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Thread: Error while moving the tiles in frame

  1. #1
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    Exclamation Error while moving the tiles in frame

    Hello! I was following a tutorial on how to make a game when i suddenly got an error concerning moving tiles. i get this error when i tried to use a and d to move:

    Exception in thread "Display" java.lang.ArrayIndexOutOfBoundsException: 48600
    at com.cherno.graphics.Screen.render(Screen.java:44)
    at com.cherno.Game.render(Game.java:124)
    at com.cherno.Game.run(Game.java:87)
    at java.lang.Thread.run(Unknown Source)


    I do not get the error while using w or s but the tiles are still not moving when pressing them.

    I have three classes at work here.
    The main, Game.java;


    package com.cherno;
     
    import java.awt.Canvas;
    import java.awt.Color;
    import java.awt.Dimension;
    import java.awt.Graphics;
    import java.awt.image.BufferStrategy;
    import java.awt.image.BufferedImage;
    import java.awt.image.DataBufferInt;
    import javax.swing.JFrame;
    import com.cherno.Game;
    import com.cherno.graphics.Screen;
    import com.cherno.input.Keyboard;
     
    public class Game extends Canvas implements Runnable{
    private static final long serialVersionUID = 1L;
     
    	public static int width = 300;
    	public static int height = width / 16 * 9;
    	public static int scale = 3;
     
     
     
    	private Thread thread;
    	private JFrame frame;
    	private Keyboard key;
    	private boolean running = false;
     
    	private Screen screen;
     
    	private BufferedImage image= new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
    	private int[] pixels = ((DataBufferInt)image.getRaster().getDataBuffer()).getData();
     
     
     
    	public Game(){
    		Dimension size = new Dimension(width * scale, height * scale);
    		setPreferredSize(size);
     
    		screen = new Screen(width, height);
    		frame = new JFrame();
     
    		key = new Keyboard();
    		addKeyListener(key);
    	}
     
     
     
    	public synchronized void start(){
    		running = true;
    		thread = new Thread(this, "Display");
    		thread.start();
     
    	}
     
     
     
    	public synchronized void stop(){
    		running = false;
    		try{
    			thread.join();
    		}catch(InterruptedException e){
                e.printStackTrace();		
     
    		}
     
    	}
     
     
     
    	public void run(){
    		long lastTime = System.nanoTime();
    		long timer = System.currentTimeMillis();
    		final double ns= 1000000000.0 / 60.0;
    		double delta = 0;
    		int frames = 0;
    		int updates = 0;
    		while (running){
    			long now = System.nanoTime();
    			delta=delta+=(now-lastTime)/ns;
    			lastTime = now;
    			while (delta >= 1){
    				update();
    				updates++;
    				delta--;
    			}
    			render();
    			frames++;
     
    			if (System.currentTimeMillis() - timer > 1000){
    				timer += 1000;
    				//System.out.println(updates + "ups, " + frames + " fps");
    				frame.setTitle("false rabbit " + "  |   "+updates + "ups, " + frames + " fps");
    				updates=0;
    				frames=0;
    			}
    		}
    		stop();
    	}
     
    	public int x=0, y=0;
     
    public void update(){
     
    	key.update();
    	if(key.up)y--;
    	if(key.down)y++;
    	if(key.left)x--;
    	if(key.right)x++;
     
     
    	}
     
     
     
    	public void render(){
    		BufferStrategy bs = getBufferStrategy();
    		if (bs==null){
    			createBufferStrategy(3);
    			return;
    		} 
     
    		screen.clear();
    		screen.render(x, 0);
     
    		for (int i = 0; i < pixels.length; i++){
    			pixels[i] = screen.pixels[i];
    		}
     
