Hey, guys! I’m new to this forum and I’d like to say first that I was amused by the account activation.
I decided to join here because it seems like the most likely place I can finally find the solution to a problem I’ve been having for the last week… I’ve tried help from GameDev and from the Oracle forums over the last few days, but I haven’t received the solution to it yet.
Basically, what I have is a tile engine that I’ve constructed for a side-scrolling game I’m developing. It reads in a .png image that gets converted to an array representing the level’s tiles, which then is used to calculate the view that is drawn to the screen. The user can move the little character in the middle of the screen (which right now there is no collision detection, so he/she can move the player about in any direction regardless of what tile).
The problem is that the thing is super slow! Originally, I found that I was redrawing the view every time rather than shifting it, which was thought to have been the bottleneck, but I converted it to draw the view only when the player has moved to where a new view has to be calculated and rerendered, and the slowness is still there. My computer is a beast gaming machine, so I’m not thinking it’s computer performance related at all, but I must have messed up somewhere.
I’ll post the code for the classes that compose the tile engine below. I would greatly appreciate any and all help and/or criticism and/or advice pertaining to the tile engine that anyone is willing to offer. :] I apologize that this post will be so lengthy, but since there are several components to the engine rather than just one class, I don’t want to leave a stone unturned for anybody. Thanks again! :]
This class represents the Player and manages his current state of animation:
/* This class's purpose will be to store the data of the player character for movement and appearance. It will also
* take input. The player image will be created as a sheet of animation frames and split by the class. */
import java.awt.image.*;
import java.io.*;
import javax.imageio.*;
import java.awt.*;
public class Player
{
//
// CONSTANTS
//
private final int TILE_SIZE = 32;
private final int SCREEN_WIDTH = 1280;
private final int SCREEN_HEIGHT = 768;
//
// END OF CONSTANTS
//
// image to store the player's frames of animation as a sheet/loaded first
private BufferedImage playerSheet;
// image array to store the individual frames of animation/split by program
private BufferedImage playerFrames[];
// index used to represent the current frame to draw on the screen of the player
private int currentIndex = 0;
// enum representing the player's state of movement for animation
private enum PlayerState {STILL_LEFT, STILL_RIGHT, MOVE_LEFT, MOVE_RIGHT, JUMP}
// variable used to represent the player's current animation state
private PlayerState currentState;
// variable to keep track of last direction the character was facing when going back to still
private PlayerState lastState;
// long used to represent the system time, used as a timer
private long movementTimer;
// long used to represent the previously used time as a timer
private long stillTimer;
// CONSTRUCTOR
public Player()
{
playerSheet = makeColorTransparent("playersheet1.png", 0xFFFF65F6);
playerFrames = splitImage(playerSheet, 4, 2);
movementTimer = System.nanoTime();
stillTimer = movementTimer;
currentState = PlayerState.STILL_LEFT;
lastState = PlayerState.STILL_LEFT;
}
// this method will draw to whatever graphics context is passed to the method (game window)
public void drawPlayer(Graphics gr, int x, int y)
