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Avoid Common Pitfalls when Programming 2D Graphics in Java




Avoid Common Pitfalls when Programming 2D Graphics in Java thumbnail Short summary:

In games with a simple game loop, the input events can be taken from the queue and processed. images are stored in Buffered Image objects. Images can be drawn ...


Long summary:

The programming component of the first year of undergraduate studies at McGill University in Computer Science heavily focuses on object-oriented programming in Java. Thus, it is not surprising that students often choose this language when developing large-scale projects during their latter school years. These projects sometimes include game development, such as the one in the course COMP-361 Systems Development Project, a mandatory course for software engineering majors. Java provides two frameworks for designing graphical user interfaces: AWT and Swing. AWT is mostly use for applet development; its components are considered light-weight. Swing components are more flexible, offer a wider variety of features and are more actively supported, but tend to render slower. When developing Java games, it is best to avoid both frameworks, since both frameworks are extremely slow and ill suited for game development. The Minueto game development framework 1 was developed to help the COMP-361 students complete their game development project. Before its introduction, many students struggled to get adequate performance from their Java game. Minueto hides many of the Java-specific knowledge required to get good 2D performance, and hence students can focus on the design and implementation of the game functionality. It took over 8 months to create the Minueto framework. A tremendous amount of work was spent into optimizing the drawing engine, hiding tricky implementation details behind an elegant and simple API. This article presents the Java 2D knowledge that was acquired during the development of this tool. It also presents the pitfalls commonly encountered by Java 2D programmers. 1.1 Basic Building Blocks There are 2 basic building blocks for graphics in a 2D game, a drawing canvas and a collection of images. The canvas is either displayed on the screen as one or several windows, or takes up the entire screen. Images are the blocks that get drawn on the canvas. These images are drawn repetitively on the screen to produce animation. In Java, the canvas is either a Frame or a JFrame object. The images are stored in BufferedImage objects. Images can be drawn on the canvas or over other images through the use of a Graphics2D object. The following sections explain how to properly build your canvas (section 2), your images (section 3) and what other optimizations to consider (section 4) to ensure optimal Java 2D graphics performance.


 


Source: www.acm.org

 

 


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