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.
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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
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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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