    		Graphics g = bs.getDrawGraphics();
     
    		g.drawImage(image, 0, 0, getWidth(), getHeight(), null);
     
    		g.dispose();
    		bs.show();
    	}
     
     
     
    	public static void main(String[] args){
    		Game game = new Game();
    		game.frame.setResizable(false);
    		//game.frame.setTitle("rabbit false");
    		game.frame.add(game);
    		game.frame.pack();
    		game.frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    		game.frame.setLocationRelativeTo(null);
    		game.frame.setVisible(true);
     
    		game.start();
    	}
    }

    The class that mainly structures the "screen", Screen;
    package com.cherno.graphics;
     
    import java.util.Random;
     
    public class Screen {
     
    	private int width, height;
    	public int[] pixels;
    	public final int MAP_SIZE = 64;
    	public final int MAP_SIZE_MASK = MAP_SIZE -1;
     
    	public int[] tiles = new int[MAP_SIZE * MAP_SIZE];
     
    	private Random random = new Random();
     
    	public Screen(int width, int height){
    		this.width = width;
    		this.height = height;
    		pixels = new int[width * height];
     
    		for (int i = 0; i < MAP_SIZE * MAP_SIZE; i++){
    			tiles[i] = random.nextInt(0xffffff);
    		}
    	}
     
     
     
    	public void clear(){
    		for (int i = 0; i < pixels.length; i++){
    		pixels[i] = 0;
    		}
    		}
     
     
     
    	public void render(int xoffset, int yoffset){
            for(int y = 0; y < height; y++){
            	int yy = y + yoffset;
            	//if (yy < 0 || yy >= height )break;
    			for(int x = 0; x < width; x++){
    			    int xx = x + xoffset;
    				//if (xx < 0 || xx >= width )break;
    			    int tileIndex = ((xx >> 4) & MAP_SIZE_MASK ) + ((yy >> 4) & MAP_SIZE_MASK) * MAP_SIZE;
    			    pixels[xx + yy * width] = tiles[tileIndex];
    			    //error uccurs when using a and d not w or s
     
    			}
    		}
    	}
     
    }

    And at last The Key class that listens to my keystrokes, i present..
    Keyboard;
    package com.cherno.input;
     
    import java.awt.event.KeyEvent;
    import java.awt.event.KeyListener;
     
    public class Keyboard implements KeyListener{
     
    	private boolean[] keys = new boolean[120];
    	public boolean up, down, left, right;
     
    	public void update(){
    		up = keys[KeyEvent.VK_UP] || keys[KeyEvent.VK_W];
    		down = keys[KeyEvent.VK_DOWN] || keys[KeyEvent.VK_S];
    		left = keys[KeyEvent.VK_LEFT] || keys[KeyEvent.VK_A];
    		right = keys[KeyEvent.VK_RIGHT] || keys[KeyEvent.VK_D];
     
     
    	}
     
     
    	public void keyPressed(KeyEvent e) {
    		keys[e.getKeyCode()] = true;
    	}
     
    	public void keyReleased(KeyEvent e) {
    		keys[e.getKeyCode()] = false;
    	}
     
    	public void keyTyped(KeyEvent e) {
     
    	}
     
    }

    I am SO happy for answers!


  2. #2
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    Default Re: Error while moving the tiles in frame

    The integer array 'pixels[]' in Screen.render() is being given an index value greater than the array has been initialized to hold. The offending index value is 48,600 which must be larger than the product width * height. Work backwards, find out what the product width * height is and determine how to either limit the element index values to one less than that value OR increase width * height to accommodate larger values, if required. Or use an ArrayList of Integers for pixel[] if the size of the pixel[] array is uncertain (I like this last suggestion the least, because it indicates the programmer doesn't know what's going on, and that's not good when working with graphics/pixels on a display surface.)

  3. The Following User Says Thank You to GregBrannon For This Useful Post:

    weirddan (January 17th, 2014)

  4. #3
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    Smile Re: Error while moving the tiles in frame

    So the array "pixels" is been given a value of ((300/16*9)*300)= 50625 and that is certainly greater than 48,600

    Isnt it the line;

    pixels = new int[width * height];


    that set the max value the array "pixel" can hold?

    --- Update ---

    In the main class i changed the line;
    screen.render(x, 0);
    to
    screen.render(x, y);
    this makes it crash with the same error when i press any fps move button(a,w,s,d) or any arrow button.
    in the tutorial i am following that is the correct line

    --- Update ---

    FIXED IT!. the error i got were because i (from main class Game) sent x and y to Screen but Screen did not actually do anything with it. by changing xx to x and yy to y in Following line i have successfully done what i intended.;

    pixels[xx + yy * width] = tiles[tileIndex];

    created the error, butt changing to;

    pixels[x + y * width] = tiles[tileIndex];


    fixed it!

    I removed this error by referring x and y in that line to those who Game is sending to Screen.

    Thanks for the help!!

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