This is going to sound similar to my other post but trust me it's not the same. So I decided to take some peoples advice on how to scroll an arraylist.I have an arraylist that takes the Block class. Here is the Block Class:
public class Block {
BufferedImage img;
double x;
double y;
double dx=0,dy=0;
public Block(BufferedImage img , double x, double y){
this.img = img;
this.x = x;
this.y = y;
}
public void Render(Graphics g){
g.drawImage(img,(int)x,(int)y,null);
}
public void Update(){
x+=dx*DATA.speed;
y+=dy*DATA.speed;
}
}
I would call the update method in my main update method in my main class. like:
private void Update()
{
for (int i = 0; i < World.BLOCK_LIST.size(); i++){
World.BLOCK_LIST.get(i).Update();
}
}
Then to move all the blocks left/right I would use:
public static void MoveLeft()
{
for(int i = 0; i < World.BLOCK_LIST.size(); i++){
World.BLOCK_LIST.get(i).dx = 2.5;
}
}
public static void MoveRight()
{
for(int i = 0; i < World.BLOCK_LIST.size(); i++){
World.BLOCK_LIST.get(i).dx = -2.5;
}
}
I couldn't get a screenshot because it wouldn't capture fast enough. It just seemed like it was lag that was causing it or something. What is a smoother way to do this?
Btw my image is 32x32
My Rendering code: Requested by a user:
public Main(){
setSize(800,600);
.................
setVisible(true);
createBufferStrategy(2);
}
Game loop(don't worry it's in a thread)
while(true){
render();
}
Render method:
public void render(){
BufferStrategy bs = getBufferStrategy;
Graphics g = bs.getDrawGraphics();
g.clearRect(0,0,screen_width,screen_height);
//DrawOrWhatever(g);
g.dispose();
bs.show();
Toolkit.getDefaultToolkit.sync();
}