Game Loop and Key Input - How to Make a 2D Game in Java #2

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  • čas přidán 12. 09. 2024

Komentáře • 605

  • @lucastraveldiaries9063
    @lucastraveldiaries9063 Před rokem +251

    I scanned my code for nearly an hour now, trying to understand why it isnt working. Turns out I forgot one line in my game loop. After I finally found it and the code worked, I almost cried out of pure joy that the fucking rectangle finally moves. Welcome to a developers life I guess...

    • @RyiSnow
      @RyiSnow  Před rokem +53

      Good job! I can really relate to your comment. The feeling you get when you finally figure something out by yourself is truly special. Hope you'll keep enjoying coding.

    • @barsapriyadarshinijena2084
      @barsapriyadarshinijena2084 Před rokem +5

      Hii ..can you please tell me where you did mistake, cause mine also not working..that rectangle is not moving

    • @lucastraveldiaries9063
      @lucastraveldiaries9063 Před rokem +4

      @@barsapriyadarshinijena2084 Hey. There was one line of code that wasi
      missing in my game loop connecting everything together. It's pretty unlikely that you have exactly the same fault. I would recommend to check your code for errors (underlined in red etc.) and after that you compare your code line for line with the tutorial. It's gonna take a while but you are gonna find the problem I'm sure. Keep searching 😇

    • @ziqianzhao363
      @ziqianzhao363 Před rokem

      me toooooooooo it was just so suffering but it turned out to run successfully

    • @RaFIQYT-se5sl
      @RaFIQYT-se5sl Před rokem +1

      I am having some problems too my square did'nt appear and i can't initialize keyhandler

  • @crackrokmccaib
    @crackrokmccaib Před 2 lety +85

    Thank you so much for actually teaching as you go. Other people just type stuff and say what they're typing, but you explain how things actually work. I can't thank you enough for that.

    • @RyiSnow
      @RyiSnow  Před 2 lety +17

      Thank you. That means a lot to me.

  • @RyiSnow
    @RyiSnow  Před 2 lety +61

    It turned out to be a pretty long video so I prepared time stamps for your reference:
    0:00 Game loop outline
    5:30 Draw an object on the screen
    8:19 Get keyboard input
    17:50 About the system time
    21:08 Construct the first game loop (sleep)
    28:04 Construct the second game loop (delta)
    31:21 Display FPS
    I know this part 2 is an uneventful and a boring episode but this is also a very important one. A lot of people give up on 2D development because they didn't build up a decent game loop. So if you're not familiar with game loop, I'd recommend you to watch the whole (especially from 17:50) and understand its concept before moving onto the next part.
    Constructing a game loop is the first big hurdle in 2D game development. I also had a hard time understanding it at first.... but it is crucial because game loop is the engine of the game. Once it is created, we can put fuels (characters, tiles, objects etc.) into it and our game can run with them. I hope you get through this so we can move onto more fun stuff!

    • @normalduck3917
      @normalduck3917 Před 2 lety

      It took me a while to understand game loop

    • @adhyyankumar501
      @adhyyankumar501 Před rokem

      Hey can you pls help with my code i can't get the rectangle to move..... Sorry for replying to a 2 year old vid.
      Also, I am using Vs code java package so i don't have to write package main at the top
      //Main.java
      import javax.swing.JFrame;
      public class Main {
      public static void main(String[] args) {
      JFrame window = new JFrame();
      window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
      window.setResizable(false);
      window.setTitle("GameXD");
      GamePanel gamePanel = new GamePanel();
      window.add(gamePanel);
      window.pack();
      window.setLocationRelativeTo(null);
      window.setVisible(true);
      gamePanel.startGameRun();
      }
      }
      //GamePanel.java
      import java.awt.Color;
      import java.awt.Dimension;
      import java.awt.Graphics;
      import java.awt.Graphics2D;
      import javax.swing.JPanel;
      public class GamePanel extends JPanel implements Runnable{
      final int originalTileSize = 16;
      final int scale = 3;
      final int tileSize = originalTileSize * scale;
      final int maxScreenCol = 16;
      final int maxScreenRow = 12;
      final int screenWidth = maxScreenCol * tileSize;
      final int screenHeight = maxScreenRow * tileSize;
      InputHandler inputManager = new InputHandler();
      Thread gameThread;
      int playerX = 100;
      int playerY = 100;
      int playerSpeed = 4;
      public GamePanel() {
      this.setPreferredSize(new Dimension(screenWidth,screenHeight));
      this.setBackground(Color.black);
      this.setDoubleBuffered(true);
      this.addKeyListener(inputManager);
      this.setFocusable(true);
      }
      public void startGameRun() {
      gameThread = new Thread();
      gameThread.start();
      }
      @Override
      public void run() {
      while(gameThread != null){
      long currentTime = System.nanoTime();
      System.out.println("Current Time:"+currentTime);
      update();
      repaint();
      }
      }
      public void update() {
      if(inputManager.upPressed == true) {
      playerY -= playerSpeed;
      }
      if(inputManager.downPressed == true) {
      playerY += playerSpeed;
      }
      if(inputManager.leftPressed == true) {
      playerX -= playerSpeed;
      }
      if(inputManager.rightPressed == true) {
      playerX += playerSpeed;
      }
      }
      public void paintComponent(Graphics g) {
      super.paintComponent(g);
      Graphics2D g2 = (Graphics2D)g;
      g2.setColor(Color.white);
      g2.fillRect(playerX, playerY, tileSize, tileSize);
      g2.dispose();
      }
      }
      //InputHandler.java
      import java.awt.event.KeyEvent;
      import java.awt.event.KeyListener;
      public class InputHandler implements KeyListener{
      public boolean upPressed = false;
      public boolean downPressed = false;
      public boolean leftPressed = false;
      public boolean rightPressed = false;
      @Override
      public void keyPressed(KeyEvent e) {
      int keyCode = e.getKeyCode();
      if(keyCode == KeyEvent.VK_W) {
      upPressed = true;
      }
      if(keyCode == KeyEvent.VK_S) {
      downPressed = true;
      }
      if(keyCode == KeyEvent.VK_A) {
      leftPressed = true;
      }
      if(keyCode == KeyEvent.VK_D) {
      rightPressed = true;
      }
      }
      @Override
      public void keyReleased(KeyEvent e) {
      int keyCode = e.getKeyCode();
      if(keyCode == KeyEvent.VK_W) {
      upPressed = false;
      }
      if(keyCode == KeyEvent.VK_S) {
      downPressed = false;
      }
      if(keyCode == KeyEvent.VK_A) {
      leftPressed = false;
      }
      if(keyCode == KeyEvent.VK_D) {
      rightPressed = false;
      }
      }
      @Override
      public void keyTyped(KeyEvent e) {
      //Don't use
      }
      }

