Use invokeAndWait() instead of invokeLater() for painting.
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15eac026a7
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@ -1,6 +1,7 @@
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package de.teamteamteam.spacescooter;
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import java.awt.EventQueue;
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import java.lang.reflect.InvocationTargetException;
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import de.teamteamteam.spacescooter.screen.LoadingScreen;
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import de.teamteamteam.spacescooter.screen.Screen;
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@ -23,41 +24,48 @@ public class Main {
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* @param args Command line arguments.
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*/
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public static void main(String[] args) {
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GraphicsSettings gs = new GraphicsSettings(); //Get settings
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GameConfig.windowWidth = 800;
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GameConfig.windowHeight = 650;
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//Instantiate the GameFrame
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final GameFrame gameFrame = new GameFrame();
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//Initialize SuperScreen and add to GameFrame, so we can call doPaint() on it.
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final SuperScreen superScreen = new SuperScreen(null);
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//Initialize the GameFrame properly within the AWT EventQueue
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EventQueue.invokeLater(new Runnable() {
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public void run() {
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gameFrame.setSuperScreen(superScreen);
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gameFrame.init();
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gameFrame.draw(); //Draw nothing for the first time.
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}
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});
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//Initialize GameThread
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PaintThread paintThread = new PaintThread(gameFrame);
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paintThread.setHz(gs.getRefreshRate()); //This may be set depending on the system graphic settings.
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paintThread.start();
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//Initialize UpdateThread
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UpdateThread updateThread = new UpdateThread();
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updateThread.setSuperScreen(superScreen);
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updateThread.setHz(100); //This shall remain constant across all systems.
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updateThread.start();
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try {
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EventQueue.invokeAndWait(new Runnable() {
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public void run() {
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GraphicsSettings gs = new GraphicsSettings(); //Get settings
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GameConfig.windowWidth = 800;
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GameConfig.windowHeight = 650;
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//Instantiate the GameFrame
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final GameFrame gameFrame = new GameFrame();
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//Initialize SuperScreen and add to GameFrame, so we can call doPaint() on it.
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final SuperScreen superScreen = new SuperScreen(null);
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gameFrame.setSuperScreen(superScreen);
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//Set up the LoadingScreen
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superScreen.setOverlay(new LoadingScreen(superScreen));
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//Start loading and everything will follow up.
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Loader.load((LoadingScreen) Screen.currentScreen);
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//Initialize the gameFrame and trigger a first draw.
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gameFrame.init();
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gameFrame.draw(); //Draw nothing for the first time.
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//Initialize GameThread
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PaintThread paintThread = new PaintThread(gameFrame);
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paintThread.setHz(gs.getRefreshRate()); //This may be set depending on the system graphic settings.
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paintThread.start();
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//Initialize UpdateThread
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UpdateThread updateThread = new UpdateThread();
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updateThread.setSuperScreen(superScreen);
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updateThread.setHz(100); //This shall remain constant across all systems.
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updateThread.start();
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//Set up the LoadingScreen
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superScreen.setOverlay(new LoadingScreen(superScreen));
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//Start loading and everything will follow up.
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Loader.load((LoadingScreen) Screen.currentScreen);
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}
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});
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} catch (InvocationTargetException e) {
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e.printStackTrace();
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} catch (InterruptedException e) {
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e.printStackTrace();
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}
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}
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}
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@ -1,6 +1,7 @@
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package de.teamteamteam.spacescooter.thread;
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import java.awt.EventQueue;
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import java.lang.reflect.InvocationTargetException;
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import de.teamteamteam.spacescooter.GameFrame;
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@ -38,7 +39,13 @@ public class PaintThread extends TimedThread {
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*/
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public void work() {
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//Trigger redrawing the things. Important: AWT-Context needed here!
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EventQueue.invokeLater(this.paintRunnable);
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try {
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EventQueue.invokeAndWait(this.paintRunnable);
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} catch (InvocationTargetException e) {
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e.printStackTrace();
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} catch (InterruptedException e) {
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e.printStackTrace();
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}
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}
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/**
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@ -40,6 +40,11 @@ public abstract class TimedThread extends Thread {
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this.workTime = (workDone - workStart);
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long timeToWait = this.workInterval - workTime;
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//in case we are already running late, just print a warning and carry on!
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if(timeToWait < 0) {
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System.err.println("[" + this.getName() + "] workTime exceeds workInterval!:" + this.workTime + " > " + this.workInterval);
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continue;
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}
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long msToWait = timeToWait / 1000000;
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// wait using sleep for bigger intervals
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