I decided to start understanding BufferStrategy for my graphics. I'm not sure if using my jframe in a static form is what's cause this, but it looks alright to me. What am I missing?
Main.java
package Main;
import java.awt.Toolkit;
public class Main implements Runnable {
private Thread gameThread;
private Game game;
private boolean running = false;
public static ClientFrame frame;
public static Toolkit kit;
public static int WIDTH = 300, HEIGHT = WIDTH*16/9, SCALE = 3;
public Main() {
game = new Game();
frame = new ClientFrame(game);
kit = frame.getToolkit();
frame.setVisible(true);
start();
}
public synchronized void start() {
running = true;
gameThread = new Thread(this);
gameThread.start();
}
public synchronized void stop() {
running = false;
gameThread.interrupt();
}
public void run() {
long startTime = System.nanoTime();
double nanoSec = 1000000000/60;
double delta = 0;
while(running) {
long currentTime = System.nanoTime();
delta += (currentTime - startTime)/nanoSec;
while(delta >= 1) {
game.update();
delta--;
}
game.render();
startTime = currentTime;
}
}
public static void main(String[] args) {
new Main();
}
}
Game.java
package Main;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferStrategy;
import javax.swing.JPanel;
public class Game extends JPanel {
Player player;
int tileArea = 32;
public Game() {
player = new Player();
setPreferredSize(new Dimension(Main.WIDTH*Main.SCALE, Main.HEIGHT*Main.SCALE));
}
public void update() {
}
public void render() {
BufferStrategy bs = Main.frame.getBufferStrategy();
if(bs == null)
Main.frame.createBufferStrategy(3);
Graphics g = bs.getDrawGraphics();
player.paint(g);
g.dispose();
bs.show();
}
}
My Player.java only contains one method:
public void paint(Graphics g) {
g.fillRect(25, 25, 50, 50);
}
ERROR:
Exception in thread "Thread-2" java.lang.NullPointerException
at Main.Game.render(Game.java:30)
at Main.Main.run(Main.java:52)
at java.lang.Thread.run(Unknown Source)
You do not try to get the buffer strategy after you have created it:
Also note the point by @MadProgrammer that the buffer strategy belongs to a different component. If your intent is to create an AWT game (I'd recommend swing instead), you should probably use Canvas, and its
createBufferStrategy()
.