I am developing a platform game that loads level's from images. It loops trough all the pixels of the image and checks if the RGB value matches a certain object, for example yellow for coins, white for walls.
Once the player dies the level gets reloaded, however when there is also a turret in the scene the game drops in frame rate.
The method that loops trough all the pixels.
    // Loads the requested level based on a image
public void loadLevel(BufferedImage Image)
{
    clearLevel();
    int imageWidth = Image.getWidth();
    int imageHeight = Image.getHeight();
    currentLevel = Image;
    for(int Par1 = 0; Par1 < imageHeight; Par1++)
    {
        for(int Par2 = 0; Par2 < imageWidth; Par2++)
        {
            int currentPixel = Image.getRGB(Par1, Par2);
            int redValue = (currentPixel >> 16) & 0xff;
            int greenValue = (currentPixel >> 8) & 0xff;
            int blueValue = (currentPixel) & 0xff;
            if(redValue == 255 && greenValue == 255 && blueValue == 255)
            {
                addObject(new Block((Par1 * 32), (Par2 * 32), 0, 0, 0, Identifier.Block));
            }
            if(redValue == 255 && greenValue == 0 && blueValue == 0)
            {
                addObject(new Block((Par1 * 32), (Par2 * 32), 1, 0, 0, Identifier.Lava));
            }
            if(redValue == 255 && greenValue == 0 && blueValue == 255)
            {
                addObject(new Block((Par1 * 32), (Par2 * 32), 5, 0, 8, Identifier.Platform));
            }
            if(redValue == 0 && greenValue == 255 && blueValue == 255)
            {
                addObject(new Block((Par1 * 32), (Par2 * 32), 4, 1, 8, Identifier.Platform));
            }
            if(redValue == 255 && greenValue == 255 && blueValue == 0)
            {
                addObject(new Block((Par1 * 32), (Par2 * 32), 2, 0, 0, Identifier.Coin));
            }
            if(redValue == 0 && greenValue == 255 && blueValue == 0)
            {
                addObject(new Block((Par1 * 32), (Par2 * 32), 3, 0, 0, Identifier.Flag));
            }
            if(redValue == 0 && greenValue == 0 && blueValue == 255)
            {
                addObject(new Player((Par1 * 32), (Par2 * 32), this, Identifier.Player));
            }
            if(redValue == 255 && greenValue == 175 && blueValue == 0)
            {
                addObject(new Turret((Par1 * 32), (Par2 * 32), this, Identifier.Turret));
            }
        }
    }
    Main.currentState = Main.State.Game;
}
// Reload level
public void reloadLevel()
{
    loadLevel(currentLevel);
}
The gameloop
// Runs when the thread starts, also starts the game loop and creates a separate tick and frames per second line
public void run() 
{
    try 
    {
        preInitialisation();
        initialisation();
        LogHandler.log("Initialisation complete.");
    } 
    catch(FileNotFoundException Error) 
    {
        Error.printStackTrace();
    } 
    catch(FontFormatException Error) 
    {
        Error.printStackTrace();
    } 
    catch(IOException Error) 
    {
        Error.printStackTrace();
    }
    requestFocus();
    long lastTime = System.nanoTime();
    double amountOfTicks = 60.0;
    double nanoSeconds = 1000000000 / amountOfTicks;
    double deltaValue = 0;
    long currentTime;   
    long loopTimer = System.currentTimeMillis();
    while(isRunning)
    {
        currentTime = System.nanoTime();
        deltaValue += (currentTime - lastTime) / nanoSeconds;
        lastTime = currentTime;
        while(deltaValue >= 1)
        {
            tick();
            deltaValue--;
            temporaryTicks++;
        }
        render();
        temporaryFrames++;
        if(System.currentTimeMillis() - loopTimer > 1000)
        {
            loopTimer += 1000;
            absoluteFrames = temporaryFrames;
            absoluteTicks = temporaryTicks;
            temporaryTicks = 0;
            temporaryFrames = 0;
        }
    }
}
 
    