java - LWJGL Applet Conversion Walkthrough needed -


i have tried converting lwjgl game applet can't load images, when delete code images throws null pointer exception, give me walkthrough on how convert code applet:

package com.kgt.platform.name;  import java.io.file; import java.io.ioexception; import java.util.arraylist; import kuusisto.tinysound.sound; import kuusisto.tinysound.music; import kuusisto.tinysound.tinysound; import org.lwjgl.input.keyboard; import org.lwjgl.opengl.display; import org.lwjgl.opengl.displaymode; import org.lwjgl.opengl.gl11; import org.newdawn.slick.color; import org.newdawn.slick.opengl.texture; import org.newdawn.slick.opengl.textureloader; import org.newdawn.slick.util.resourceloader; import static org.lwjgl.opengl.gl11.*;  public class game {  public static player player; public static enemy enemy; public static exitbutton exitbutton; public static menubutton menubutton; public static arraylist<coin> coinlist; public static arraylist<bullet> bulletlist; public static arraylist<bullet2> bulletlist2; public static arraylist<platform> platformlist; public static arraylist<onewayplatform> onewayplatformlist; public static int score; public static boolean p1on; public static boolean p2on; static state state = state.game; public int curlvl = 1; private static texture logo; private static texture pause;  public enum state {     pause, game, main_menu, intro; }  public static void init() {     try {         // load texture png file         logo = textureloader.gettexture("png",       resourceloader.getresourceasstream("res/logo.png"));         system.out.println("texture 'logo' loaded. format: png");          pause = textureloader.gettexture("png",     resourceloader.getresourceasstream("res/paused.png"));         system.out.println("texture 'pause' loaded. format: png");     } catch (ioexception e) {         e.printstacktrace();     } } public static void logo() {     color.white.bind();     logo.bind(); // or gl11.glbind(texture.gettextureid());      gl11.glbegin(gl11.gl_quads);         gl11.gltexcoord2f(0,0);         gl11.glvertex2f(192,468);         gl11.gltexcoord2f(1,0);         gl11.glvertex2f(192+logo.gettexturewidth(),468);         gl11.gltexcoord2f(1,1);         gl11.glvertex2f(192+logo.gettexturewidth(),468-    logo.gettextureheight());         gl11.gltexcoord2f(0,1);         gl11.glvertex2f(192,468-logo.gettextureheight());     gl11.glend(); }  public static void pause() {     color.white.bind();     pause.bind(); // or gl11.glbind(texture.gettextureid());      gl11.glbegin(gl11.gl_quads);         gl11.gltexcoord2f(0,0);         gl11.glvertex2f(256,440);         gl11.gltexcoord2f(1,0);         gl11.glvertex2f(256+pause.gettexturewidth(),440);         gl11.gltexcoord2f(1,1);         gl11.glvertex2f(256+pause.gettexturewidth(),440-    pause.gettextureheight());         gl11.gltexcoord2f(0,1);         gl11.glvertex2f(256,440-pause.gettextureheight());     gl11.glend(); }  public static void main(string[] args) throws exception {     system.setproperty("org.lwjgl.librarypath", new  file("natives").getabsolutepath());     system.out.println("native path: " + system.getproperty("org.lwjgl.librarypath"));     display.setdisplaymode(new displaymode(640, 480));     display.create();     init();      score = 0;      player = new player();      exitbutton = new exitbutton(320, 61);     menubutton = new menubutton(320, 95);      enemy = new enemy();     coinlist = new arraylist<coin>(0);     bulletlist = new arraylist<bullet>(0);     bulletlist2 = new arraylist<bullet2>(0);     platformlist = new arraylist<platform>(0);     onewayplatformlist = new arraylist<onewayplatform>(0);     level1();      while(!display.iscloserequested())     {         setcamera();         drawbackground1();         for(coin c: coinlist) c.draw();         for(bullet b: bulletlist) b.draw();         for(bullet2 b: bulletlist2) b.draw();         for(platform b: platformlist) b.draw();         for(onewayplatform b: onewayplatformlist) b.draw();         enemy.draw();                    player.draw();          states();         stateinput();         exitbutton.draw();         menubutton.draw();         display.update();         display.sync(60);     }      display.destroy(); }  public static void