import java.awt.image.BufferedImage; import java.io.IOException; import javax.imageio.ImageIO; public class SpriteSheet { private String path; public final int SIZE; public int[] pixels; public static SpriteSheet tiles = new SpriteSheet("/texture/spritesheet.png", 256); public SpriteSheet(String path, int size) { this.path = path; this.SIZE = size; pixels = new int[SIZE * SIZE]; load(); } private void load() { try { BufferedImage image = ImageIO.read(SpriteSheet.class.getResource(path)); int w = image.getWidth(); int h = image.getHeight(); image.getRGB(0, 0, w, h, pixels, 0, w); } catch (IOException e) { e.printStackTrace(); } } } So I'm trying to load a SpriteSheet either using slick2d or lwjgl. Was wondering is this faster, than the method above. Also, how do you actually do a spritesheet class for lwjgl.
I'm just confused how you use Sprites in Slick2d. It looks like I need to create an image class and then have SpriteSheet class extend the image class.
http://slick.cokeandcode.com/javadoc/org/newdawn/slick/Image.html