Java/Game/Game Animation

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Animation Test 1

   <source lang="java">
      /*

DEVELOPING GAME IN JAVA Caracteristiques Editeur : NEW RIDERS Auteur : BRACKEEN Parution : 09 2003 Pages : 972 Isbn : 1-59273-005-1 Reliure : Paperback Disponibilite : Disponible a la librairie

  • /

import java.awt.DisplayMode; import java.awt.Graphics; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Image; import java.awt.Window; import java.util.ArrayList; import javax.swing.ImageIcon; import javax.swing.JFrame; public class AnimationTest1 {

 public static void main(String args[]) {
   DisplayMode displayMode;
   if (args.length == 3) {
     displayMode = new DisplayMode(Integer.parseInt(args[0]), Integer
         .parseInt(args[1]), Integer.parseInt(args[2]),
         DisplayMode.REFRESH_RATE_UNKNOWN);
   } else {
     displayMode = new DisplayMode(800, 600, 16,
         DisplayMode.REFRESH_RATE_UNKNOWN);
   }
   AnimationTest1 test = new AnimationTest1();
   test.run(displayMode);
 }
 private static final long DEMO_TIME = 5000;
 private SimpleScreenManager screen;
 private Image bgImage;
 private Animation anim;
 public void loadImages() {
   // load images
   bgImage = loadImage("images/background.jpg");
   Image player1 = loadImage("images/player1.png");
   Image player2 = loadImage("images/player2.png");
   Image player3 = loadImage("images/player3.png");
   // create animation
   anim = new Animation();
   anim.addFrame(player1, 250);
   anim.addFrame(player2, 150);
   anim.addFrame(player1, 150);
   anim.addFrame(player2, 150);
   anim.addFrame(player3, 200);
   anim.addFrame(player2, 150);
 }
 private Image loadImage(String fileName) {
   return new ImageIcon(fileName).getImage();
 }
 public void run(DisplayMode displayMode) {
   screen = new SimpleScreenManager();
   try {
     screen.setFullScreen(displayMode, new JFrame());
     loadImages();
     animationLoop();
   } finally {
     screen.restoreScreen();
   }
 }
 public void animationLoop() {
   long startTime = System.currentTimeMillis();
   long currTime = startTime;
   while (currTime - startTime < DEMO_TIME) {
     long elapsedTime = System.currentTimeMillis() - currTime;
     currTime += elapsedTime;
     // update animation
     anim.update(elapsedTime);
     // draw to screen
     Graphics g = screen.getFullScreenWindow().getGraphics();
     draw(g);
     g.dispose();
     // take a nap
     try {
       Thread.sleep(20);
     } catch (InterruptedException ex) {
     }
   }
 }
 public void draw(Graphics g) {
   // draw background
   g.drawImage(bgImage, 0, 0, null);
   // draw image
   g.drawImage(anim.getImage(), 0, 0, null);
 }

} /**

* The Animation class manages a series of images (frames) and the amount of
* time to display each frame.
*/

class Animation {

 private ArrayList frames;
 private int currFrameIndex;
 private long animTime;
 private long totalDuration;
 /**
  * Creates a new, empty Animation.
  */
 public Animation() {
   frames = new ArrayList();
   totalDuration = 0;
   start();
 }
 /**
  * Adds an image to the animation with the specified duration (time to
  * display the image).
  */
 public synchronized void addFrame(Image image, long duration) {
   totalDuration += duration;
   frames.add(new AnimFrame(image, totalDuration));
 }
 /**
  * Starts this animation over from the beginning.
  */
 public synchronized void start() {
   animTime = 0;
   currFrameIndex = 0;
 }
 /**
  * Updates this animation"s current image (frame), if neccesary.
  */
 public synchronized void update(long elapsedTime) {
   if (frames.size() > 1) {
     animTime += elapsedTime;
     if (animTime >= totalDuration) {
       animTime = animTime % totalDuration;
       currFrameIndex = 0;
     }
     while (animTime > getFrame(currFrameIndex).endTime) {
       currFrameIndex++;
     }
   }
 }
 /**
  * Gets this Animation"s current image. Returns null if this animation has
  * no images.
  */
 public synchronized Image getImage() {
   if (frames.size() == 0) {
     return null;
   } else {
     return getFrame(currFrameIndex).image;
   }
 }
 private AnimFrame getFrame(int i) {
   return (AnimFrame) frames.get(i);
 }
 private class AnimFrame {
   Image image;
   long endTime;
   public AnimFrame(Image image, long endTime) {
     this.image = image;
     this.endTime = endTime;
   }
 }

