• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
xDancinpoptartx

Java code help.

3 posts in this topic

Why wont my timer work?

[CODE]
import javax.swing.JPanel;
import java.awt.Image;
import javax.swing.ImageIcon;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.Timer;


public class Board extends JPanel implements ActionListener {

Image BR;
Charecter Char;
Timer time;
int DELAY = 5;

public Board(){
Char = new Charecter();
ImageIcon ii = new ImageIcon(this.getClass().getResource("/Resources/BackRoads.jpg"));
BR = ii.getImage();
time = new Timer(5, this);
time.start();

}


class TimerListener implements ActionListener{
public void actionPerformed(ActionEvent e) {
repaint();
}


}


public void paint(Graphics g){
super.paint(g);
Graphics2D g2d = (Graphics2D)g;
g2d.drawImage(BR, 0, 0, null);

}

@Override
public void actionPerformed(ActionEvent e) {
// TODO Auto-generated method stub

}

}
[/CODE]
0

Share this post


Link to post
Share on other sites
i believe you need to assign your custom listener to your timer object. So it can notify it when the timer event occurs.

edit: sorry, i was completely wrong previously... Timer uses a TimerTask instead of an action listener (if you're using java.util.Timer). so try extending with TimerTask instead of ActionListener and assign your task via the schedule method.
0

Share this post


Link to post
Share on other sites
You're initializing the timer incorrectly. Sun put a lot of time into making good java docs, and you should use them when you're having a problem with an object/API.
For Java 7 use [url="http://docs.oracle.com/javase/7/docs/api/java/util/Timer.html"]http://docs.oracle.com/javase/7/docs/api/java/util/Timer.html[/url]
For 1.4 use [url="http://docs.oracle.com/javase/1.4.2/docs/api/java/util/Timer.html"]http://docs.oracle.com/javase/1.4.2/docs/api/java/util/Timer.html[/url]

Timer should just be initialized with Timer() or Timer(boolean) if you want to to run as a daemon if you're using one of the older version of java. Newer ones allow you to name the thread that the timer will use but that's usually irrelevant unless you're using a profiler to monitor the app as it runs.

From what your code is doing you're trying to initialize with int (5) and with a JPanel, which isn't in the list of valid constructors which is why reading the API documentation is important. I assume you were trying to make a timer that would launch a JPanel after 5 milliseconds. To launch any frame or panel you have to ether set them to visible or add them to an existing visible panel.

You're also using "this" in the constructor and if you're using NetBeans, and I believe even Eclipse, should give you a warning/tip to not do that. The reason is that your code can leak because the Object isn't fully initialized yet. You'll see a lot of code use 'this' in the constructor, but it can cause problems so it is best to just avoid doing so entirely.

Here is some code that should be similar enough to your own that you can barrow some of the concepts from it. Using a subclass can help avoid using the 'this' keyword, and you even had a DELAY variable in your own code, but you didn't use it.
[CODE]
import java.util.Timer;
import java.util.TimerTask;
import javax.swing.JFrame;
public class Board{
public static void main(String args[]) {
Board b = new Board();
}
Timer time;
JFrame mainFrame;
int DELAY = 5000;
public Board() {
mainFrame = new JFrame("me");
mainFrame.setSize(320, 240);
mainFrame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
time = new Timer();
time.schedule(new myTimer(), DELAY);
}
class myTimer extends TimerTask {
@Override
public void run() {
System.out.println("Delayed Hello World");
System.out.println("I will show you my Frame");
mainFrame.setVisible(true);
}
}
}
[/CODE]
0

Share this post


Link to post
Share on other sites
Medv, he is using the swing timer, not the utility timer.
Here is the docs for it:
[url="http://docs.oracle.com/javase/7/docs/api/javax/swing/Timer.html"]http://docs.oracle.com/javase/7/docs/api/javax/swing/Timer.html[/url]

He is doing it correctly, however like i mentioned in my other post, he is assigning the ActionListener implemented by his JFrame subclass to the timer which doesn't do anything. He needs to construct an instance of his TimerListener class and pass a pointer to it to the Timer constructor instead of "this".
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0