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isometrixk

Using Graphics2D for all sprites.

3 posts in this topic

I'm tired of searching, and I am not sure of the correct pronounciation or terminology. <BR><BR>I am manually drawing all sprites directly using Graphics2D in Java for a simple web applet. By hardcoding the lines, fillers, pixels, etc. myself.<BR><BR>Drawing the graphics unto a component is no problem. But saving them for re-use is what I am confused about.<BR><BR>How do I go about saving the area I drew upon unto an object of some sort? I do not even know the class to use.<BR><BR>
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Ah! Wait a minute. Do I do something like.....
[code]
Graphics2D SpriteObject1;
Graphics2D SpriteObject2;

SpriteObject1.drawEverything;
SpriteObject2.drawEverything;

[/code]
??
I'm still newbish at working with Graphics in Java
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That's the right idea, you just pre-render the sprite to an off screen buffer.

When you want to display the sprite, you simply copy it to the back buffer.

This is a basic example of how to do it:

[code]
// Setup sprites.
final GraphicsEnvironment env = GraphicsEnvironment.getLocalGraphicsEnvironment();

final GraphicsDevice device = env.getDefaultScreenDevice();

final GraphicsConfiguration gc = device.getDefaultConfiguration();

final BufferedImage spriteBI = gc.createCompatibleImage(
100, // Width
100, // Height
Transparency.TRANSLUCENT // Transparency mode
);

final Graphics2D g2dSprite = (Graphics2D) spriteBI.getGraphics();

g2dSprite.fillRect(0, 0, 100, 100);

// ...

[/code]


Then for you main render method.


[code]

public void render(final Graphics2D g2d) {

g2d.drawImage( spriteBI, // Buffer
0, // x coordinate
0, // y coordinate
null // Not used. We know image is loaded.
);

}

[/code]
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