} /**

* The SimpleScreenManager class manages initializing and displaying full screen
* graphics modes.
*/

class SimpleScreenManager {

 private GraphicsDevice device;
 /**
  * Creates a new SimpleScreenManager object.
  */
 public SimpleScreenManager() {
   GraphicsEnvironment environment = GraphicsEnvironment
       .getLocalGraphicsEnvironment();
   device = environment.getDefaultScreenDevice();
 }
 /**
  * Enters full screen mode and changes the display mode.
  */
 public void setFullScreen(DisplayMode displayMode, JFrame window) {
   window.setUndecorated(true);
   window.setResizable(false);
   device.setFullScreenWindow(window);
   if (displayMode != null && device.isDisplayChangeSupported()) {
     try {
       device.setDisplayMode(displayMode);
     } catch (IllegalArgumentException ex) {
       // ignore - illegal mode for this device
     }
   }
 }
 /**
  * Returns the window currently used in full screen mode.
  */
 public Window getFullScreenWindow() {
   return device.getFullScreenWindow();
 }
 /**
  * Restores the screen"s display mode.
  */
 public void restoreScreen() {
   Window window = device.getFullScreenWindow();
   if (window != null) {
     window.dispose();
   }
   device.setFullScreenWindow(null);
 }

}


      </source>
   
  
 
  



Animation Test 2

   <source lang="java">
      /*

DEVELOPING GAME IN JAVA Caracteristiques Editeur : NEW RIDERS Auteur : BRACKEEN Parution : 09 2003 Pages : 972 Isbn : 1-59273-005-1 Reliure : Paperback Disponibilite : Disponible a la librairie

  • /

import java.awt.DisplayMode; import java.awt.EventQueue; import java.awt.Graphics; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Image; import java.awt.Toolkit; import java.awt.Window; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import java.lang.reflect.InvocationTargetException; import java.util.ArrayList; import javax.swing.ImageIcon; import javax.swing.JFrame; public class AnimationTest2 {

 public static void main(String args[]) {
   AnimationTest2 test = new AnimationTest2();
   test.run();
 }
 private static final DisplayMode POSSIBLE_MODES[] = {
     new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0),
     new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0),
     new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) };
 private static final long DEMO_TIME = 10000;
 private ScreenManager screen;
 private Image bgImage;
 private Animation anim;
 public void loadImages() {
   // load images
   bgImage = loadImage("images/background.jpg");
   Image player1 = loadImage("images/player1.png");
   Image player2 = loadImage("images/player2.png");
   Image player3 = loadImage("images/player3.png");
   // create animation
   anim = new Animation();
   anim.addFrame(player1, 250);
   anim.addFrame(player2, 150);
   anim.addFrame(player1, 150);
   anim.addFrame(player2, 150);
   anim.addFrame(player3, 200);
   anim.addFrame(player2, 150);
 }
 private Image loadImage(String fileName) {
   return new ImageIcon(fileName).getImage();
 }
 public void run() {
   screen = new ScreenManager();
   try {
     DisplayMode displayMode = screen
         .findFirstCompatibleMode(POSSIBLE_MODES);
     screen.setFullScreen(displayMode);
     loadImages();
     animationLoop();
   } finally {
     screen.restoreScreen();
   }
 }
 public void animationLoop() {
   long startTime = System.currentTimeMillis();
   long currTime = startTime;
   while (currTime - startTime < DEMO_TIME) {
     long elapsedTime = System.currentTimeMillis() - currTime;
     currTime += elapsedTime;
     // update animation
     anim.update(elapsedTime);
     // draw and update screen
     Graphics2D g = screen.getGraphics();
     draw(g);
     g.dispose();
     screen.update();
     // take a nap
     try {
       Thread.sleep(20);
     } catch (InterruptedException ex) {
     }
   }
 }
 public void draw(Graphics g) {
   // draw background
   g.drawImage(bgImage, 0, 0, null);
   // draw image
   g.drawImage(anim.getImage(), 0, 0, null);
 }

