{"author_name": "petterroea", "cat": "LD #21", "comments": [], "epoch": 1313842260, "likes": 0, "metadata": {"p_key": "64446", "p_author": "petterroea", "p_authorkey": "5022", "p_urlkey": "100240", "p_title": "Game work at a halt…", "p_cat": "LD #21", "p_event": "LD21", "p_time": "1313842260", "p_likes": "0", "p_comments": "0", "p_status": "UPD5", "us_key": "5022", "us_name": "petterroea", "us_username": "petterroea", "event_start": "1313712000", "event_key": "7", "event_name": "LD21"}, "text": "<p>Because of some problems, my work is at a halt. I have made some basic engine stuff and graphics for player, turrets, and Neurotoxin emitters. The problem is that my &#8220;Wonderful&#8221; game&#8217;s Applet class won&#8217;t draw to the screen!</p>\n <p>Also, here is the code for any who wants to help/see how i code my Applet.</p>\n <p>WARNING: MESSY!!!</p>\n <p>package net.petterroea;</p>\n <p>import java.applet.Applet;<br />\n import java.awt.Dimension;<br />\n import java.awt.Graphics;<br />\n import java.awt.Image;<br />\n import java.awt.event.FocusEvent;<br />\n import java.awt.event.FocusListener;<br />\n import java.awt.event.KeyEvent;<br />\n import java.awt.event.KeyListener;<br />\n import java.awt.event.MouseEvent;<br />\n import java.awt.event.MouseListener;<br />\n import java.awt.image.BufferedImage;</p>\n <p>public class TheBox extends Applet implements Runnable{<br />\n Input input;<br />\n Screen screen;<br />\n boolean running;<br />\n Thread thisThread;<br />\n Image backBuffer;<br />\n public TheBox()<br />\n {<br />\n thisThread = new Thread(this);<br />\n input = new Input(this);<br />\n this.setPreferredSize(new Dimension(640, 480));<br />\n this.addKeyListener(input);<br />\n this.addFocusListener(input);<br />\n this.addMouseListener(input);<br />\n Media.loadImages();<br />\n screen = new MainMenuScreen();<br />\n }<br />\n @Override<br />\n public void start()<br />\n {<br />\n running = true;<br />\n thisThread.run();<br />\n }<br />\n @Override<br />\n public void stop()<br />\n {<br />\n running = false;<br />\n }<br />\n @Override<br />\n public void run()<br />\n {<br />\n Graphics realg = null;<br />\n Graphics g = null;<br />\n while(running)<br />\n {<br />\n synchronized(this)<br />\n {<br />\n System.out.println(this.getWidth() + &#8221; &#8221; + this.getHeight());<br />\n realg = this.getGraphics();<br />\n if(backBuffer == null)<br />\n {<br />\n backBuffer = createImage(this.getWidth(), this.getHeight());<br />\n }<br />\n else if(backBuffer.getWidth(null) != this.getWidth() || backBuffer.getHeight(null) != this.getHeight())<br />\n {<br />\n backBuffer = createImage(this.getWidth(), this.getHeight());</p>\n <p>}</p>\n <p>g = backBuffer.getGraphics();<br />\n screen.tick(g);<br />\n realg.drawImage(backBuffer, 0, 0, null);<br />\n try {<br />\n Thread.sleep(50);<br />\n } catch (InterruptedException e) {<br />\n // TODO Auto-generated catch block<br />\n e.printStackTrace();<br />\n }<br />\n }<br />\n }<br />\n }<br />\n }</p>\n <p>&nbsp;</p>\n <p>(My game IS open source)</p>", "time": "August 20th, 2011 7:11 am", "title": "Game work at a halt…"}