    • @netidk
      @netidk Před rokem +1

      please dont cut things even if its something small as importing something. if this is for complete beginners, dont cut things out even if its something as importing

    • @klssneva
      @klssneva Před 8 měsíci

      @@adhyyankumar501sorry for replying on 9 month old comment, hope you already solved it yourself, but if not then you can try this in startGameRun() method new Thread(this);

  • @user-vm1gg8ph8r
    @user-vm1gg8ph8r Před 2 lety +102

    I know it's such a simple thing for a square to just move on a screen but I felt so happy when it worked and I knew how it worked thanks!

  • @operatedowl4158
    @operatedowl4158 Před 2 lety +17

    If CZcams allowed to like a video multiple times then I would like every second of this video.

  • @pvmpalways5058
    @pvmpalways5058 Před rokem +78

    by around 16:38 in the video, if you cannot get the square to move at all no matter what key you press, make sure your main class looks like this:
    package main;
    import javax.swing.JFrame;
    public class Main {
    public static void main(String[] args) {

    JFrame window = new JFrame();
    GamePanel gp = new GamePanel();

    window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    window.setResizable(false);
    window.setTitle("Title");
    window.add(gp);
    window.pack();
    window.setLocationRelativeTo(null);
    window.setVisible(true);

    gp.startGameThread();

    }
    }
    The order of the window variables matters, specifically the pack, relative, and visible ones. After setting these this way, I was able to simply run the app and everything worked as in the video up to the point at 16:38
    If you're lazy like I was before googling for more info, just simply hit tab on your keyboard and that will focus your screen to the applet so you can use WASD

    • @samjesf
      @samjesf Před rokem +4

      Thank you for this! I initially tried grouping the relative & visible methods with the others at the top of the class for appearance sake and could not for the life of me figure out why keyListener sometimes worked but most of the time did not. This fixed it for me! Much appreciated!

    • @nickyecen
      @nickyecen Před rokem +3

      Oh my god, thank you so much. I was about to quit and decided to look at the comments before quitting. You're a hero.

    • @kingrulez5268
      @kingrulez5268 Před rokem +2

      Dude you're such a lifesaver thank god you fixed so many problems bless you

    • @Anoski_Domain
      @Anoski_Domain Před rokem +1

      thnks broski

    • @brendansherlock9512
      @brendansherlock9512 Před rokem +1

      I had missed adding startGameThread to the Main class and it was driving me nuts. Thank you for the tip!

  • @ErroTheCube
    @ErroTheCube Před 2 lety +27

    A very well put together tutorial, it has a really nice pacing and feels like it's just the right difficulty for me. Thank you!

  • @whitebeartigtig
    @whitebeartigtig Před 2 lety +24

    These tutorials really do help. I do have basic java knowledge, but I wanted to go into game development to hopefully improve my knowledge of the language. The explanations are really helping with that. Eclipse being in dark mode is certainly a nice addition too, especially when working watching in the dark. I'm sure by the time I get to the end of the playlist, I will be much better at java development.

    • @RyiSnow
      @RyiSnow  Před 2 lety +5

      Glad to hear that you liked it. Hope you enjoy developing your own game!

    • @firemonkey1015
      @firemonkey1015 Před 4 měsíci

      Same, I’m a computer science student and finished my first year with Java. Figured this would be a good project. Definitely helps if you know how classes, data types, methods, loops, etc works

  • @amarboparai4159
    @amarboparai4159 Před rokem +4

    I really like his accent. Also, RyiSnow is the only channel on youtube teaching how to create a complex 2D game in Java. And every step is explained so briefly.
    Mad respect for you sir. 🙌🙌

  • @xConsoleCapturex
    @xConsoleCapturex Před rokem +8

    I love that you're doing all this from scratch. I know libraries exist that can do all this by default but this really helps me understand the underlying mechanics, which I believe leads to a better game

  • @mega_city_one
    @mega_city_one Před 2 lety +17

    A very useful tutorial, thank you for your efforts.
    I'm looking forward to the following parts.