stopsound(){     tinysound.shutdown(); }   public static void states(){     switch (state) {     case intro:         gl11.glbindtexture(gl11.gl_texture_2d, 0);         glcolor3f(1.0f, 0.0f, 0.0f);         glrectf(0, 0, 640, 480);         break;     case game:         gl11.glbindtexture(gl11.gl_texture_2d, 0);         break;     case main_menu:         gl11.glbindtexture(gl11.gl_texture_2d, 0);         glcolor3f(0.0f, 0.0f, 1.0f);         glrectf(0, 0, 640, 480);         gl11.glbindtexture(gl11.gl_texture_2d, logo.gettextureid());         logo();         break;     case pause:         gl11.glbindtexture(gl11.gl_texture_2d, 0);         glenable(gl_color_array);         glbegin(gl_quads);          glcolor4d(0.5f, 0.5f, 0.5, 0.7);                  glvertex2d(224, 40);         glvertex2d(416, 40);          glcolor4d(0.7f, 0.7f, 0.7, 0.7);         glvertex2d(416, 440);         glvertex2d(224, 440);           glend();         gldisable(gl_color_array);          glcolor3f(0f, 0f, 0f);         glrectf(224, 40, 226, 440);         glrectf(416, 40, 414, 440);         glrectf(224, 40, 416, 42);         glrectf(224, 438, 416, 440);         gl11.glbindtexture(gl11.gl_texture_2d, pause.gettextureid());         pause();          break;     } }  public static void stateinput(){      while (keyboard.next()) {         if(keyboard.iskeydown(keyboard.key_escape)) {             if(state == state.game)                 state = state.pause;             else if(state == state.pause)                 state = state.game;         }     }  } public static void jumpsound(){      tinysound.init();     sound jump = tinysound.loadsound("/sound/jump6.wav");     jump.play();  }  public static void shootsound(){      tinysound.init();     sound shoot = tinysound.loadsound("/sound/shoot1.wav");     shoot.play(); }  public static void selectsound(){     tinysound.init();     sound select = tinysound.loadsound("/sound/select.wav");     select.play(); }  public static void hurtsound(){     tinysound.init();     sound hurt = tinysound.loadsound("/sound/hurt1.wav");     hurt.play(); }  public static void music(int track){      tinysound.init();     music ocean = tinysound.loadmusic("/music/ocean.wav");     music menu1 = tinysound.loadmusic("/music/menu1.wav");      if(track == 1){     ocean.play(true);     }     else if (track == 0){         menu1.play(true);     } }  public static void setcamera(){     gl11.glenable(gl11.gl_texture_2d);     gl11.glenable(gl_color_array);     gl11.glshademodel(gl11.gl_smooth);             gl11.gldisable(gl11.gl_depth_test);     gl11.gldisable(gl11.gl_lighting);                          gl11.glenable( gl11.gl_texture );     gl11.glclearcolor(0.0f, 0.0f, 0.0f, 0.0f);                     gl11.glcleardepth(1);                                             gl11.glenable(gl11.gl_blend);     gl11.glblendfunc(gl11.gl_src_alpha, gl11.gl_one_minus_src_alpha);      gl11.glviewport(0,0,640,480);     gl11.glmatrixmode(gl11.gl_modelview);      gl11.glmatrixmode(gl11.gl_projection);     gl11.glloadidentity();     gl11.glortho(0, 640, 0, 480, 1, -1);     gl11.glmatrixmode(gl11.gl_modelview); }  public static void level1(){     game.platformlist.add(new platform(16, 120));     game.platformlist.add(new platform(48, 120));     game.platformlist.add(new platform(624, 120));     game.platformlist.add(new platform(592, 120));     game.onewayplatformlist.add(new onewayplatform(128, 200));     game.onewayplatformlist.add(new onewayplatform(160, 200));     music(1); }  public static void drawbackground1(){     gl11.glbindtexture(gl11.gl_texture_2d, 0);     glbegin(gl_quads);      glcolor3d(0.4, 0.5, 0.7);     glvertex2d(640, 480);     glvertex2d(0, 480);      glcolor3d(0.7, 0.8, 0.9);            glvertex2d(0, 0);     glvertex2d(640, 0);     glend();      glbegin(gl_quads);      glcolor3d(0.3, 0.2, 0.1);        glvertex2d(0, 0);     glvertex2d(640, 0);      glcolor3d(0.5, 0.2, 0.1);                glvertex2d(640, 32);     glvertex2d(0, 32);     glend();      glbegin(gl_quads);      glcolor3d(0.5, 0.2, 0.1);        glvertex2d(0, 32);     glvertex2d(640, 32);      glcolor3d(0.2, 0.5, 0.1);        glvertex2d(640, 47);     glvertex2d(0, 47);      glcolor3d(1, 1, 1);      glend(); } } 


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