} /**

* The ScreenManager class manages initializing and displaying full screen
* graphics modes.
*/

class ScreenManager {

 private GraphicsDevice device;
 /**
  * Creates a new ScreenManager object.
  */
 public ScreenManager() {
   GraphicsEnvironment environment = GraphicsEnvironment
       .getLocalGraphicsEnvironment();
   device = environment.getDefaultScreenDevice();
 }
 /**
  * Returns a list of compatible display modes for the default device on the
  * system.
  */
 public DisplayMode[] getCompatibleDisplayModes() {
   return device.getDisplayModes();
 }
 /**
  * Returns the first compatible mode in a list of modes. Returns null if no
  * modes are compatible.
  */
 public DisplayMode findFirstCompatibleMode(DisplayMode modes[]) {
   DisplayMode goodModes[] = device.getDisplayModes();
   for (int i = 0; i < modes.length; i++) {
     for (int j = 0; j < goodModes.length; j++) {
       if (displayModesMatch(modes[i], goodModes[j])) {
         return modes[i];
       }
     }
   }
   return null;
 }
 /**
  * Returns the current display mode.
  */
 public DisplayMode getCurrentDisplayMode() {
   return device.getDisplayMode();
 }
 /**
  * Determines if two display modes "match". Two display modes match if they
  * have the same resolution, bit depth, and refresh rate. The bit depth is
  * ignored if one of the modes has a bit depth of
  * DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one
  * of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN.
  */
 public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2)
 {
   if (mode1.getWidth() != mode2.getWidth()
       || mode1.getHeight() != mode2.getHeight()) {
     return false;
   }
   if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI
       && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI
       && mode1.getBitDepth() != mode2.getBitDepth()) {
     return false;
   }
   if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN
       && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN
       && mode1.getRefreshRate() != mode2.getRefreshRate()) {
     return false;
   }
   return true;
 }
 /**
  * Enters full screen mode and changes the display mode. If the specified
  * display mode is null or not compatible with this device, or if the
  * display mode cannot be changed on this system, the current display mode
  * is used.
*