{
gr.drawImage(playerFrames[currentIndex], x, y, null);
}
// method to simply load an image from a path
private static BufferedImage loadImage(String ref)
{
BufferedImage bimg = null;
try
{
bimg = ImageIO.read(new File(ref));
}
catch (Exception e)
{
e.printStackTrace();
}
return bimg;
}
// method to create a tile array for tile sets
private BufferedImage[] splitImage(BufferedImage img, int cols, int rows)
{
int w = img.getWidth() / cols;
int h = img.getHeight() / rows;
int num = 0;
BufferedImage imgs[] = new BufferedImage[w * h];
for (int y = 0; y < rows; y++)
{
for (int x = 0; x < cols; x++)
{
imgs[num] = new BufferedImage(w, h, img.getType());
Graphics2D g = imgs[num].createGraphics();
g.drawImage(img, 0, 0, w, h, w * x, h * y, w * x + w, h * y + h, null);
g.dispose();
num++;
}
}
return imgs;
}
// image-loading method that will also alpha the color key for each tile
public static BufferedImage makeColorTransparent(String ref, int color)
{
BufferedImage image = loadImage(ref);
BufferedImage dimg = new BufferedImage(image.getWidth(), image.getHeight(), BufferedImage.TYPE_INT_ARGB);
Graphics2D g = dimg.createGraphics();
g.setComposite(AlphaComposite.Src);
g.drawImage(image, null, 0, 0);
g.dispose();
for (int i = 0; i < dimg.getHeight(); i++)
{
for (int j = 0; j < dimg.getWidth(); j++)
{
if (dimg.getRGB(j, i) == color)
{
dimg.setRGB(j, i, 0x8F1C1C);
}
}
}
return dimg;
}
// method to update the player based on user input
public void updatePlayer(int input)
{
// update the still timer to manage when the last key press was
stillTimer = System.nanoTime();
switch (input)
{
// up
case 0:
break;
// left
case 1:
if (currentState != PlayerState.MOVE_LEFT)
{
movementTimer = System.nanoTime();
}
currentState = PlayerState.MOVE_LEFT;
lastState = PlayerState.MOVE_LEFT;
break;
// right
case 2:
if (currentState != PlayerState.MOVE_RIGHT)
{
movementTimer = System.nanoTime();
}
currentState = PlayerState.MOVE_RIGHT;
lastState = PlayerState.MOVE_RIGHT;
break;
// down
case 3:
break;
// jump
case 4:
break;
// still left
case 5:
currentState = PlayerState.STILL_LEFT;
lastState = PlayerState.STILL_LEFT;
break;
// still right
case 6:
currentState = PlayerState.STILL_RIGHT;
lastState = PlayerState.STILL_RIGHT;
break;
}
}
// method to manage the player's animation
public void animatePlayer()
{
switch (currentState)
{
case STILL_LEFT:
currentIndex = 0;
break;
case STILL_RIGHT:
currentIndex = 4;
break;
case MOVE_LEFT:
// if set to a still frame, set it to start running left
if (currentIndex == 0 || currentIndex == 4)
{
currentIndex = 1;
}
// if a 300 nanosecond gap has passed, allow the next frame
if (System.nanoTime() - movementTimer > 100000000)
{
if (currentIndex == 1)
{
currentIndex = 2;
}
else
{
currentIndex = 1;
}
movementTimer = System.nanoTime();
}
break;
case MOVE_RIGHT:
// if set to a still frame, set it to start running right
if (currentIndex == 0 || currentIndex == 4)
{
currentIndex = 5;
}
// if a 300 nanosecond gap has passed, allow the next frame
if (System.nanoTime() - movementTimer > 100000000)
{
if (currentIndex == 5)
{
currentIndex = 6;
}
else
{
currentIndex = 5;
}
movementTimer = System.nanoTime();
}
break;
case JUMP:
break;
}
}
}
This class represents the Level object that stores the .png images that will compose the drawn level and the array that represents the tiles in a more memory-efficient manner. It also manages updating the level’s view and rendering it, as well as drawing it to the screen:
/* The purpose of this class will be to load and manage a level, including its camera. */
import java.awt.image.*;
import java.io.*;