    • @RyiSnow
      @RyiSnow  Před 2 lety +2

      It took a while to make this video so I'm very happy to hear that. Thank you for the comment!

  • @devoiddude
    @devoiddude Před 2 lety +13

    Thank you so much for this and all the effort you put into making this series.

  • @MidsoH
    @MidsoH Před rokem +2

    こんにちは!自分はアメリカ留学生でして、コンピューターサイエンスの授業で作ってるゲームのために貴方の動画を見始めました。調べた中初心者に対して一番丁寧で、一つ一つしっかり説明しながら教えてくれてるのが、とても助かります!喋り方やPC環境で日本人だと分かり、びっくりしました!素晴らしい動画シリーズ、ありがとうございます!応援してます!

    • @RyiSnow
      @RyiSnow  Před rokem +2

      ありがとうございます! 学習の一助になったのであれば幸いです。日本人でコメントしてくださる方は少ないので非常に嬉しいです。異国での生活はなにかと大変なこともあるかと思いますが、どうぞ貴重な機会を存分にお楽しみください!

  • @droidlycodes
    @droidlycodes Před 2 lety +6

    This is amazing, I'm trying to remaster this for Android & learning a lot more than I thought in the last 7 years of coding Java!!! I'll let you know how it goes once I run the final project, so far I've made a flappy rectangle oh the possibilities!
    Subscribed & many likes to come keep this going PLEEEASE!

  • @ghostek7792
    @ghostek7792 Před 2 lety +3

    I LOVE YOU ryi, i just started university for software engineering and i am completely green at coding. literally everything is 100% new to me, so this summer i'm working on little projects to continue improving and getting comfortable. the video is perfectly paced in my opinion because even the content I already know is getting engrained into my memory even better. I appreciate you taking your time to make this content for others

  • @vmardones366
    @vmardones366 Před rokem +7

    Thanks for the tutorial, well done!
    Just a side note if you're using linux or the game is a bit laggy for no reason: add System.setProperty("sun.java2d.opengl", "true"); to your main method, to force it to use OpenGL.
    Also, since we're not using the keyTyped() method, extending KeyAdapter instead of implementing KeyListener saves a few lines of code.

  • @adoniszgks7641
    @adoniszgks7641 Před 2 lety +4

    you deserve 1.000.000 subscribers, so easy to understand and to learn!!!

  • @Zoggi_
    @Zoggi_ Před 2 lety +8

    you explained it really well, thank you for those videos!

  • @terencechia9986
    @terencechia9986 Před 2 lety +2

    Thank you very much for your explanation RyiSnow 🙏 I feel like I understand what each method is doing now. As many have already said, the pacing is perfect especially for beginners like myself!

  • @ramtejeshm9344
    @ramtejeshm9344 Před 2 lety +3

    Somehow fixed the problem, if anyones keyboard input isn't being recognised, these are the things that worked for me:
    1.Update your SDK, but at start after some time my input was't being recognized again, so
    2. Close the frame window and rerun the program again, but still some times I got the error back after some time
    3. try changing keyhandler variable name
    after repeating this process I got it to work.

  • @nestor-162
    @nestor-162 Před 26 dny

    I am continuing with the course. I really like the way you explain things.

  • @michaelhall4602
    @michaelhall4602 Před 9 měsíci +1

    This is so awesome. I've been looking for something like this for a while. Thank you so much!

  • @yaredyohannes2803
    @yaredyohannes2803 Před 2 lety +1

    This is one of the best java tutorials. I have done projects on my own, whether visual or not and never really implemented crazy ideas. This tutorial alone has shown me why I learned all those techniques in my java cs classes. Also any m1 max users confused on the delta fps showing up as 0, my MacBook has the same problem but it works on my windows desktop perfectly. Might be how the m1 computes or something, however it still works. (little cheat turn the drawCount =0; int drawCount = 60; i guess it displays the drawCount after converting it to 0 (i have the assignment after the out.print).

    • @user-ri2ms2mm7w
      @user-ri2ms2mm7w Před 2 lety

      My friends, search for your life purpose, why are we here?? I advise you to watch this series and this video 👇 as a beginning to know the purpose of your existence in this life czcams.com/play/PLPqH38Ki1fy3EB-8xmShVqpbQw99Do2B-.html czcams.com/video/7d16CpWp-ok/video.html

  • @ortizjeison
    @ortizjeison Před 4 měsíci

    Youre awesome bro, i can finally understand the logic through the FPS concept, i always read about the "threads" but i didnt understand all the meaning, now i can realize the importance of this topic in the game development, so thanks for all

  • @dragonv1236
    @dragonv1236 Před 4 měsíci

    AMAZING tutorial you're the best! At first I've tried sleep method and the square didn't move. So I checked all my code but don't find any errors. I scanned my code for like 2 HOURS! But then I tried the delta method and it works. The second the square move I feel so happy and stupid at the same time. Don't be like me.

