Sabtu, 14 Maret 2026

GTGE

 https://github.com/dveag/naveGame

https://janbakerblogs899.blogspot.com/2013/03/animated-sprite-2-dimensions-with-gtge.html?m=1


https://nwcourses.github.io/oop/topic5.html


// Conceptual example of animation in a GTGE game

// Note: This requires the GTGE library to run

import com.golden.gamedev.Game;

import com.golden.gamedev.object.Animation;

import com.golden.gamedev.object.Sprite;

import java.awt.Graphics2D;


public class MyGame extends Game {

    Animation anim;

    Sprite sprite;


    public void initResources() {

        // Load sprite sheet

        BufferedImage[] images = getImages("resources/player.png", 4, 1);

        // Create animation (4 frames, 100ms delay)

        anim = new Animation(images, 100);

        // Create sprite

        sprite = new Sprite(anim, 100, 100);

    }


    public void update(long elapsedTime) {

        // Update animation and sprite

        anim.update(elapsedTime);

        sprite.update(elapsedTime);

    }


    public void render(Graphics2D g) {

        // Draw sprite

        sprite.render(g);

    }

}


import com.golden.gamedev.Game;

import com.golden.gamedev.GameLoader;

import com.golden.gamedev.object.AnimatedSprite;

import com.golden.gamedev.object.SpriteGroup;

import java.awt.Graphics2D;

import java.awt.image.BufferedImage;


public class AnimasiGTGE extends Game {


    AnimatedSprite player;

    SpriteGroup playerGroup;


    @Override

    public void initResources() {

        // 1. Muat gambar animasi (contoh: walk1.png, walk2.png, walk3.png)

        BufferedImage[] images = new BufferedImage[]{

            getImage("images/walk1.png"),

            getImage("images/walk2.png"),

            getImage("images/walk3.png")

        };


        // 2. Buat AnimatedSprite dengan array gambar

        player = new AnimatedSprite(images, 100, 100);

        

        // 3. Atur kecepatan animasi (frame per detik)

        player.setAnimationTimer(100); 

        player.setLoopAnim(true); // Animasi berulang


        playerGroup = new SpriteGroup("Player Group");

        playerGroup.add(player);

    }


    @Override

    public void update(long elapsedTime) {

        // Update animasi

        player.update(elapsedTime);

    }


    @Override

    public void render(Graphics2D g) {

        // Gambar sprite

        playerGroup.render(g);

    }


    public static void main(String[] args) {

        GameLoader game = new GameLoader();

        game.setup(new AnimasiGTGE(), new java.awt.Dimension(640, 480), false);

        game.start();

    }

}

import com.golden.gamedev.Game;
import com.golden.gamedev.object.Sprite;
import com.golden.gamedev.object.AnimatedSprite;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;

public class AnimasiGame extends Game {

    AnimatedSprite player;
    BufferedImage[] frames;

    @Override
    public void initResources() {
        // 1. Memuat gambar animasi (contoh: karakter berjalan)
        frames = getImages("resources/karakter.png", 3, 1); // 3 kolom, 1 baris
        
        // 2. Membuat AnimatedSprite
        player = new AnimatedSprite(frames, 100, 100);
        player.setAnimationFrame(0); // Mulai dari frame pertama
        player.setAnimationTimer(200); // Kecepatan animasi (milidetik)
    }

    @Override
    public void update(long elapsedTime) {
        // Logika pergerakan animasi
        player.update(elapsedTime);
        player.move(0.1); // Bergerak sedikit setiap frame
    }

    @Override
    public void render(Graphics2D g) {
        // Menggambar animasi ke layar
        player.render(g);
    }

    public static void main(String[] args) {
        // Menjalankan game
        // GameLoader game = new GameLoader();
        // game.setup(new AnimasiGame(), new Dimension(640,480), false);
        // game.start();
    }
}
3. Implementasi Animasi dengan Tlabel (Teks)
Jika yang dimaksud adalah animasi teks (misalnya teks berkedip), Anda bisa memanipulasi TLabel dalam metode update.
java
import com.golden.gamedev.object.font.SystemFont;
import com.golden.gamedev.object.TLabel;

// Di dalam kelas Game
TLabel titleLabel;
long timer;

public void initResources() {
    titleLabel = new TLabel("MENU UTAMA", new SystemFont());
    titleLabel.setLocation(100, 100);
}

public void update(long elapsedTime) {
    timer += elapsedTime;
    
    // Animasi teks berkedip setiap 500ms
    if (timer > 500) {
        if (titleLabel.getText().equals("")) {
            titleLabel.setText("MENU UTAMA");
        } else {
            titleLabel.setText("");
        }
        timer = 0;
    }
}

public void render(Graphics2D g) {
    titleLabel.render(g);
}
4. Poin Penting Penggunaan
getImages(String path, int col, int row): Digunakan untuk memecah gambar spritesheet menjadi array frame animasi.
AnimatedSprite: Subclass dari Sprite khusus untuk animasi yang memudahkan pengaturan frame dan kecepatan.
update(long elapsedTime): Harus memanggil update animasi agar frame berubah seiring waktu. 
jurnalmahasiswa.com
jurnalmahasiswa.com
 +1
GTGE sangat cocok untuk pemula yang ingin memahami konsep dasar pergerakan sprite dan animasi di Java. 
Neliti
Neliti
pembuatan game personal computer “wizan fighter” - Neliti
Java Programming Language with Library GTGE. The authors also use the Golden T. Game Engine (GTGE) a cross-platform game programming library using java.