import javax.imageio.*;
import java.awt.*;
public class Level
{
//
// CONSTANTS
//
private final int TILE_SIZE = 32;
private final int SCREEN_WIDTH = 1280;
private final int SCREEN_HEIGHT = 768;
//
// END OF CONSTANTS
//
// stores the pixel image of the current level
private BufferedImage levelImage;
// stores the width and height of the level
private int width, height;
// stores the name of the level
private String levelName;
// stores collision map for level
private LevelCollisions myCollisions;
// stores the tile types in an array as assigned by colors
private int levelTiles[][];
// image used as the sheet for the level's tiles
private BufferedImage tileSheet;
// image array used to store the different tiles
private BufferedImage[] tiles;
// the image which represents the current view of the level
private BufferedImage cameraImage;
// images to represent buffers for the sides, left, right, top, bottom
private BufferedImage sideBufferL, sideBufferR, sideBufferT, sideBufferB;
// Graphics context of the camera image
private Graphics cameraG;
// variables to represent the level's offset from the top left corner while moving
private int offsetX, offsetY;
// variables to represent the level's pixel map coordinate
private int coordX, coordY;
//
// STATIC COLOR VARIABLES
//
private static final int SPACE_COLOR = 0xFF000000;
private static final int WALL_COLOR = 0xFFFFFFFF;
//
// END OF STATIC COLOR VARIABLES
//
//
// CONSTRUCTOR
//
public Level(String level)
{
// load level image and collision map
levelName = level;
levelImage = loadImage(level + ".png");
myCollisions = new LevelCollisions(level + "Collision");
levelTiles = loadLevel();
// create blank camera canvas
cameraImage = new BufferedImage(1280, 768, BufferedImage.TYPE_INT_ARGB);
cameraImage.createGraphics();
cameraG = cameraImage.getGraphics();
// offsets start at 0
offsetX = offsetY = 0;
// coordinate starts at bottom right
coordX = 600;
coordY = 383;
// fill tile images
tileSheet = loadImage("obstacletiles.png");
tiles = splitImage(tileSheet, 2, 1);
this.renderLevel();
}
// method to load the color values into an array
public int[][] loadLevel()
{
height = levelImage.getHeight();
width = levelImage.getWidth();
int levelValues[][] = new int[width][height];
// fill array with color values layer by layer
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++)
{
levelValues[x][y] = levelImage.getRGB(x, y);
}
}
return levelValues;
}
// method to get the tile color from a given tile
public int getTile(int x, int y)
{
return levelTiles[x][y];
}
// method to draw the current camera view of the level on the screen
public void drawLevel(Graphics gr, int x, int y)
{
gr.drawImage(cameraImage, x + offsetX, y + offsetY, null);
}
// method to render the actual image before drawing it
public void renderLevel()
{
// keeps track of graphics coordinate
int x, y;
// keeps track of tile to draw
int tileX, tileY;
tileY = coordY;
// draw all the tiles based on offsets, layer by layer
for (y = 0; y < SCREEN_HEIGHT; y += TILE_SIZE)
{
tileX = coordX;
for (x = 0; x < SCREEN_WIDTH; x += TILE_SIZE)
{
// determine which tile to draw based on tile color in array
switch (this.getTile(tileX, tileY))
{
case SPACE_COLOR:
cameraG.drawImage(tiles[0], x, y, null);
break;
case WALL_COLOR:
cameraG.drawImage(tiles[1], x, y, null);
break;
}
tileX++;
}
tileY++;
}
// steps to take in case of an offset
if (offsetX > 0)
{
}
if (offsetX < 0)
{
}
if (offsetY < 0)
{
}
if (offsetY > 0)
{
}
}
// method to update the level's current position for the camera
public void updateLevel(int input)
{
switch (input)
{
// up
case 0:
