Making Tilesprites with jframe

Hello, We're making a homework assignment using jframe. Just a simple point and click adventure and the assignment itself is finished. Just want to add some Sexappeal by making the a map using Tilesprites. My question is if you have any tips on how I should approach this. Can I do this with jframe itself or do I need something like openCV or other things? Thanks in advance for any clues
4 Replies
JavaBot
JavaBot6mo ago
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Dexter
Dexter6mo ago
for (int row = 0; row < map.length; row++) {
for (int col = 0; col < map[row].length; col++) {
Image tileImage = tileImages[map[row][col]];
g.drawImage(tileImage, col * tileSize, row * tileSize, null);
}
}
for (int row = 0; row < map.length; row++) {
for (int col = 0; col < map[row].length; col++) {
Image tileImage = tileImages[map[row][col]];
g.drawImage(tileImage, col * tileSize, row * tileSize, null);
}
}
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Karlas2
Karlas26mo ago
Use a JPanel for your map Create a custom JPanel subclass where you override paintComponent(Graphics g). This is where you’ll draw your tiles. Tile Sprites as Images Load your tile sprites as small images (BufferedImage or ImageIcon). Each tile represents one “block” or “cell” of your map. Map Data Structure Represent your map as a 2D array (e.g., int[][]) where each number corresponds to a specific tile type/image. Drawing the Map In your overridden paintComponent method, loop through the 2D array, and draw the corresponding tile image at the right position. For example: Handling clicks Add mouse listeners to your JPanel to detect clicks. Use the click coordinates to figure out which tile was clicked by dividing the click position by tile size. Keep it simple Since this is a homework assignment, try to keep your map small and simple — for example, 10x10 tiles, each 32x32 pixels. hope thus helps
JavaBot
JavaBot6mo ago
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