So, it works perfectly fine when I open it, but when I click on it (on the game, not on the window, I can even move the window and it still working) it just stops working
And, if I do it while the character is walking, it just keeps on walking forever. Can someone help me?
package frame_canvas;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.FocusEvent;
import java.awt.event.FocusListener;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.awt.event.MouseAdapter;
import java.awt.geom.AffineTransform;
import java.awt.image.AffineTransformOp;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;
public class Game extends Canvas implements Runnable {
public static JFrame frame;
private Thread thread;
private boolean isRunning = false;
private final int WIDTH = 160;
private final int HEIGHT = 120;
private final int SCALE = 3;
private BufferedImage image;
private Spritesheet sheet;
private BufferedImage[] player;
private int frames = 0;
private int maxFrames = 20;
private int currAnimation = 0, maxAnimation = 2;
private int playerX = 20; // posição inicial do jogador em X
private int playerY = 20; // posição inicial do jogador em Y
private int playerSpeed = 1; // velocidade de movimento do jogador
private int playerDirectionX = 1; // 1 para direita, -1 para esquerda
private int playerDirectionY = 1; // 1 para baixo, -1 para cima
private boolean rightPressed = false;
private boolean leftPressed = false;
private boolean upPressed = false;
private boolean downPressed = false;
public Game() {
sheet = new Spritesheet("/spritesheet.png");
player = new BufferedImage[2];
player[0] = sheet.getSprite(0, 0, 16, 16);
player[1] = sheet.getSprite(16, 0, 16, 16);
this.setPreferredSize(new Dimension(WIDTH*SCALE, HEIGHT*SCALE));
initFrame();
image = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB);
}
public void initFrame() {
frame = new JFrame();
frame.addKeyListener(new KeyAdapter() {
@Override
public void keyPressed(KeyEvent e) {
Game.this.keyPressed(e);
}
public void keyReleased(KeyEvent e) {
Game.this.keyReleased(e);
}
});
// Adicionando um MouseListener vazio
frame.addMouseListener(new MouseAdapter() {
// Nada será feito nos métodos do MouseListener
});
frame.add(this);
frame.setResizable(false);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setVisible(true);
frame.addFocusListener(new FocusListener() {
@Override
public void focusGained(FocusEvent e) {
System.out.println("A janela está focada.");
}
@Override
public void focusLost(FocusEvent e) {
System.out.println("A janela perdeu o foco.");
}
});
}
public synchronized void start() {
thread = new Thread(this);
isRunning = true;
thread.start();
}
public synchronized void stop() {
isRunning = false;
try {
thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
}
}
public static void main(String args[]) {
Game game = new Game();
game.start();
}
public void tick() {
frames++;
if (frames > maxFrames) {
frames = 0;
currAnimation++;
if (currAnimation >= maxAnimation) {
currAnimation = 0;
}
}
// Atualiza a posição do jogador de acordo com as teclas pressionadas
// e verifica se atingiu os limites da janela
if (leftPressed) {
playerX -= playerSpeed;
if (playerX < -16) {
playerX = WIDTH - player[0].getWidth() + 16;
}
}
if (rightPressed) {
playerX += playerSpeed;
if (playerX > WIDTH - player[0].getWidth() + 16) {
playerX = -16;
}
}
if (upPressed) {
playerY -= playerSpeed;
if (playerY < 0 - 16) {
playerY = HEIGHT - player[0].getHeight() + 16;
}
}
if (downPressed) {
playerY += playerSpeed;
if (playerY > HEIGHT - player[0].getHeight() + 16) {
playerY = 0 - 16;
}
}
// Verifica se o jogador está parado e define a animação de parado
if (!leftPressed && !rightPressed && !upPressed && !downPressed) {
currAnimation = 0; // Define a animação para a sprite de parado
}
}
public void keyPressed(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_W || key == KeyEvent.VK_UP) {
// Movimento para cima
upPressed = true;
playerDirectionY = -1; // Define a direção vertical para cima
} else if (key == KeyEvent.VK_S || key == KeyEvent.VK_DOWN) {
// Movimento para baixo
downPressed = true;
playerDirectionY = 1; // Define a direção vertical para baixo
} else if (key == KeyEvent.VK_A || key == KeyEvent.VK_LEFT) {
// Movimento para a esquerda
leftPressed = true;
playerDirectionX = -1; // Define a direção horizontal para esquerda
} else if (key == KeyEvent.VK_D || key == KeyEvent.VK_RIGHT) {
// Movimento para a direita
rightPressed = true;
playerDirectionX = 1; // Define a direção horizontal para direita
}
}
public void keyReleased(KeyEvent e) {
int key = e.getKeyCode();
if (key == KeyEvent.VK_W || key == KeyEvent.VK_UP) {
upPressed = false;
} else if (key == KeyEvent.VK_S || key == KeyEvent.VK_DOWN) {
downPressed = false;
} else if (key == KeyEvent.VK_A || key == KeyEvent.VK_LEFT) {
leftPressed = false;
} else if (key == KeyEvent.VK_D || key == KeyEvent.VK_RIGHT) {
rightPressed = false;
}
}
public void render() {
BufferStrategy bs = this.getBufferStrategy();
if (bs == null) {
this.createBufferStrategy(3);
return;
}
Graphics g = image.getGraphics();
g.setColor(new Color(19, 19, 19));
g.fillRect(0, 0, WIDTH, HEIGHT);
Graphics2D g2 = (Graphics2D) g;
// Verifica se o jogador está se movendo para a esquerda
if (playerDirectionX == -1) { // Esquerda
// Cria uma transformação para inverter horizontalmente
AffineTransform transform = new AffineTransform();
transform.translate(player[currAnimation].getWidth(), 0);
transform.scale(-1, 1);
AffineTransformOp op = new AffineTransformOp(transform, AffineTransformOp.TYPE_NEAREST_NEIGHBOR);
// Aplica a transformação no sprite e desenha o sprite invertido horizontalmente
BufferedImage invertedPlayer = op.filter(player[currAnimation], null);
g2.drawImage(invertedPlayer, playerX, playerY, null);
} else { // Direita
g2.drawImage(player[currAnimation], playerX, playerY, null);
}
g.dispose();
g = bs.getDrawGraphics();
g.drawImage(image, 0, 0, WIDTH*SCALE, HEIGHT*SCALE, null);
bs.show();
}
public void run() {
long lastTime = System.nanoTime();
double amountOfTicks = 60.0;
double ns = 1000000000 / amountOfTicks;
double delta = 0;
int frames = 0;
double timer = System.currentTimeMillis();
while(isRunning) {
long now = System.nanoTime();
delta+= (now - lastTime) / ns;
lastTime = now;
if (delta >= 1) {
tick();
render();
frames++;
delta--;
}
if (System.currentTimeMillis() - timer >= 1000) {
System.out.println("FPS:" + frames);
frames = 0;
timer += 1000;
}
}
stop();
}
}
I tried to keep playing the game after clicking on it with my mouse, the game just stops when I click on it.