified but it is all messed up. i think that it is in the screen class but i can't pin point the error.

  2. #2
    Super Moderator
    Join Date
    Jun 2013
    So. Maryland, USA
    My Mood
    Thanked 698 Times in 680 Posts

    Default Re: Game rendering

    Post your code in code or highlight tags. You can read how in the Announcements at the top of the page.

    "it is not doing what it needs to do", and "it is all messed up" are not helpful. Please describe what it is supposed to do and what it is or is not doing. And if it still matters after that, describe what you mean by "all messed up."

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