// update offset up if not too far up
if (coordY > 30)
{
offsetY += 2;
}
// if a tile length has been moved, then offset becomes 0 and coordY is decreased
if (offsetY >= TILE_SIZE)
{
offsetY = 0;
coordY--;
this.renderLevel();
}
break;
// left
case 1:
// update offset to the left if not too far left
if (coordX > 30)
{
offsetX += 2;
}
// if a tile length has been moved, then offset becomes 0 and coordX is decreased
if (offsetX >= TILE_SIZE)
{
offsetX = 0;
coordX--;
this.renderLevel();
}
break;
// right
case 2:
// update offset to the right if not too far right
if (coordX < width - 30)
{
offsetX -= 2;
}
// if a tile length has been moved, then offset becomes 0 and coordX is increased
if (offsetX <= -TILE_SIZE)
{
offsetX = 0;
coordX++;
this.renderLevel();
}
break;
// down
case 3:
// update offset down if not too far down
if (coordY < height - 30)
{
offsetY -= 2;
}
// if a tile legnth has been moved, then offset becomes 0 and coordY is increased
if (offsetY <= -TILE_SIZE)
{
offsetY = 0;
coordY++;
this.renderLevel();
}
break;
// jump
case 4:
break;
}
}
// method to simply load an image from a path
public static BufferedImage loadImage(String ref)
{
BufferedImage bimg = null;
try
{
bimg = ImageIO.read(new File(ref));
}
catch (Exception e)
{
e.printStackTrace();
}
return bimg;
}
// method to create a tile array for tile sets
public static BufferedImage[] splitImage(BufferedImage img, int cols, int rows)
{
int w = img.getWidth() / cols;
int h = img.getHeight() / rows;
int num = 0;
BufferedImage imgs[] = new BufferedImage[w * h];
for (int y = 0; y < rows; y++)
{
for (int x = 0; x < cols; x++)
{
imgs[num] = new BufferedImage(w, h, img.getType());
Graphics2D g = imgs[num].createGraphics();
g.drawImage(img, 0, 0, w, h, w * x, h * y, w * x + w, h * y + h, null);
g.dispose();
num++;
}
}
return imgs;
}
// image-loading method that will also alpha the color key for each tile
public static BufferedImage makeColorTransparent(String ref, int color)
{
BufferedImage image = loadImage(ref);
BufferedImage dimg = new BufferedImage(image.getWidth(), image.getHeight(), BufferedImage.TYPE_INT_ARGB);
Graphics2D g = dimg.createGraphics();
g.setComposite(AlphaComposite.Src);
g.drawImage(image, null, 0, 0);
g.dispose();
for (int i = 0; i < dimg.getHeight(); i++)
{
for (int j = 0; j < dimg.getWidth(); j++)
{
if (dimg.getRGB(j, i) == color)
{
dimg.setRGB(j, i, 0x8F1C1C);
}
}
}
return dimg;
}
}
This is the code for the renderer itself, the class I called LevelRenderer. It calls all of the methods that perform the drawing and updating:
/* This class's job is to manage a Player and Level object and call their render and update routines. */
import java.awt.*;
import java.awt.event.*;
import java.awt.image.*;
import java.io.*;
import javax.imageio.*;
import javax.swing.JFrame;
import javax.swing.*;
import java.util.Random;
import java.awt.Color;
public class LevelRenderer extends JFrame
{
//
// CONSTANTS
//
private final int TILE_SIZE = 32;
private final int SCREEN_WIDTH = 1280;
private final int SCREEN_HEIGHT = 768;
//
// END OF CONSTANTS
//
// will be used as a buffer before everything is drawn to the screen
private BufferedImage buffer2;
// back buffer
private BufferStrategy buffer;
// character object
private Player myPlayer;
// level object
private Level myLevel;
// screen object
private Screen s;
// graphics object of the buffer
private Graphics gr;
// Graphics object for the buffer strategy
private Graphics graphics;
// boolean to determine when to end the game
private boolean endGame;
// CONSTRUCTOR
public LevelRenderer()
{
setPreferredSize(new Dimension(1280, 768));