* The display uses a BufferStrategy with 2 buffers. */ public void setFullScreen(DisplayMode displayMode) { final JFrame frame = new JFrame(); frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); frame.setUndecorated(true); frame.setIgnoreRepaint(true); frame.setResizable(false); device.setFullScreenWindow(frame); if (displayMode != null && device.isDisplayChangeSupported()) { try { device.setDisplayMode(displayMode); } catch (IllegalArgumentException ex) { } // fix for mac os x frame.setSize(displayMode.getWidth(), displayMode.getHeight()); } // avoid potential deadlock in 1.4.1_02 try { EventQueue.invokeAndWait(new Runnable() { public void run() { frame.createBufferStrategy(2); } }); } catch (InterruptedException ex) { // ignore } catch (InvocationTargetException ex) { // ignore } } /** * Gets the graphics context for the display. The ScreenManager uses double * buffering, so applications must call update() to show any graphics drawn. * <p> * The application must dispose of the graphics object. */ public Graphics2D getGraphics() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); return (Graphics2D) strategy.getDrawGraphics(); } else { return null; } } /** * Updates the display. */ public void update() { Window window = device.getFullScreenWindow(); if (window != null) { BufferStrategy strategy = window.getBufferStrategy(); if (!strategy.contentsLost()) { strategy.show(); } } // Sync the display on some systems. // (on Linux, this fixes event queue problems) Toolkit.getDefaultToolkit().sync(); } /** * Returns the window currently used in full screen mode. Returns null if * the device is not in full screen mode. */ public JFrame getFullScreenWindow() { return (JFrame) device.getFullScreenWindow(); } /** * Returns the width of the window currently used in full screen mode. * Returns 0 if the device is not in full screen mode. */ public int getWidth() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getWidth(); } else { return 0; } } /** * Returns the height of the window currently used in full screen mode. * Returns 0 if the device is not in full screen mode. */ public int getHeight() { Window window = device.getFullScreenWindow(); if (window != null) { return window.getHeight(); } else { return 0; } } /** * Restores the screen"s display mode. */ public void restoreScreen() { Window window = device.getFullScreenWindow(); if (window != null) { window.dispose(); } device.setFullScreenWindow(null); } /** * Creates an image compatible with the current display. */ public BufferedImage createCompatibleImage(int w, int h, int transparancy) { Window window = device.getFullScreenWindow(); if (window != null) { GraphicsConfiguration gc = window.getGraphicsConfiguration(); return gc.createCompatibleImage(w, h, transparancy); } return null; } } /** * The Animation class manages a series of images (frames) and the amount of * time to display each frame. */ class Animation { private ArrayList frames; private int currFrameIndex; private long animTime; private long totalDuration; /** * Creates a new, empty Animation. */ public Animation() { frames = new ArrayList(); totalDuration = 0; start(); } /** * Adds an image to the animation with the specified duration (time to * display the image). */ public synchronized void addFrame(Image image, long duration) { totalDuration += duration; frames.add(new AnimFrame(image, totalDuration)); } /** * Starts this animation over from the beginning. */ public synchronized void start() { animTime = 0; currFrameIndex = 0; } /** * Updates this animation"s current image (frame), if neccesary. */ public synchronized void update(long elapsedTime) { if (frames.size() > 1) { animTime += elapsedTime; if (animTime >= totalDuration) { animTime = animTime % totalDuration; currFrameIndex = 0; } while (animTime > getFrame(currFrameIndex).endTime) { currFrameIndex++; } } } /** * Gets this Animation"s current image. Returns null if this animation has * no images. */ public synchronized Image getImage() { if (frames.size() == 0) { return null; } else { return getFrame(currFrameIndex).image; } } private AnimFrame getFrame(int i) { return (AnimFrame) frames.get(i); } private class AnimFrame { Image image; long endTime; public AnimFrame(Image image, long endTime) { this.image = image; this.endTime = endTime; } } } </source>

Mouse look Test

   <source lang="java">
      /*

DEVELOPING GAME IN JAVA Caracteristiques Editeur : NEW RIDERS Auteur : BRACKEEN Parution : 09 2003 Pages : 972 Isbn : 1-59273-005-1 Reliure : Paperback Disponibilite : Disponible a la librairie

  • /

import java.awt.AWTException; import java.awt.Color; import java.awt.DisplayMode; import java.awt.EventQueue; import java.awt.Font; import java.awt.Graphics2D; import java.awt.GraphicsConfiguration; import java.awt.GraphicsDevice; import java.awt.GraphicsEnvironment; import java.awt.Image; import java.awt.Point; import java.awt.RenderingHints; import java.awt.Robot; import java.awt.Toolkit; import java.awt.Window; import java.awt.event.KeyEvent; import java.awt.event.KeyListener; import java.awt.event.MouseEvent; import java.awt.event.MouseMotionListener; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import java.lang.reflect.InvocationTargetException; import javax.swing.ImageIcon; import javax.swing.JFrame; import javax.swing.SwingUtilities; /**

