A lot of improvements for the RPI. Uses images cached on the gpu.
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@@ -6,10 +6,12 @@ import java.awt.Color;
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import java.awt.Graphics2D;
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import java.awt.Polygon;
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import java.awt.RenderingHints;
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import java.awt.Transparency;
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import java.awt.geom.Line2D;
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import java.awt.geom.Point2D;
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import java.awt.geom.Rectangle2D;
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import java.awt.image.BufferedImage;
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import java.awt.image.VolatileImage;
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import java.util.ArrayList;
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import java.util.List;
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@@ -21,7 +23,7 @@ public class PlayArea {
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public List<Path> paths;
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private Polygon octagon,hitArea;
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public Rectangle2D[] hitAreas; //de area voor elk path die de enemy moet raken
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private BufferedImage background;
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private VolatileImage background;
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public PlayArea(double xToRight,double heightOfGameScreen,double widthOfGameScreen, int sizeOctagon) {
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super();
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@@ -96,7 +98,9 @@ public class PlayArea {
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paths.add(new Path(hitArea.xpoints[4] - Enemy.distanceToOctagon,hitArea.ypoints[4] ,hitArea.xpoints[4],hitArea.ypoints[4]));//left
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paths.add(new Path(hitArea.xpoints[5] - angleX,hitArea.ypoints[5] - angleY ,hitArea.xpoints[5],hitArea.ypoints[5]));//left -top
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background = new BufferedImage(1280, 1024, BufferedImage.TYPE_INT_ARGB);
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//drawing into buffer
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background = Images.initVolatileImage(1280,1024, Transparency.BITMASK);
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Graphics2D g2 = background.createGraphics();
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RenderingHints rh = new RenderingHints(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
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g2.setRenderingHints(rh);
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@@ -110,8 +114,8 @@ public class PlayArea {
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}
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g2.draw(octagon);
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g2.draw(hitArea);
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g2.dispose();
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background.createGraphics();
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background = Images.toCompatibleImage(background);
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}
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public void draw(Graphics2D g2){
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