  • @abovethemist1412
    @abovethemist1412 Před rokem +6

    Tip: if you cant get the keyhandler to work, press *tab* . now i know it sounds ridiculous but its literally what i had to do
    EDIT: you need the program to be open

    • @milanSK1980
      @milanSK1980 Před rokem

      Thankx! I could not figure out why my code did not work, but the TAB did the trick (probbably it is somehow needed to really focus on the panel)

    • @edboss36
      @edboss36 Před rokem

      Thank you soooo much

    • @sakhiur
      @sakhiur Před rokem

      Thanks a lot.

    • @toinuiii
      @toinuiii Před 4 měsíci

      thank you soo much I was getting really worried

  • @zixvirzjghamn737
    @zixvirzjghamn737 Před 4 měsíci

    even though I ended up creating my own systems (jpanel instead of graphics rectangle, speed inside the object, etc.), almost all of this video was useful, I started with just a moving square, and then added keyInput later once I managed to get higher FPS's move at the same speed as lower ones. Thank you for making this tutorial.

  • @JehanSaren
    @JehanSaren Před rokem

    this is the real logic pattern and procedure if you are teaching. it is easy to understand unlike the others are very stingy to give. haysss. Thank you for this. You are the best❤❤❤

  • @lilsquirt9248
    @lilsquirt9248 Před 2 lety +5

    Me:I am accomplished for creating a moving square!
    Notch:Heh cute.
    Epic Games:There's no build mode...

  • @SajmonOffical
    @SajmonOffical Před měsícem

    I rewrote the entire code exactly and it worked, I don't know what the problem was with the earlier code, but if the code doesn't work, I advise you to rewrite it

  • @noahbarger1
    @noahbarger1 Před rokem +3

    I'd love to see a turn based RPG tutorial, like games like EarthBound/Mother or even Final Fantasy. That would be awesome!
    ありがとう!

  • @SzymonGaming_1
    @SzymonGaming_1 Před 6 měsíci +1

    Your probbebly not going to see this but anyways. You are a fantastic youtuber and a great help im knew and just got into coding so your totourials really help me a lot keep up the good work man everyone apprcates it.(also I cant spell cause I type fast so i had to fix the code like 2million times)

  • @Venixx-72
    @Venixx-72 Před rokem

    This video was really helpful to me. I love how to you took time to explain the concepts before moving on. Its really helpful knowing that there is someone who understands the basic elements of teaching.

  • @nathanwhite704
    @nathanwhite704 Před 23 dny

    Ok, I rewrote everything from the beginning and now it magically decides to work.

  • @PaulO-ym5dm
    @PaulO-ym5dm Před 2 lety +2

    Sublime tutorial, very clear! Such good practice, big thanks!

    • @RyiSnow
      @RyiSnow  Před 2 lety +2

      Glad you liked it and thank you so much for your kind support :D

  • @seal-b1n
    @seal-b1n Před 5 dny

    dude thank you so much for this playlist
    you are a great teacher

  • @Phil1490
    @Phil1490 Před 2 lety +1

    Thank you for this! Very informative, well explained, and FUN!

  • @xbeelzebub666x
    @xbeelzebub666x Před rokem

    Thanks man I don't know what I'd have done without this video.

  • @zielony1212
    @zielony1212 Před rokem +7

    Pro tip: put Toolkit.getDefaultToolkit().sync(); at starting of the GamePanel::paintComponent function, so the buffer is being synchronized every frame (note that when using canvas, Toolkit.getDefaultToolkit().sync() is being ran automatycally);
    If someone wonders, it fixes the "lagging" issue.

    • @ahmedel-gohary6000
      @ahmedel-gohary6000 Před rokem +3

      Thanks! It was really helpful

    • @laz3664
      @laz3664 Před rokem +1

      Thanks a lot, it was lagging for the first second of holding a key

    • @zielony1212
      @zielony1212 Před rokem

      btw it's better to use Canvas that is actually made for such things instead of JPanel that should actually be top container for the game display (Canvas), not the display itself. @@laz3664

    • @CB-ox6vu
      @CB-ox6vu Před 9 dny

      Thnaks, this fixed the lag for me.

  • @angusbotham2049
    @angusbotham2049 Před rokem +1

    For anyone who wants to be able to implement diagonal movement, it is very simple. The way that if else statements work is that if the first one is true, it will not check the other statements, meaning you can not be moving both upwards and sideways, because it wont check to move sideways. To do this, you need to make a separate if statement with the left and right movement, meaning you can move either up or down, and left or right. It should look like this:
    if(keyH.upPressed == true) {
    playerY = playerY - playerSpeed;
    }
    else if(keyH.downPressed == true) {
    playerY = playerY + playerSpeed;
    }
    if(keyH.leftPressed == true) {
    playerX = playerX - playerSpeed;
    }
    else if(keyH.rightPressed == true) {
    playerX = playerX + playerSpeed;
    }

    • @angusbotham2049
      @angusbotham2049 Před rokem

      also, whichever part in the if else statement comes first will take priority, meaning if you are pressing W and S, you will go up because the code checks W first.

  • @neemair9008
    @neemair9008 Před 7 dny

    Once again it brought me to the attention to the details of programming when i started again :D my rectangle didnt stop moving up, because i was not comparing the value of keyH.upPressed to the value of the boolean. "=" is different to "==" :) thanks for the reminder lol. great work go a new subscriber for sure

  • @expertblober4533
    @expertblober4533 Před rokem +3

    Note: The Thread sleep method is, in fact, a bit off. About 5 out of 6 times, you will get 61 FPS. Clearly, this isn't a big problem, just wanted to put it out there.

