/** * Main game panel where all drawing and logic happens. * Uses BufferStrategy for smooth, tear-free rendering. */ private class GamePanel extends JPanel { private static final long serialVersionUID = 1L;
// Game constants private static final int WIDTH = 220; private static final int HEIGHT = 176; private static final int SCALE = 2; // Scale up for visibility on modern screens (440x352) private static final String TITLE = "SOLID PIECE - 220x176";
/** * Solid player piece (a crisp, retro block). */ private static class SolidPlayer { private int x, y; private static final int SIZE = 12; private static final int SPEED = 16;
random = new Random(); initGame(); }
public SolidPieceGame() { setTitle(TITLE); setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE); setResizable(false);
public static void main(String[] args) { SwingUtilities.invokeLater(() -> { new SolidPieceGame(); }); } }
int key = e.getKeyCode(); if (key == KeyEvent.VK_LEFT) { player.moveLeft(); lastMoveTime = currentTime; } else if (key == KeyEvent.VK_RIGHT) { player.moveRight(); lastMoveTime = currentTime; } } } } java games 220x176
public SolidCollectible(int x, int y) { this.x = x; this.y = y; this.active = true; }
// Scale graphics to our game resolution g.scale(SCALE, SCALE); g.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_OFF); g.setRenderingHint(RenderingHints.KEY_TEXT_ANTIALIASING, RenderingHints.VALUE_TEXT_ANTIALIAS_OFF);
setLocationRelativeTo(null); setVisible(true); /** * Main game panel where all drawing and logic happens
private void startGame() { running = true; gameThread = new Thread(new GameLoop()); gameThread.start(); }
public void deactivate() { active = false; }
private void checkCollisions() { Rectangle playerBounds = player.getBounds(); for (int i = 0; i < collectibles.length; i++) { if (collectibles[i] != null && collectibles[i].isActive()) { if (playerBounds.intersects(collectibles[i].getBounds())) { collectibles[i].deactivate(); score++; // Respawn new collectible to keep game alive collectibles[i] = new SolidCollectible(10 + random.nextInt(WIDTH - 20), 10 + random.nextInt(HEIGHT - 50)); } } } } */ private static class SolidPlayer { private int
private class GameLoop implements Runnable { @Override public void run() { // Fixed timestep (60 FPS) final double TARGET_FPS = 60.0; final double NANOS_PER_UPDATE = 1_000_000_000.0 / TARGET_FPS;