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Java Games Programming Tutorial #1n

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It's time to learn some Slick2D!

This time we're aiming to just have a window which says "Hello World" on it! 


Please note the terms - 

AppGameContainer, BasicGameState, StateBasedGame, GameContainer & delta will be explained in the next tutorial


Let's start with some classes!


  1. Make a new class called 'Display', I'd suggest putting it into a package mine in a package called: 
  2. Now make another class and call this 'State1', I'd also suggest putting this into a package but with an extra subfolder
    com.mace.teaching.states; is mine.

Now let's run through the code we use in 'Display' 

package com.mace.teaching;

//Below we import the required Slick classes
import org.newdawn.slick.AppGameContainer;
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.state.StateBasedGame;

//Importing our State1 class for use in Display
import com.mace.teaching.states.State1;

//Here we inherit all the things we need from Slick's 'StateBasedGame' class
public class Display extends StateBasedGame{

        //Variables we'll use, g_name is the window title
        //Width = window width
        //Height is the window height
	static String g_name = "Slick2D";
	static int WIDTH = 400; 
	static int HEIGHT = 400; 
        //Our constructor takes a string as a requirement
	public Display(String name) {
		this.addState(new State1()); //Here we add our 'State1' as a game state to be used
                //Don't worry if Eclipse readlines, we'll add the functionality for it to work soon!

        //An inherited method from the StateBasedGame class
	public void initStatesList(GameContainer gc) throws SlickException {
		// TODO Auto-generated method stub
		this.enterState(0); //Here we specify that we want state1 to be the one we enter first
	public static void main(String args[]){
              //Our AppGameContainer will create the GUI window we see
		AppGameContainer agc;
                        //Here we pass in this class as the StateBasedGame
			agc = new AppGameContainer(new Display(g_name)); 
                        //Setting the display mode, requirements for this function are - 
                        //agc.setDisplayMode(int width, int height, boolean fullscrean);
			agc.setDisplayMode(WIDTH, HEIGHT, false);
                        //Here we tell it to create the window 
		}catch(SlickException e){
                       //Just in case we can't create the window, we catch the exception


Here's the code for the class 'State1'

package com.mace.teaching.states;

//Imports again!
import org.newdawn.slick.GameContainer;
import org.newdawn.slick.Graphics;
import org.newdawn.slick.SlickException;
import org.newdawn.slick.state.BasicGameState;
import org.newdawn.slick.state.StateBasedGame;

//Inheriting the methods from BasicGameState
public class State1 extends BasicGameState {

	//The text we will draw to our new window 
	String hi = "Hello World";

	public void init(GameContainer gc, StateBasedGame sbg) throws SlickException {
		  //In Slick this method is called once to initialize data and that's it

	         //Because it's called once it throws a SlickException for when we get to
                //resource loading 

	public void render(GameContainer gc, StateBasedGame sbg, Graphics g) throws SlickException {
		 // This is the method which will render data to the screen
                 //It gets called a number of times per second so it can constantly update the position
                 //of objects on the screen

                 //The instruction below tells the graphics tool to take a string variable
                 //And draw text to the location of 150,150
                //The generic requirements for rendering are - g.RandomFunc(Object obj, int x, int y); 
		g.drawString(hi, 150 , 150);

	public void update(GameContainer gc, StateBasedGame sbg, int delta) throws SlickException {
		// This is the update method where the bulk of the code will go 
                // This is where things like collision detection, key presses & general game logic are
                //handled. It gets called in the game loop cycle as often as render. 
                //The calling per cycle will become important when we use delta

	public int getID() {
		// This tells our 'Display' class what number this state is
		return 0;


If all is well, when you try run this you should see - 



If not, paste any console messages and I'll you why. The full details of what we've done will be explained in the next tutorial 'Tut 1 - Code walk through!' 


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