  • @AddersOtter
    @AddersOtter Před 2 lety

    I just picked up programming again and this has been helping me out a lot.

  • @LogicStudios_1
    @LogicStudios_1 Před 2 lety +1

    why is this tutorial so good

  • @kamisama1712
    @kamisama1712 Před 28 dny

    excited to be doing this again

  • @postulysses
    @postulysses Před 2 lety +3

    Ευχαριστούμε!

    • @RyiSnow
      @RyiSnow  Před 2 lety +1

      Thank you for supporting this channel! Greatly appreciate it.

  • @yashuchiha99
    @yashuchiha99 Před 5 měsíci

    i have started the playlist today , this is really awesome . Hopefully i stay consistent and reach the last video.

  • @megabassX
    @megabassX Před 6 měsíci

    I love this series. Great job!

  • @saammyyeet
    @saammyyeet Před 2 lety

    tysm that Thread method is so much easier than using a Timer

  • @NikitaBomba112
    @NikitaBomba112 Před rokem +1

    Thanks you so much for this video!

  • @henrikjohnsen9554
    @henrikjohnsen9554 Před 2 lety +4

    Anyone getting stuttering in the game loop? I have tried both with thread sleep and delta time, same problem. after adding sprites with animation from the next video I can see the animation freezes up to a second sometimes. I'm running it on Linux. Does anyone have an idea why this happens and or how to fix it?
    edit: For some reason the stuttering stopped after i loaded the text file for tile map in video 4 :/

  • @stvnk1m
    @stvnk1m Před rokem

    This is cool. I'm almost finish my Java bootcamp course. Definitely I want to learn.

  • @mamapuci
    @mamapuci Před 2 lety

    Really helping with such amazing explanation. Really really thanks bro. I followed another parts

  • @paskanttipuuro69420
    @paskanttipuuro69420 Před 2 lety +1

    why doesnt my movement work i mean i do everything correctly and nothing happens when i try to move.

  • @user-pr1dh7eb7p
    @user-pr1dh7eb7p Před rokem

    Thanks for you content you helped me a lot to understand the java environement!!

  • @kaylor87
    @kaylor87 Před 2 lety +3

    When I played along, I opted to leave the Sleep loop in my code that we already made initially, and instead just observed you build the Delta loop. But upon testing, my FPS with the sleep loop tends to bounce between 59 and 61fps, versus yours was a steady 60fps. Both are accurate enough to be functional, but it does seem like the Delta loop is more accurate.

    • @AnnmusPnda
      @AnnmusPnda Před 2 lety

      I believe the delta loop is FAR more accurate. After implementing the delta loop, using my 144hz monitor and setting the FPS attribute to 144 instead of 60, I noticed a MASSIVE difference between this and the sleep loop when it came to my red box's movement. Before it felt very jittery and almost looked like my monitor had ghosting issues, but after using the delta loop which had no influence on the concurrency of the program's thread, I can see my character moving as smoothly as any game I normally play on my computer.

  • @nathanwhite704
    @nathanwhite704 Před 24 dny +1

    I followed this exactly as written and the shape doesn't move.

  • @ecernosoft3096
    @ecernosoft3096 Před 11 měsíci

    I really appreciate this series!!!! :D
    Tysm!!

  • @Rohan-Prabhala
    @Rohan-Prabhala Před rokem +2

    Does anyone why the background for my JPanel window is white? I'm at 8:01 in the video, and when I click run, my square is white, but so is my window, even though I checked the line that is supposed to make it black, and it looks fine.

    • @camilazcr1939
      @camilazcr1939 Před 6 měsíci

      I have the same issue, its white and not runnig well. Did u find any solution?

    • @Rohan-Prabhala
      @Rohan-Prabhala Před 6 měsíci

      @@camilazcr1939 fixed it soon after i made the comment, and I completely forgot how lmao, sorry

    • @mohammadhosseinbadravandeh6637
      @mohammadhosseinbadravandeh6637 Před 5 měsíci

      @@camilazcr1939 I had this problem too . Look at the ( super.paintcomponent(g) )
      Perhaps you add a extra ‘s’ after paintcomponent

  • @HansonJ
    @HansonJ Před 2 lety +4

    I had some problems with the sleep method for some reason in KeyHandler it would automatically head to KeyTyped instead of KeyPressed and KeyReleased (preventing any movement). Switching to the delta method worked as expected so if you are having the same issue, try Delta.

    • @marcv8154
      @marcv8154 Před rokem

      holy shit thank you for this ive been having the exact problem lmao

    • @dcwavie
      @dcwavie Před rokem

      😁❤

  • @maivuduy8282
    @maivuduy8282 Před 2 lety +1

    why rectangle can run out of screen when keyReleased is false?
    help

  • @DravenFNM
    @DravenFNM Před 2 lety +1

    Thank you for these videos they’re really helpful

  • @agzainy9954
    @agzainy9954 Před 2 lety +1

    thank you so much this is life changing!!

