Jump to content
  • Advertisement
Sign in to follow this  
minibutmany

Slick2D on a JPanel

This topic is 2180 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

Hi,

I'm working on a 2D platform game. I was foolish and used java2d graphics, but now that I face some slight performance issues I want to move over to Slick instead. The way that I have it set up is a JPanel on it's own thread is constantly updating graphics while the JFrame that it sits upon handles keypresses, and has the main game loop. I only want to re-write the rendering class for slick, but keep the rest of my code the same. How do I get slick to act like java 2d and paint to a JPanel?

Would It be easier to just reformat my whole project to work with Slick windows?

Edited by minibutmany

Share this post


Link to post
Share on other sites
Advertisement

Slick does provide a render, update and init method in the BasicGame class. In the render method there is two given parameters (GameContainer gc, Graphics g). The Graphics object seems to provides similar drawing method as java2d graphics. I beleive you can adapt easily your rendering class to use Slick 2D engine with that Graphics.

Here's an example of how to draw a rectangle in the Slick2D engine :

 

public void render(GameContainer gc, Graphics g) throws SlickException {
        g.drawRect(0,0,20,20);
    }

Share this post


Link to post
Share on other sites
Sign in to follow this  

  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!