Here is why 640x480 was the magic number:
BufferedImage backBuffer = new BufferedImage(640, 480, BufferedImage.TYPE_INT_RGB); Graphics g = backBuffer.getGraphics(); // draw game objects g.dispose(); frame.getGraphics().drawImage(backBuffer, 0, 0, null); 640x480 java games
With one final, desperate tap of the center button, your character unleashes a "Mega-Byte Blast." The Null Pointer dissolves into a shower of white pixels. The End of the Session A simple text box appears: "QUEST COMPLETE. YOU ARE THE MASTER OF JAVA." Here is why 640x480 was the magic number:
Here is why 640x480 was the magic number:
BufferedImage backBuffer = new BufferedImage(640, 480, BufferedImage.TYPE_INT_RGB); Graphics g = backBuffer.getGraphics(); // draw game objects g.dispose(); frame.getGraphics().drawImage(backBuffer, 0, 0, null);
With one final, desperate tap of the center button, your character unleashes a "Mega-Byte Blast." The Null Pointer dissolves into a shower of white pixels. The End of the Session A simple text box appears: "QUEST COMPLETE. YOU ARE THE MASTER OF JAVA."