ASTEROIDS-GAME | Classic Asteroids game made with P5.js and jQuery | Game Engine library
kandi X-RAY | ASTEROIDS-GAME Summary
kandi X-RAY | ASTEROIDS-GAME Summary
Classic Asteroids game made with P5.js and jQuery
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Top functions reviewed by kandi - BETA
- The Asteroid class
- Constructs a new Action .
- The player class
- Draws the asteroids .
- Initialize a new particle .
- Construct a new instance of a pilot .
- Define star .
- Creates a new stars object
- Update key state .
- Resets the game .
ASTEROIDS-GAME Key Features
ASTEROIDS-GAME Examples and Code Snippets
Community Discussions
Trending Discussions on ASTEROIDS-GAME
QUESTION
I am trying to create an Asteroids-game, but I am already struggling at the very beginning: I want to create a countdown before the game starts. To do that, I'm using a timer which starts when pressing the button "start" and which (should) load a BufferedImage
every second, then display it on a JFrame
.
The entire thing worked perfectly before I added the timer. However, the image is still being drawn, and the method run()
of the TimerTask
is still being used completely. However, the image does not appear on my JFrame
.
ANSWER
Answered 2019-Jul-22 at 12:32Alright, so I somehow solved the problem:
First of, I did change the util.Timer to a swing.Timer, however, that in itself did not help.
Before, I was saving each image after it was drawn on my desktop, and then I was loading it onto the screen when it should be displayed. I played around with the code a little, and discovered that I don't need to save it but can actually reference it directly by making it static
. When I did that, the problem disappeared. Here a code example of what I mean:
Before:
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