setIgnoreRepaint( true );
setUndecorated( true );
setFocusable(true);
requestFocus();
setResizable(false);
addKeyListener( new KeyAdapter()
{
public void keyPressed(KeyEvent e)
{
processKey(e);
}
public void keyReleased(KeyEvent e)
{
processRelease(e);
}
});
buffer2 = new BufferedImage(1280, 768, BufferedImage.TYPE_INT_ARGB);
buffer2.createGraphics();
gr = buffer2.getGraphics();
myPlayer = new Player();
myLevel = new Level("obstaclemap");
endGame = false;
}
// method to simply load an image from a path
public static BufferedImage loadImage(String ref)
{
BufferedImage bimg = null;
try
{
bimg = ImageIO.read(new File(ref));
}
catch (Exception e)
{
e.printStackTrace();
}
return bimg;
}
// Run method for class
public void run(DisplayMode dm)
{
setBackground(Color.WHITE);
s = new Screen();
s.setFullScreen(dm, this);
this.createBufferStrategy( 2 );
buffer = this.getBufferStrategy();
while (!endGame)
{
try
{
// edit player and level
myPlayer.animatePlayer();
myLevel.drawLevel(gr, 0, 0);
myPlayer.drawPlayer(gr, (SCREEN_WIDTH / 2) - TILE_SIZE / 2, (SCREEN_HEIGHT / 2) - TILE_SIZE);
graphics = buffer.getDrawGraphics();
graphics.drawImage(buffer2, 0, 0, null);
if( !buffer.contentsLost() )
{
buffer.show();
}
}
catch (Exception ex)
{
System.err.println("Game Update Error: " + ex);
}
try
{
Thread.sleep(10);
}
catch (Exception ex)
{
System.out.println("Can't sleep!");
}
}
s.restoreScreen();
}
// method to handle inputs and adjust the player accordingly
public void processKey(KeyEvent e)
{
int keyCode = e.getKeyCode();
boolean moved = false;
int xDisplace, yDisplace;
// termination key
if (keyCode == KeyEvent.VK_ESCAPE)
{
endGame = true;
}
// 0 - up
// 1 - left
// 2 - right
// 3 - down
// 4 - jump
switch (keyCode)
{
case KeyEvent.VK_UP:
myPlayer.updatePlayer(0);
myLevel.updateLevel(0);
break;
case KeyEvent.VK_LEFT:
myPlayer.updatePlayer(1);
myLevel.updateLevel(1);
break;
case KeyEvent.VK_RIGHT:
myPlayer.updatePlayer(2);
myLevel.updateLevel(2);
break;
case KeyEvent.VK_DOWN:
myPlayer.updatePlayer(3);
myLevel.updateLevel(3);
break;
case KeyEvent.VK_SPACE:
myPlayer.updatePlayer(4);
myLevel.updateLevel(4);
break;
}
}
// method to handle inputs and adjust the player accordingly
public void processRelease(KeyEvent e)
{
int keyCode = e.getKeyCode();
boolean moved = false;
int xDisplace, yDisplace;
// 0 - up
// 5 - left
// 6 - right
// 3 - down
// 4 - jump
switch (keyCode)
{
case KeyEvent.VK_UP:
myPlayer.updatePlayer(0);
break;
case KeyEvent.VK_LEFT:
myPlayer.updatePlayer(5);
break;
case KeyEvent.VK_RIGHT:
myPlayer.updatePlayer(6);
break;
case KeyEvent.VK_DOWN:
myPlayer.updatePlayer(3);
break;
case KeyEvent.VK_SPACE:
myPlayer.updatePlayer(4);
break;
}
}
}
Lastly, this is the file that just has the main loop in it to call the other classes:
/* This class is what controls and runs the main game loop. */
import javax.swing.JFrame;
import javax.swing.*;
import java.awt.*;
public class GameTest
{
public static void main(String args[])
{
// initialize the level, player, renderer, and display mode
LevelRenderer myRenderer = new LevelRenderer();
DisplayMode dm = new DisplayMode(1280, 768, 16, DisplayMode.REFRESH_RATE_UNKNOWN);
myRenderer.run(dm);
}
}
Once again, I apologize for posting so much, especially as a first post. I really hope you guys will be able to assist me in locating the problem! :] Thanks so much!
Edit: Also, I put the application through the Profiler in Netbeans and it seems that the drawLevel() method is incurring a lot of overhead, as is the run method. However, I’m still not sure as to how to go about fixing this.
Best regards,
Colton