* A simple mouselook test. Using mouselook, the user can virtually move the
* mouse in any direction indefinitly. Without mouselook, the mouse stops when
* it hits the edge of the screen.
* <p>
* Mouselook works by recentering the mouse whenever it is moved, so it can
* always measure the relative mouse movement, and the mouse never hits the edge
* of the screen.
*/

public class MouselookTest extends GameCore implements MouseMotionListener,

   KeyListener {
 public static void main(String[] args) {
   new MouselookTest().run();
 }
 private Image bgImage;
 private Robot robot;
 private Point mouseLocation;
 private Point centerLocation;
 private Point imageLocation;
 private boolean relativeMouseMode;
 private boolean isRecentering;
 public void init() {
   super.init();
   mouseLocation = new Point();
   centerLocation = new Point();
   imageLocation = new Point();
   relativeMouseMode = true;
   isRecentering = false;
   try {
     robot = new Robot();
     recenterMouse();
     mouseLocation.x = centerLocation.x;
     mouseLocation.y = centerLocation.y;
   } catch (AWTException ex) {
     System.out.println("Couldn"t create Robot!");
   }
   Window window = screen.getFullScreenWindow();
   window.addMouseMotionListener(this);
   window.addKeyListener(this);
   bgImage = loadImage("../images/background.jpg");
 }
 public synchronized void draw(Graphics2D g) {
   int w = screen.getWidth();
   int h = screen.getHeight();
   // make sure position is correct
   imageLocation.x %= w;
   imageLocation.y %= screen.getHeight();
   if (imageLocation.x < 0) {
     imageLocation.x += w;
   }
   if (imageLocation.y < 0) {
     imageLocation.y += screen.getHeight();
   }
   // draw the image in four places to cover the screen
   int x = imageLocation.x;
   int y = imageLocation.y;
   g.drawImage(bgImage, x, y, null);
   g.drawImage(bgImage, x - w, y, null);
   g.drawImage(bgImage, x, y - h, null);
   g.drawImage(bgImage, x - w, y - h, null);
   // draw instructions
   g.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING,
       RenderingHints.VALUE_TEXT_ANTIALIAS_ON);
   g.drawString("Press Space to change mouse modes.", 5, FONT_SIZE);
   g.drawString("Press Escape to exit.", 5, FONT_SIZE * 2);
 }
 /**
  * Uses the Robot class to try to postion the mouse in the center of the
  * screen.
  * <p>
  * Note that use of the Robot class may not be available on all platforms.
  */
 private synchronized void recenterMouse() {
   Window window = screen.getFullScreenWindow();
   if (robot != null && window.isShowing()) {
     centerLocation.x = window.getWidth() / 2;
     centerLocation.y = window.getHeight() / 2;
     SwingUtilities.convertPointToScreen(centerLocation, window);
     isRecentering = true;
     robot.mouseMove(centerLocation.x, centerLocation.y);
   }
 }
 // from the MouseMotionListener interface
 public void mouseDragged(MouseEvent e) {
   mouseMoved(e);
 }
 // from the MouseMotionListener interface
 public synchronized void mouseMoved(MouseEvent e) {
   // this event is from re-centering the mouse - ignore it
   if (isRecentering && centerLocation.x == e.getX()
       && centerLocation.y == e.getY()) {
     isRecentering = false;
   } else {
     int dx = e.getX() - mouseLocation.x;
     int dy = e.getY() - mouseLocation.y;
     imageLocation.x += dx;
     imageLocation.y += dy;
     // recenter the mouse
     if (relativeMouseMode) {
       recenterMouse();
     }
   }
   mouseLocation.x = e.getX();
   mouseLocation.y = e.getY();
 }
 // from the KeyListener interface
 public void keyPressed(KeyEvent e) {
   if (e.getKeyCode() == KeyEvent.VK_ESCAPE) {
     // exit the program
     stop();
   } else if (e.getKeyCode() == KeyEvent.VK_SPACE) {
     // change relative mouse mode
     relativeMouseMode = !relativeMouseMode;
   }
 }
 // from the KeyListener interface
 public void keyReleased(KeyEvent e) {
   // do nothing
 }
 // from the KeyListener interface
 public void keyTyped(KeyEvent e) {
   // do nothing
 }