  • @yato3079
    @yato3079 Před rokem +4

    Does someone also experience a weird problem in the movement commands?
    When the character moves right or left you can cancel that movement without letting the key go and immediately change the direction to top or down by pressing the respective key.
    But when he moves top or down you somehow cant cancel the movement but you have to let go your key to change direction.
    The movement would be much smoother if the direction change could happen without having to release any keys though.

  • @quarkzyhn4391
    @quarkzyhn4391 Před 2 lety

    I love you man! Thank you so much for the lessons ☺️

  • @christianthieme4455
    @christianthieme4455 Před rokem

    Great tutorial. I believe using the delta approach in the run method will utilize one CPU core constantly at 100%, might not be ideal for battery powered devices.

  • @leonidas14775
    @leonidas14775 Před 4 měsíci

    Modern versions of Java allow underscores in numeric literals, like in Python.
    double drawInterval = 1_000_000_000/FPS;
    Also, if you use 4 regular if statements instead of "else if" in the update() method, you can move diagonally since an if-else block only allows one choice at a time.

  • @dorieta_gaming
    @dorieta_gaming Před 2 lety

    Literally my new hero.

  • @lordofthelair6716
    @lordofthelair6716 Před 2 lety +1

    Nice video man!

  • @enginanil5412
    @enginanil5412 Před rokem

    bro thank you. you can really good explain things!

  • @konsi_baua
    @konsi_baua Před 2 lety +1

    Ik it is a old vid but if any1 can help me I have a small problem with the boolean down up rigth and leftpressed being all on true and not changing to false even if I state so in a Variable any ideas?

  • @naze8918
    @naze8918 Před 2 lety +5

    Sorry, I'm having a problem move the square, the key listener isn't even responding which is weird. I've used action listeners and they haven't done this in my other codes so I am a bit worried. I'm looking for solutions in other commnets

    • @RedlikMusic
      @RedlikMusic Před 2 lety

      same problem here, any solution?

    • @boywonder_YT
      @boywonder_YT Před 2 lety +3

      if the keys are not responding use
      this.requestFocusInWindow(); at the very end of your run method

    • @Aaron76
      @Aaron76 Před 2 lety

      @@boywonder_YT thank you so much, it worked

    • @novaisss9161
      @novaisss9161 Před 2 lety

      @@boywonder_YT like? im having same problem, how can i code this?(where)

  • @almusknowsbetter7547
    @almusknowsbetter7547 Před 11 měsíci

    I just finished the first video and still on it this tutorial is something

  • @jarrodmcevoy
    @jarrodmcevoy Před 2 lety +1

    Great explanation!!!😁

  • @ZenthmYT
    @ZenthmYT Před rokem +1

    I prefer multiplying every movement-like happening on the screen by delta (e.g: animation, player movement, enemy movement, etc.).
    delta = (currentTime - lastTime) / 1_000_000_000;
    player.x += 50 * delta // moves 50 pixels every second
    You can also get the FPS easily with this method.
    System.out.println(1/delta);

  • @ducganktem201
    @ducganktem201 Před 10 měsíci +2

    23:50 For those who are experiencing issues with character movement that keeps moving up automatically during debugging, make sure that you simplify it to:
    public void update(){
    if(keyH.upPressed){
    playerY -= playerSpeed;
    }

  • @luckypower812
    @luckypower812 Před rokem +1

    Hello!, I have a question, Can I make the same game as this one using Java IntelliJ instead of Java Eclipse?
    If I enter this code into Java Intellij, will the same screen as this video be displayed?

  • @nonymousx
    @nonymousx Před rokem +2

    If anyone is having trouble with their rectangle not moving, make sure you assign the boolean value false to upPressed, downPressed, leftPressed and rightPressed :)

  • @benghazzi
    @benghazzi Před 2 lety

    Thank you so much, very good Tutorial!

  • @hatdog2388
    @hatdog2388 Před 2 lety

    Thank you for this, i am one step closer to program my own game

  • @nikissurprise6372
    @nikissurprise6372 Před rokem +1

    FYI if anyone is having problems with their square moving up or down without any input I'd recommend to; inside of the Keyhandler method update() to change the logic to simplu if()Keyhand.pressed) without the "== true;".

  • @lofipixel
    @lofipixel Před 2 lety +5

    i dont know what i have done wrong but no matter what key i press the square moves up can you help? also great tutorial :)

    • @lofipixel
      @lofipixel Před 2 lety

      my code:
      MAIN-------------------
      package main;
      import javax.swing.JFrame;
      public class Main {

      public static void main(String[] args) {

      JFrame window = new JFrame();
      window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
      window.setResizable(false);
      window.setTitle("2D Adventure");

      GamePanel gamePanel = new GamePanel();
      window.add(gamePanel);

      window.pack();

      window.setLocationRelativeTo(null);
      window.setVisible(true);

      gamePanel.startGameThread();
      }
      }
      Game Panel----------------------------
      package main;
      import java.awt.Color;
      import java.awt.Dimension;
      import java.awt.Graphics;
      import java.awt.Graphics2D;
      import javax.swing.JPanel;
      public class GamePanel extends JPanel implements Runnable{
      //SCREEN SETTINGS
      final int originalTileSize = 16; //16 x 16 tile
      final int scale = 3;

      final int tileSize = originalTileSize * scale;//48 x 48 tile
      final int maxScreenCol = 16;
      final int maxScreenRow = 12;
      final int screenWidth = tileSize * maxScreenCol;
      final int screenHieght = tileSize * maxScreenRow;

