I have made a class that displays a series of images to create an animation. I would like the animation to take place on a separate thread than the rest of the program. However, when I try to start the animation class, I get an error.
This is some of the animation class (There is more but is is irrelevant) :
/**
* Starts a new thread to play the animation on
*/
public void start()
{
playing = true;
animateThread = (new Thread(() -> run()));
animateThread.start();
}
/**
* Will go through sprites and display the images
*/
public void run()
{
int index = 0;
while (playing)
{
if (index > sprites.length)
{
index = 0;
}
try
{
g.drawImage(sprites[index].getImage(), x, y, null);
animateThread.sleep(speed);
}
catch (InterruptedException e)
{
e.printStackTrace();
}
index++;
}
}
I have also attempted at making the animation class Runnable, then making the whole object a new Thread but I received the same error.
This is the class which holds the JFrame and starts the animation (There is more but is is irrelevant) :
public static void main(String[] args)
{
AnimationTester tester = new AnimationTester();
tester.frame.setResizable(false);
tester.frame.setTitle("Tester");
tester.frame.add(tester);
tester.frame.pack();
tester.frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
tester.frame.setLocationRelativeTo(null);
tester.frame.setVisible(true);
//Make the window not have to be clicked on to get input (Set is as the main focus when it begins)
tester.requestFocusInWindow();
//Start the program
tester.start();
}
public void start()
{
createGraphics();
animation.start();
}
public void createGraphics()
{
BufferStrategy bs = getBufferStrategy();
//Checks to see if the BufferStrategy has already been created, it only needs to be created once
if (bs == null)
{
//Always do triple buffering (put 3 in the param)
createBufferStrategy(3);
return;
}
//Links the bufferStrategy and graphics, creating a graphics context
g = bs.getDrawGraphics();
try
{
animation = new Animation(ImageIO.read(getClass().getResource("/SpriteSheet.jpg")), 16, 2, 200, 250, 250, 2.0);
animation.addGraphics(g);
}
catch (IOException e)
{
e.printStackTrace();
}
}
That's not really how BufferStrategy
works, instead of using createGraphics
, you should be calling it to update the state and render it to the screen
So, in your Thread
, it should be updating the state in some way and call some "render" method which would get the next page, render the state and push that state to the screen.
Take a closer look at BufferStrategy
and BufferStrategy and BufferCapabilities for more details about how it's suppose to work
For example
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