I posted a question in sun java forums sometime ago and i am finding it hard to understand the first response i received from the replier though it seems he gave me the correct approach to my problem. The link to the question is:
http://forums.sun.com/thread.jspa?threadID=5436562&tstart=0
Someone replied that i should use BufferedImage
and make tiles. I don't really understand what the tiles mean in connection with the BufferedImage
.
I would like someone to explain to me what the tiles are and how they are created in the BufferedImage
.
I have searched the web for a while but couldn't find any link that can help me understanding the basics of the tiles and creating the tiles. Any pointer to a site is also appreciated.
I need help in understanding the tiles in connection with the BufferedImage
and also how they are created.
A "tile" in a 2D game simply means an "image smaller than whole screen that you can reuse several times to create the background".
Here's a a working example where four tiles are created (adding some random noise to every pixel). Each tile is 50x50 pixels.
Then there's a "map" (that you call a "grid" in your case) representing which tiles you want to put where.
From that map, a bigger BufferedImage
is created (note that it's just an example, in a real program you'll want to use a BufferedImage copy, not a pixel-by-pixel copy).
The map is 9x7, each tile is 50x50 pixels, hence the resulting image is 9*50 x 7*50 (ie 450 by 350).
Note that the following is really just a simple example, as short as possible, showing how to create a bigger BufferedImage using several tiles: the goal is not to give a tutorial on best Swing usage nor on how to squeeze every bit of performances out of BufferedImages, etc.
import javax.swing.*;
import java.awt.*;
import java.awt.image.BufferedImage;
import java.util.Random;
public class ToyTiled extends JFrame {
private static final int IMAGE_TYPE = BufferedImage.TYPE_INT_ARGB;
private BufferedImage img;
public static void main( String[] args ) {
new ToyTiled();
}
public ToyTiled() {
super();
this.add(new JPanel() {
@Override
protected void paintComponent(Graphics g) {
g.drawImage(img, 0, 0, null);
}
});
img = new BufferedImage( 450, 350, IMAGE_TYPE ); // here you should create a compatible BufferedImage
this.setSize(img.getWidth(), img.getHeight());
this.setDefaultCloseOperation(DISPOSE_ON_CLOSE);
final int NB_TILES = 4;
BufferedImage[] tiles = new BufferedImage[NB_TILES];
tiles[0] = createOneTile( new Color( 255, 255, 255 ) );
tiles[1] = createOneTile( new Color( 255, 0, 255 ) );
tiles[2] = createOneTile( new Color( 0, 0, 255 ) );
tiles[3] = createOneTile( new Color( 0, 255, 255 ) );
final int[][] map = new int[][] {
{ 1, 0, 2, 3, 0, 1, 2, 2, 2 },
{ 0, 2, 3, 0, 1, 2, 2, 2, 3 },
{ 1, 0, 2, 3, 0, 1, 2, 2, 2 },
{ 2, 1, 0, 1, 2, 3, 2, 0, 0 },
{ 1, 0, 2, 3, 0, 1, 2, 2, 3 },
{ 1, 0, 2, 2, 1, 1, 2, 2, 3 },
{ 1, 0, 2, 3, 0, 1, 2, 2, 3 },
};
for (int i = 0; i < map[0].length; i++) {
for (int j = 0; j < map.length; j++) {
final BufferedImage tile = tiles[map[j][i]];
for (int x = 0; x < tile.getWidth(); x++) {
for (int y = 0; y < tile.getHeight(); y++) {
img.setRGB( x + i * 50, y + j * 50, tile.getRGB(x,y) );
}
}
}
}
this.setVisible( true );
}
private BufferedImage createOneTile( final Color c ) {
final Random r = new Random();
final BufferedImage res = new BufferedImage( 50, 50, IMAGE_TYPE );
for (int x = 0; x < res.getWidth(); x++) {
for (int y = 0; y < res.getHeight(); y++) {
res.setRGB( x, y, c.getRGB() - r.nextInt(150) );
}
}
return res;
}
}
If you want to rotate a portion of a BufferedImage
you might find these classes/methods useful:
AffineTransform.getRotateInstance
or AffineTransform.getQuadrantRotateInstance
AffineTransformOp
BufferedImage.getSubImage()
BufferedImage.setData
Example:
import java.awt.Component;
import java.awt.event.ActionEvent;
import java.awt.geom.AffineTransform;
import java.awt.image.AffineTransformOp;
import java.awt.image.BufferedImage;
import java.awt.image.BufferedImageOp;
import java.io.IOException;
import java.net.URL;
import javax.imageio.ImageIO;
import javax.swing.AbstractAction;
import javax.swing.BoxLayout;
import javax.swing.ImageIcon;
import javax.swing.JButton;
import javax.swing.JFrame;
import javax.swing.JLabel;
import javax.swing.WindowConstants;
public class TileTest extends JFrame {
public static void main(String[] args) throws IOException {
URL logo = new URL("http://sstatic.net/so/img/logo.png");
TileTest tileTest = new TileTest(ImageIO.read(logo));
tileTest.setDefaultCloseOperation(WindowConstants.DISPOSE_ON_CLOSE);
tileTest.setVisible(true);
}
private TileTest(BufferedImage image) throws IOException {
this.image = image;
setLayout(new BoxLayout(getContentPane(), BoxLayout.Y_AXIS));
JLabel label = new JLabel(new ImageIcon(image));
add(label);
BufferedImage tile = image.getSubimage(0, 0, 61, 61);
add(new JButton(new RotateAction(tile, label)));
pack();
}
private BufferedImage image;
}
class RotateAction extends AbstractAction {
public void actionPerformed(ActionEvent e) {
BufferedImage tmpImage = op.filter(image, null);
image.setData(tmpImage.getRaster());
component.repaint();
}
RotateAction(BufferedImage image, Component component) {
super("Rotate");
this.component = component;
this.image = image;
double x = 0.5 * image.getWidth();
double y = 0.5 * image.getHeight();
AffineTransform xfrm =
AffineTransform.getQuadrantRotateInstance(1, x, y);
op = new AffineTransformOp(
xfrm, AffineTransformOp.TYPE_NEAREST_NEIGHBOR);
}
private final Component component;
private final BufferedImage image;
private final BufferedImageOp op;
}