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Animasi Objek 3D Bergerak Menggunakan Java
Abstrak − Artikel ini akan membahas hasil review kami mengenai Implementasi animasi objek bergerak berbasis Java. Penelitian ini mengeksplorasi teknik ...

jurnalmahasiswa.com
Java Game Development with GTGE in NetBeans | PDF - Scribd
Keyword: GTGE, Java Game, Sprite game, java2D, Animation Game. 3 1. PENDAHULUAN. Game-game Java yang beredar dimasyarakat belum begitu banyak hasil karya atau

Scribd

RANCANG BANGUN GAME COLLEGE STORY MENGGUNAKAN ...
Game Engine (GTGE). GTGE merupakan sebuah ... pemograman Java (Java Library). (c). Muchlas Iman ... animasi pembuka yang muncul. (3) Credits, maksud ...

ns1.unaki.ac.id
AI dapat membuat kesalahan, jadi periksa kembali responsnya


import javax.swing.*;
import java.awt.event.*;
import java.awt.*;

public class AnimatedButton extends JFrame {
    private JButton button;
    private int x = 0;
    private Timer timer;

    public AnimatedButton() {
        setTitle("Animated Button");
        setSize(400, 200);
        setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        setLayout(null); // Used for absolute positioning

        button = new JButton("Move Me!");
        button.setBounds(x, 50, 100, 30);
        add(button);

        // Timer fires every 10ms to move the button
        timer = new Timer(10, new ActionListener() {
            @Override
            public void actionPerformed(ActionEvent e) {
                x += 1;
                if (x > getWidth()) {
                    x = -100; // Reset position
                }
                button.setLocation(x, 50);
            }
        });
        timer.start();
        setVisible(true);
    }

    public static void main(String[] args) {
        new AnimatedButton();
    }
}


import com.golden.gamedev.Game;
import com.golden.gamedev.object.Animation;
import com.golden.gamedev.object.Sprite;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;

public class AnimationExample extends Game {

    Sprite player;
    Animation playerAnimation;

    @Override
    public void initResources() {
        // 1. Load your frames (Assume player1.png, player2.png exist)
        BufferedImage[] frames = new BufferedImage[2];
        frames[0] = getImage("player1.png");
        frames[1] = getImage("player2.png");

        // 2. Create Animation (frames, delay/speed, repeat)
        playerAnimation = new Animation(frames, 100, true);

        // 3. Create Sprite
        player = new Sprite(playerAnimation);
        player.setLocation(100, 100);
    }

    @Override
    public void update(long elapsedTime) {
        // 4. Update the sprite/animation
        player.update(elapsedTime);
    }

    @Override
    public void render(Graphics2D g) {
        // 5. Render the sprite
        player.render(g);
    }
}


import javax.swing.*;
import java.awt.*;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;

public class OpeningLabelAnimation {
    public static void main(String[] args) {
        JFrame frame = new JFrame("Label Opening Animation");
        JPanel panel = new JPanel(null); // Null layout for manual positioning
        
        JLabel label = new JLabel("Opening...");
        label.setOpaque(true);
        label.setBackground(Color.CYAN);
        label.setHorizontalAlignment(SwingConstants.CENTER);
        
        // Initial state: small and invisible
        label.setBounds(100, 100, 0, 0); 
        panel.add(label);
        frame.add(panel);
        
        frame.setSize(400, 400);
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        frame.setVisible(true);

        // Animation Timer: Increases size every 10ms
        Timer timer = new Timer(10, new ActionListener() {
            int width = 0;
            int height = 0;
            @Override
            public void actionPerformed(ActionEvent e) {
                if (width < 200) {
                    width += 2;
                    height += 1;
                    label.setSize(width, height);
                } else {
                    ((Timer)e.getSource()).stop(); // Stop when fully open
                }
            }
        });
        timer.start();
    }
}

// Conceptual example of animation in a GTGE game
// Note: This requires the GTGE library to run
import com.golden.gamedev.Game;
import com.golden.gamedev.object.Animation;
import com.golden.gamedev.object.Sprite;
import java.awt.Graphics2D;

public class MyGame extends Game {
    Animation anim;
    Sprite sprite;

    public void initResources() {
        // Load sprite sheet
        BufferedImage[] images = getImages("resources/player.png", 4, 1);
        // Create animation (4 frames, 100ms delay)
        anim = new Animation(images, 100);
        // Create sprite
        sprite = new Sprite(anim, 100, 100);
    }

    public void update(long elapsedTime) {
        // Update animation and sprite
        anim.update(elapsedTime);
        sprite.update(elapsedTime);
    }

    public void render(Graphics2D g) {
        // Draw sprite
        sprite.render(g);
    }
}

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