      //FPS
      int FPS = 60;
      KeyHandler keyH = new KeyHandler();
      Thread gameThread;

      //players default position
      int playerX = 100;
      int playerY = 100;
      int playerSpeed = 4;



      public GamePanel() {

      this.setPreferredSize(new Dimension(screenWidth, screenHieght));
      this.setBackground(Color.black);
      this.setDoubleBuffered(true);
      this.addKeyListener(keyH);
      this.setFocusable(true);
      }
      public void startGameThread() {

      gameThread = new Thread(this);
      gameThread.start();
      }

      @Override
      // SLEEP METHOD ->
      // public void run() {

      // double drawInterval = 1000000000/FPS;
      // double nextDrawTime = System.nanoTime() + drawInterval;

      // while(gameThread != null) {

      //System.out.println(("Program Running"));
      // 1 UPDATE: update information such as the characters positions
      // update();
      // 2 Draw: draw the screen with the updated information




      // repaint();



      // try {
      // double remainingTime = nextDrawTime - System.nanoTime();
      // remainingTime = remainingTime/1000000;
      //
      // if(remainingTime < 0) {
      // remainingTime = 0;
      // }
      //
      // Thread.sleep((long)remainingTime);
      //
      // nextDrawTime += drawInterval;
      //
      // } catch (InterruptedException e) {
      // // TODO Auto-generated catch block
      // e.printStackTrace();
      // }
      // }
      // }
      // DELTA METHOD->
      public void run() {

      double drawInterval = 1000000000/FPS;
      double delta = 0;
      long lastTime = System.nanoTime();
      long currentTime;
      long timer = 0;
      int drawCount = 0;


      while(gameThread != null) {

      currentTime = System.nanoTime();

      delta += (currentTime - lastTime) / drawInterval;
      timer += (currentTime - lastTime);
      lastTime = currentTime;

      if(delta >= 1) {
      update();
      repaint();
      delta--;
      drawCount++;

      }

      if(timer >= 1000000000) {
      System.out.println("FPS:" + drawCount);
      drawCount = 0;
      }

      }

      }
      public void update() {

      if(keyH.upPressed == true) {
      playerY -= playerSpeed;
      System.out.println("up pressed");
      }
      else if(keyH.downPressed == true) {
      playerY += playerSpeed;
      System.out.println("down pressed");
      }
      else if(keyH.leftPressed == true) {
      playerX -= playerSpeed;
      System.out.println("left pressed");
      }
      else if(keyH.rightPressed == true) {
      playerX += playerSpeed;
      System.out.println("right pressed");
      }



      }

      public void paintComponent(Graphics g) {

      super.paintComponent(g);

      Graphics2D g2 = (Graphics2D)g;

      g2.setColor(Color.white);

      g2.fillRect(playerX, playerY, tileSize, tileSize);

      g2.dispose();
      }
      }
      KEY HANDLER-------
      package main;
      import java.awt.event.KeyEvent;
      import java.awt.event.KeyListener;
      public class KeyHandler implements KeyListener{

      public boolean upPressed, downPressed, leftPressed, rightPressed;
      @Override
      public void keyTyped(KeyEvent e) {}
      @Override
      public void keyPressed(KeyEvent e) {

      int code = e.getKeyCode();

      if(code == KeyEvent.VK_W);{
      upPressed = true;
      }
      if(code == KeyEvent.VK_S);{
      downPressed = true;
      }
      if(code == KeyEvent.VK_A);{
      leftPressed = true;
      }
      if(code == KeyEvent.VK_D);{
      rightPressed = true;
      }

      }
      @Override
      public void keyReleased(KeyEvent e) {

      int code = e.getKeyCode();

      if(code == KeyEvent.VK_W);{
      upPressed = false;
      }
      if(code == KeyEvent.VK_S);{
      downPressed = false;
      }
      if(code == KeyEvent.VK_A);{
      leftPressed = false;
      }
      if(code == KeyEvent.VK_D);{
      rightPressed = false;
      }

      }
      }

    • @RyiSnow
      @RyiSnow  Před 2 lety +4

      Check your KeyHandler and make sure there is no unnecessary ; in the if statement.

    • @lofipixel
      @lofipixel Před 2 lety

      @@RyiSnow it worked thank you so much ive been sitting here for like 4 hours lol

    • @rabomeister
      @rabomeister Před rokem +2

      @@lofipixel I do not have any difference in KeyHandler and still having the same problem.

  • @SlothfulSage285
    @SlothfulSage285 Před 2 lety

    Thanks! Another great video!

  • @tomasmarta5028
    @tomasmarta5028 Před 2 lety

    I love this channel so much thank you

  • @kogashinto2123
    @kogashinto2123 Před 2 lety

    This helped me so much. Thank you.

  • @Minetheground
    @Minetheground Před 4 měsíci

    why does every key work with the controls, ive set the keyboard stuff up, but the keyboard is not working properly

  • @ceraks_1272
    @ceraks_1272 Před rokem

    thanks a lot!!! so nice reverb

  • @ikninja1hd
    @ikninja1hd Před 2 lety

    Great video, thanks a lot!

