Using fullscreen

Hi there,
I’m currently using this code:


      public Game() {
            // create a frame to contain our game
            JFrame container = new JFrame("Space Invaders by Konect Internet");
            
                // get screen size
                Dimension screen = Toolkit.getDefaultToolkit().getScreenSize();
                
                // set screen width
                sWidth  = (int)screen.getWidth();
                sHeight = (int)screen.getHeight();
                
                // get hold the content of the frame and set up the resolution of the game
            JPanel panel = (JPanel) container.getContentPane();
            panel.setPreferredSize(new Dimension(sWidth,sHeight));
            panel.setLayout(null);
            
            // setup our canvas size and put it into the content of the frame
            setBounds(0,0,sWidth,sHeight);
            panel.add(this);
            
            // Tell AWT not to bother repainting our canvas since we're
            // going to do that our self in accelerated mode
            setIgnoreRepaint(true);
            
            // finally make the window visible 
            container.pack();
            container.setResizable(true);
            container.setVisible(true);
            
            // add a listener to respond to the user closing the window. If they
            // do we'd like to exit the game
            container.addWindowListener(new WindowAdapter() {
                  public void windowClosing(WindowEvent e) {
                        System.exit(0);
                  }
            });
            
            // add a key input system (defined below) to our canvas
            // so we can respond to key pressed
            addKeyListener(new KeyInputHandler());
            
            // request the focus so key events come to us
            requestFocus();

            // create the buffering strategy which will allow AWT
            // to manage our accelerated graphics
            createBufferStrategy(2);
            strategy = getBufferStrategy();
            
            // initialise the entities in our game so there's something
            // to see at startup
            initEntities();
            
            // Start the main game loop, note: this method will not
            // return until the game has finished running. Hence we are
            // using the actual main thread to run the game.
            gameLoop();
      }

Admittedly most of that isn’t mine. I’m just fiddling around here with an open source game of spave invaders. One of the first things I’d to be able to get it to do is to go fullscreen but I’ve been over alsorts of tutorials and none of them seem to work for me.

I’m very new to Java but not to programming in general. Hopefully somebody can help! :slight_smile:

Thanks,

Chris Evans

well I don’t see any call to setFullscreenWindow in your code :stuck_out_tongue:


        // initialize the main app frame
            gf = new Frame();

        // we don't need statusbars in fullscreen =P
        gf.setUndecorated(true);
        // in fullscreen you probably want a fixed framerate
        gf.setIgnoreRepaint(true);

        // gets us fullscreen
        ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
        gd = ge.getDefaultScreenDevice();
        gd.setFullScreenWindow(gf);
        // fiddle around with that
        gd.setDisplayMode(new DisplayMode(1024, 768, 16, 75));

        // create buffer
        gf.createBufferStrategy(2);
        // and get strategy
        b = gf.getBufferStrategy();

this sets up a fullscreen frame. get the graphics object by calling the strategy’s getdrawgraphics() method