} /**

* Simple abstract class used for testing. Subclasses should implement the
* draw() method.
*/

abstract class GameCore {

 protected static final int FONT_SIZE = 24;
 private static final DisplayMode POSSIBLE_MODES[] = {
     new DisplayMode(800, 600, 32, 0), new DisplayMode(800, 600, 24, 0),
     new DisplayMode(800, 600, 16, 0), new DisplayMode(640, 480, 32, 0),
     new DisplayMode(640, 480, 24, 0), new DisplayMode(640, 480, 16, 0) };
 private boolean isRunning;
 protected ScreenManager screen;
 /**
  * Signals the game loop that it"s time to quit
  */
 public void stop() {
   isRunning = false;
 }
 /**
  * Calls init() and gameLoop()
  */
 public void run() {
   try {
     init();
     gameLoop();
   } finally {
     screen.restoreScreen();
   }
 }
 /**
  * Sets full screen mode and initiates and objects.
  */
 public void init() {
   screen = new ScreenManager();
   DisplayMode displayMode = screen
       .findFirstCompatibleMode(POSSIBLE_MODES);
   screen.setFullScreen(displayMode);
   Window window = screen.getFullScreenWindow();
   window.setFont(new Font("Dialog", Font.PLAIN, FONT_SIZE));
   window.setBackground(Color.blue);
   window.setForeground(Color.white);
   isRunning = true;
 }
 public Image loadImage(String fileName) {
   return new ImageIcon(fileName).getImage();
 }
 /**
  * Runs through the game loop until stop() is called.
  */
 public void gameLoop() {
   long startTime = System.currentTimeMillis();
   long currTime = startTime;
   while (isRunning) {
     long elapsedTime = System.currentTimeMillis() - currTime;
     currTime += elapsedTime;
     // update
     update(elapsedTime);
     // draw the screen
     Graphics2D g = screen.getGraphics();
     draw(g);
     g.dispose();
     screen.update();
     // take a nap
     try {
       Thread.sleep(20);
     } catch (InterruptedException ex) {
     }
   }
 }
 /**
  * Updates the state of the game/animation based on the amount of elapsed
  * time that has passed.
  */
 public void update(long elapsedTime) {
   // do nothing
 }
 /**
  * Draws to the screen. Subclasses must override this method.
  */
 public abstract void draw(Graphics2D g);

} /**

* The ScreenManager class manages initializing and displaying full screen
* graphics modes.
*/

