For my university assignment I have to make a networkable version of pacman. I thought I would best approach this problem with making a local copy of pacman first and then extend this functionality for network play.
I would have to say that I am relatively new to java GUI development and utilizing such features within java.
I have started following the above links with regards to game development within java and an example of the pacman game.
I decided to represent the maze as an int array with different values meaning different things. However when the paint method inside the main game loop is run i am redrawing the whole maze with this method.
for (int i : theGame.getMaze())
{
if (i == 4)
{
g.setColor(mazeWallColour);
g.fillRect(curX, curY, cellSize, cellSize);
curX += 25;
}
else
{
curX += cellSize;
}
index++;
// Move to new row
if (index == 25)
{
index = 0;
curX = 10;
curY += cellSize;
}
}
However this is providing me with less then 1fps. Although i've noticed the example linked above uses a similar way of redrawing each time the paint method is called and i believe does this on a image that is not viewable (kinda like double buffering [I've used a BufferStrategy like the first link explains]) What would be a better way to redraw the maze?
Any pointers/advice with this would be useful.
Thank you for your time.
http://pastebin.com/m25052d5a - for the main game class.
Edit: I have just noticed something very weird happening after trying to see what code was taking so long to execute.
In the paintClear(Graphics g) method i have added
ocean = sprites.getSprite("oceano.gif");
g.setPaint(new TexturePaint(ocean, new Rectangle(0,t,ocean.getWidth(),ocean.getHeight())));
g.fillRect(10, 10,getWidth() - 20,getHeight() - 110);
which made the whole thing run smoothly - however when i removed these lines the whole thing slowed down? What could have caused this?