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Ansou

Slow mouse position

3 posts in this topic

Hey everyone! I have a problem when I try to get the position of my cursor. I have a full screen JFrame and I have active rendering with a continously running for loop. In the loop I try to draw a rectangle at the position of the mouse with getMousePosition, but when I move the mouse the rectangle comes after. The cursor is moving exactly like it should, but the rectangle moves really slow. I have around 60 FPS.
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Here's my 2 cents...

Without the code I'm mostly guessing but it's likely you have a resource contention where your active main-loop thread is different from the EDT which would be handling all AWT events.

If you're planning on running a full-screen game with active rendering it might be worth while looking into a framework such as lwjgl or Slick2D (slightly higher level) that will give you full control over the drawing as well as the input events.
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Here is the full code for the "game":

[source lang="java"]import java.awt.Color;
import java.awt.Graphics;
import java.awt.GraphicsDevice;
import java.awt.GraphicsEnvironment;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.image.BufferStrategy;

import javax.swing.JFrame;

public class GameFrame extends JFrame {

private static final long serialVersionUID = 1L;
private GraphicsEnvironment ge;
private GraphicsDevice gd;
private BufferStrategy buffer;
private boolean running;

//Set the game to full screen and start it
public static void main(String[] args) {
GameFrame game = new GameFrame();
game.setFullScreen();
game.start();
}

//Constructor
public GameFrame() {
super("Game Test");
setDefaultCloseOperation(EXIT_ON_CLOSE);
ge = GraphicsEnvironment.getLocalGraphicsEnvironment();
gd = ge.getDefaultScreenDevice();
//the game will stop running if escape is pressed
addKeyListener(new KeyAdapter() {
public void keyPressed(KeyEvent event) {
if(event.getKeyCode() == KeyEvent.VK_ESCAPE) {
running = false;
}
}
});
}

//Make the game full screen and create a buffer strategy
public void setFullScreen() {
setUndecorated(true);
setIgnoreRepaint(true);
setResizable(false);
gd.setFullScreenWindow(this);
createBufferStrategy(2);
buffer = getBufferStrategy();
}

//Main loop is here
public void start() {
Graphics g = null;
running = true;
while(running) {
try {
g = buffer.getDrawGraphics();
g.clearRect(0, 0, getWidth(), getHeight());
g.setColor(Color.RED);
g.fillRect(getMousePosition().x, getMousePosition().y, 20, 20);
if(!buffer.contentsLost()) {
buffer.show();
}
} finally {
if(g != null) {
g.dispose();
}
}
}
System.exit(0);
}
}[/source]

lwjgl and Slick2D is programmed in Java, right? So there has to be some way to do it properly.
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