  • @larkshallow9128
    @larkshallow9128 Před rokem +1

    hey RyiSnow! i just have a question about the movement, i used if only in my update() method so i can move my box diagonally, however i noticed that when im going diagnally my box moves faster, do you have a solution to this? thank you so much for this tutorial btw! u rock

    • @zarabatanaproductions9240
      @zarabatanaproductions9240 Před 11 měsíci

      you need to normalize your vector, im not sure how to do it in java but I remember a tutorial on how to do it in pygame

  • @normalercarl
    @normalercarl Před rokem

    this tutorial was done very well 👍

  • @kartikeyapanwar-cb8sn
    @kartikeyapanwar-cb8sn Před 4 měsíci

    i entered all the code but the reactangle is not repaitning it is the same one and is dragging like a snake

  • @giovannizotti8549
    @giovannizotti8549 Před 10 měsíci

    If, before any keystroke, your rectangle goes up, outside from the frame, maybe you have used "=" instead of "==" in your update() method. Just check this and it works :-P

  • @james3414
    @james3414 Před 2 lety

    really enjoying this, ty a lot

  • @Brx9skXD
    @Brx9skXD Před 8 měsíci

    I can understand☹️ how hard english is for japanese!! I appreciate that😭 ❤

  • @asrielg
    @asrielg Před 5 měsíci

    when i click a key it works but the square doesn't move. i find out that the keys works after i put S.O.P on them but my square still doesn't move why's that? pls help

  • @micahjacobson8533
    @micahjacobson8533 Před 4 měsíci

    I don’t understand how the second method for FPS works. Every iteration of run you’re setting last time to current time, and then setting current time to the current time. Wouldn’t this just keep looping forever with last time always chasing current time but never catching up?

  • @ksportalcraft
    @ksportalcraft Před rokem

    21:45 My tip is separate them via commas (with 3 rows of 3 3*3=9) then remove them.

  • @elguardallavesdejaal
    @elguardallavesdejaal Před 2 lety +3

    Sorry for bothering in an old video, but I have problems drawing the rectangle (it doesn't appear when I run the code). This is my code. I've been cheching some other videos from your channel, great stuff. Have a nice day!
    package main;
    import javax.swing.JFrame;
    public class Main {
    public static void main(String[] args ) {
    // TODO Auto-generated method stub

    JFrame window = new JFrame();//Creates window
    window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);//Makes it possible to be closed
    window.setResizable (false);
    window.setTitle ("2D Adventure");

    GamePanel gamePanel = new GamePanel ();
    window.add(gamePanel);

    window.pack();

    window.setLocationRelativeTo(null);
    window.setVisible(true);

    gamePanel.startGameThread();
    }
    }
    package main;
    import javax.swing.JPanel;
    import java.awt.Dimension;
    import java.awt.Color;
    import java.awt.Graphics;
    import java.awt.Graphics2D;
    public class GamePanel extends JPanel implements Runnable {

    //SCREEN SETTINGS

    final int originalTileSize = 16;//16x16 tiles
    final int scale = 3;

    final int tileSize = originalTileSize * scale;//48 tile size
    final int maxScreenCol = 16;
    final int MaxScreenRow = 12;
    final int screenWidth = tileSize * maxScreenCol;//768 pixels
    final int screenHeight = tileSize * MaxScreenRow;//576 pixels

    Thread gameThread;



    public GamePanel () {

    this.setPreferredSize(new Dimension (screenWidth, screenHeight ));
    this.setBackground(Color.black);
    this.setDoubleBuffered(true);
    }
    public void startGameThread () {

    gameThread = new Thread (this);
    gameThread.start();

    }

    @Override
    public void run() {

    while (gameThread != null) {
    System.out.println("The game loop is running");

    //1 UPDATE: update information such as character position
    update();

    //2 DRAW: draw the screen with the updated information
    repaint();
    }

    }

    public void update () {


    }

    public void painComponent (Graphics g) {

    super.paintComponent(g);

    Graphics2D g2 = (Graphics2D)g;

    g2.setColor(Color.white);

    g2.fillRect(100, 100, tileSize, tileSize);

    g2.dispose();
    }
    }

    • @RyiSnow
      @RyiSnow  Před 2 lety +6

      You mistyped paintComponent as painComponent. I think that's why.

  • @melicus8384
    @melicus8384 Před rokem +2

    Just in case anyone's still using this tutorial and can't get their rectangle to move, make sure to set the focus on the right component. In your constructor, make sure to use this.setFocusable(true); and if that doesn't work you can create a mouseListener object to set the focus. Use:
    this.addMouseListener(new MouseAdapter() {
    @Override
    public void mouseClicked(MouseEvent e) {
    requestFocusInWindow();
    }
    });
    after this.setFocusable(true);. That's the only thing that worked for me. I hope it helps someone out there.

  • @rogevoliasim1926
    @rogevoliasim1926 Před 2 lety +1

    repaint() method doesn't work. I don't know why, I did it exactly like on the video. I checked many times and I don't see any mistakes(((

    • @rogevoliasim1926
      @rogevoliasim1926 Před 2 lety

      So when I start it, it shows just a black panel without anything

    • @wizco4443
      @wizco4443 Před rokem

      I have the same issue, where yo able to fix it?

    • @tungstun-o1d
      @tungstun-o1d Před 5 dny

      any fixes ?