class ScreenManager {

 private GraphicsDevice device;
 /**
  * Creates a new ScreenManager object.
  */
 public ScreenManager() {
   GraphicsEnvironment environment = GraphicsEnvironment
       .getLocalGraphicsEnvironment();
   device = environment.getDefaultScreenDevice();
 }
 /**
  * Returns a list of compatible display modes for the default device on the
  * system.
  */
 public DisplayMode[] getCompatibleDisplayModes() {
   return device.getDisplayModes();
 }
 /**
  * Returns the first compatible mode in a list of modes. Returns null if no
  * modes are compatible.
  */
 public DisplayMode findFirstCompatibleMode(DisplayMode modes[]) {
   DisplayMode goodModes[] = device.getDisplayModes();
   for (int i = 0; i < modes.length; i++) {
     for (int j = 0; j < goodModes.length; j++) {
       if (displayModesMatch(modes[i], goodModes[j])) {
         return modes[i];
       }
     }
   }
   return null;
 }
 /**
  * Returns the current display mode.
  */
 public DisplayMode getCurrentDisplayMode() {
   return device.getDisplayMode();
 }
 /**
  * Determines if two display modes "match". Two display modes match if they
  * have the same resolution, bit depth, and refresh rate. The bit depth is
  * ignored if one of the modes has a bit depth of
  * DisplayMode.BIT_DEPTH_MULTI. Likewise, the refresh rate is ignored if one
  * of the modes has a refresh rate of DisplayMode.REFRESH_RATE_UNKNOWN.
  */
 public boolean displayModesMatch(DisplayMode mode1, DisplayMode mode2)
 {
   if (mode1.getWidth() != mode2.getWidth()
       || mode1.getHeight() != mode2.getHeight()) {
     return false;
   }
   if (mode1.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI
       && mode2.getBitDepth() != DisplayMode.BIT_DEPTH_MULTI
       && mode1.getBitDepth() != mode2.getBitDepth()) {
     return false;
   }
   if (mode1.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN
       && mode2.getRefreshRate() != DisplayMode.REFRESH_RATE_UNKNOWN
       && mode1.getRefreshRate() != mode2.getRefreshRate()) {
     return false;
   }
   return true;
 }
 /**
  * Enters full screen mode and changes the display mode. If the specified
  * display mode is null or not compatible with this device, or if the
  * display mode cannot be changed on this system, the current display mode
  * is used.
  * <p>
  * The display uses a BufferStrategy with 2 buffers.
  */
 public void setFullScreen(DisplayMode displayMode) {
   final JFrame frame = new JFrame();
   frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
   frame.setUndecorated(true);
   frame.setIgnoreRepaint(true);
   frame.setResizable(false);
   device.setFullScreenWindow(frame);
   if (displayMode != null && device.isDisplayChangeSupported()) {
     try {
       device.setDisplayMode(displayMode);
     } catch (IllegalArgumentException ex) {
     }
     // fix for mac os x
     frame.setSize(displayMode.getWidth(), displayMode.getHeight());
   }
   // avoid potential deadlock in 1.4.1_02
   try {
     EventQueue.invokeAndWait(new Runnable() {
       public void run() {
         frame.createBufferStrategy(2);
       }
     });
   } catch (InterruptedException ex) {
     // ignore
   } catch (InvocationTargetException ex) {
     // ignore
   }
 }
 /**
  * Gets the graphics context for the display. The ScreenManager uses double
  * buffering, so applications must call update() to show any graphics drawn.
  * <p>
  * The application must dispose of the graphics object.
  */
 public Graphics2D getGraphics() {
   Window window = device.getFullScreenWindow();
   if (window != null) {
     BufferStrategy strategy = window.getBufferStrategy();
     return (Graphics2D) strategy.getDrawGraphics();
   } else {
     return null;
   }
 }
 /**
  * Updates the display.
  */
 public void update() {
   Window window = device.getFullScreenWindow();
   if (window != null) {
     BufferStrategy strategy = window.getBufferStrategy();
     if (!strategy.contentsLost()) {
       strategy.show();
     }
   }
   // Sync the display on some systems.
   // (on Linux, this fixes event queue problems)
   Toolkit.getDefaultToolkit().sync();
 }
 /**
  * Returns the window currently used in full screen mode. Returns null if
  * the device is not in full screen mode.
  */
 public JFrame getFullScreenWindow() {
   return (JFrame) device.getFullScreenWindow();
 }
 /**
  * Returns the width of the window currently used in full screen mode.
  * Returns 0 if the device is not in full screen mode.
  */
 public int getWidth() {
   Window window = device.getFullScreenWindow();
   if (window != null) {
     return window.getWidth();
   } else {
     return 0;
   }
 }
 /**
  * Returns the height of the window currently used in full screen mode.
  * Returns 0 if the device is not in full screen mode.
  */
 public int getHeight() {
   Window window = device.getFullScreenWindow();
   if (window != null) {
     return window.getHeight();
   } else {
     return 0;
   }
 }
 /**
  * Restores the screen"s display mode.
  */
 public void restoreScreen() {
   Window window = device.getFullScreenWindow();
   if (window != null) {
     window.dispose();
   }
   device.setFullScreenWindow(null);
 }
 /**
  * Creates an image compatible with the current display.
  */
 public BufferedImage createCompatibleImage(int w, int h, int transparancy) {
   Window window = device.getFullScreenWindow();
   if (window != null) {
     GraphicsConfiguration gc = window.getGraphicsConfiguration();
     return gc.createCompatibleImage(w, h, transparancy);
   }
   return null;
 }

}

      </source>