java - Why will nothing paint on my screen? -


i working on 2d platformer using swing in java, , developing framework game. testing reapaint() , draw functions, not function , clueless. here code:

window.java

import javax.swing.jframe; import javax.swing.swingutilities;  public class window extends jframe {  public window() {      this.setdefaultcloseoperation(exit_on_close);     this.setsize(1000, 1000);     this.setvisible(true);     this.settitle("infiltrator");     this.setlocationrelativeto(null);     this.setcontentpane(new framework()); }  public static void main(string[] args) {     swingutilities.invokelater(new runnable()      {      @override     public void run()      { new window(); }      }                                              );  }      } 

panel.java

import java.awt.graphics; import java.awt.graphics2d;  import javax.swing.jpanel;  public abstract class panel extends jpanel {  public panel() {  this.setdoublebuffered(true); this.setfocusable(true);  /*  *  if(false) {     bufferedimage blankcursorimg = new bufferedimage(16, 16, bufferedimage.type_int_argb);     cursor blankcursor = toolkit.getdefaulttoolkit().createcustomcursor(blankcursorimg, new point(0, 0), null);     this.setcursor(blankcursor); } * */ }  public static void draw(graphics2d g2d) {  }  @override public void paintcomponent(graphics g) { graphics2d g2d = (graphics2d)g;         super.paintcomponent(g2d);         framework.draw(g2d);     }  } 

framework.java

import java.awt.color; import java.awt.graphics2d;  import javax.swing.jframe;  public class framework extends panel {  private static long begintime, takentime, sleeptime; private static long secinnano = 1000000000l; private static long secinmilli = 1000000l; private static long fps = 60l; private static long fpstime = secinnano / fps;  public static enum gamestate {starting, mainmenu, playing, over}; public static gamestate gamestate;  public framework () {     super();      thread gamethread = new thread() {         @override         public void run(){             mainloop();         }     };      gamestate = gamestate.starting;      gamethread.start(); }  private void mainloop() {      while (gamestate != gamestate.over) {          begintime = system.nanotime();          switch (gamestate) {             case starting:                   loadandinit();                 break;             case mainmenu:                  mainmenu.update();                 break;             case playing:                   break;             default:                 system.out.println("ok, messed up.");                 break;          }          repaint();          takentime = system.nanotime() - begintime;         sleeptime = (fpstime - takentime) / secinmilli;         if (sleeptime < 10)             sleeptime = 10;          try {             thread.sleep(sleeptime);         } catch (interruptedexception ex) { }       }   }    private static void loadandinit() {      gamestate = gamestate.mainmenu; }   public static void draw(graphics2d g2d) {          g2d.setcolor(color.black);         g2d.drawstring("dearp", 0, 0); } 

}

you're adding instance of framework window, framework doesn't override paintcompontents. has static draw method called panel, never create instance of panel.

you convert draw method paintcomponent(), , delete you're panel class.

also should not start thread inside constructor framework. can cause run method see incorrect values member variables. create new start method starts thread.


Comments

Popular posts from this blog

Detect support for Shoutcast ICY MP3 without navigator.userAgent in Firefox? -

web - SVG not rendering properly in Firefox -

java - JavaFX 2 slider labelFormatter not being used -