diff --git a/src/de/teamteamteam/spacescooter/gui/Button.java b/src/de/teamteamteam/spacescooter/gui/Button.java index 0902ca5..b8dca95 100644 --- a/src/de/teamteamteam/spacescooter/gui/Button.java +++ b/src/de/teamteamteam/spacescooter/gui/Button.java @@ -2,7 +2,10 @@ package de.teamteamteam.spacescooter.gui; import de.teamteamteam.spacescooter.entity.Entity; -public class Button extends Entity{ +/** + * This entity represents a simple button, as seen in all the menu screens. + */ +public class Button extends Entity { public Button(int x, int y) { diff --git a/src/de/teamteamteam/spacescooter/gui/GameFrame.java b/src/de/teamteamteam/spacescooter/gui/GameFrame.java index 2c81cae..e2760ef 100644 --- a/src/de/teamteamteam/spacescooter/gui/GameFrame.java +++ b/src/de/teamteamteam/spacescooter/gui/GameFrame.java @@ -14,10 +14,19 @@ import de.teamteamteam.spacescooter.utility.GameConfig; */ public class GameFrame extends JFrame { + /** + * The usual stuff since the JFrame supports serialization. + */ private static final long serialVersionUID = 1L; + /** + * Our BufferStrategy for convenient reuse in the draw method. + */ private BufferStrategy bufferStrategy; + /** + * The SuperScreen instance, so we know who to trigger for fresh drawn frames. + */ private Screen superScreen; /** @@ -31,7 +40,7 @@ public class GameFrame extends JFrame { * Set up the GameFrame before showing it to the world. */ public void init() { - this.setTitle("Unser schöner Titel"); + this.setTitle(GameConfig.windowTitle); this.setSize(GameConfig.windowWidth, GameConfig.windowHeight); this.setResizable(false); this.setUndecorated(false); @@ -60,9 +69,27 @@ public class GameFrame extends JFrame { } /** - * The pain, do not underestimate it! + * This is the draw method that gets called by the PaintThread through the AWT EventQueue. + * We use a BufferStrategy for double buffering, so things are a little more complicated than usual. + * First, we create our bufferStrategy _once_ within the init() method. + * Then, we try to fetch our Graphics object from it and do the painting. + * When the painting is done, we dispose the Graphics object. + * + * Now the little tricky part: + * We are drawing on what is called a VolatileImage (Due to the BufferStrategy). + * This VolatileImage may lose its contents since it is stored in video ram. + * This is why we need to repeat our painting operations in case the contents + * of our VolatileImage were restored (aka reset to a blank canvas) or in case the + * contents were lost (video ram was re-claimed by something, whatever...). + * In between, there is a small window where the Image can be shown through the BufferStrategy. + * + * After all that is done, we tell our Toolkit to do a sync. + * This takes care of graphical output synchronization things related to the running OS. + * + * And that's how you use double buffering. Easy, huh? ;-) * * @see http://content.gpwiki.org/index.php/Java:Tutorials:Double_Buffering for details. + * @see http://docs.oracle.com/javase/7/docs/api/java/awt/image/BufferStrategy.html */ public void draw() { Graphics2D bufferedGraphics = null; @@ -70,9 +97,7 @@ public class GameFrame extends JFrame { do { // bufferStrategy.contentsRestored() try { bufferedGraphics = (Graphics2D) this.bufferStrategy.getDrawGraphics(); - - this.superScreen.doPaint(bufferedGraphics); - + this.superScreen.doPaint(bufferedGraphics); //Trigger the actual paint routines. } catch (Exception e) { System.out.println("Hier geht was schief"); e.printStackTrace(); diff --git a/src/de/teamteamteam/spacescooter/utility/GameConfig.java b/src/de/teamteamteam/spacescooter/utility/GameConfig.java index 6ef0186..23ab204 100644 --- a/src/de/teamteamteam/spacescooter/utility/GameConfig.java +++ b/src/de/teamteamteam/spacescooter/utility/GameConfig.java @@ -19,6 +19,11 @@ public class GameConfig { * Height of GameWindow. */ public static int windowHeight; + + /** + * Title of the game window. + */ + public static String windowTitle = "SpaceScooter!"; /**