Hi all!
After reading up on Automatic Images I implemented them in my game (which gave a huge fps boost) and I am now trying to get them to work in my mapeditor which is Swing-based.
I am drawing them in a JPanel but after about 40-50 succesive calls to g.drawImage on my second call to repaint everything just stops running.
If anyone has any idea on what I am doing wrong I have included the code that draws and the part that loads the images. Any general information on anything else that i might be doing wrong is gladly appreciated!
Overriden paint-method in JPanel:
Image curimg;
for (int i=0;i<noTiles;i++) {
xOffset += 32;
if ( (i % columns) == 0) {
yOffset+=32;
xOffset = 0;
}
curimg = th.getTile(tilesetName, i);
g2.drawImage(curimg,xOffset,yOffset,this); // This is where it hangs
}
Here is the code to load the images:
util.log("Processing tiles in " + filename);
//Load main image and wait it to complete loading
tkImg = Toolkit.getDefaultToolkit().createImage(filename);
MediaTracker tracker = new MediaTracker(win);
tracker.addImage(tkImg,0);
try {
tracker.waitForAll();
}
catch (InterruptedException ex) {
}
// --- Some code removed here ---
// Splits the main image into tiles
int i=0;
for (int y=0;y<tilesY;y++) {
for (int x=0;x<tilesX;x++) {
tileArray[i] = gc.createCompatibleImage(32,32, Transparency.BITMASK);
Graphics2D big = (Graphics2D)tileArray[i].getGraphics();
big.drawImage(tkImg, -32*x, -32*y, null);
i++;
}
}