I am making a space-themed shooter game, and I need to render many "lasers" at the same time. I am using the library `Slick2D`, a wrapper around `lwjgl`. Unfortunately, when there are a lot of these "lasers" on the screen at one time, the game drops from it's usual 60fps to around 30 or even 20.

Here is the code:

	public void drawSelf(Graphics g){
		int[] pos = tr.toSlick(blast.getPosition());
		g.setColor(Color.green);
		Circle circle = new Circle(pos[0], pos[1], tr.xscale/2);
		g.fill(circle);
	}

    public int[] toSlick(float x, float y){
		int [] output = new int[2];
		output[0] = (int)(x*xscale+width/2);
		output[1] = (int)(-1*y*yscale+height/2);
		return output;
	}

`tr` is the coordinate transformer object (I'm using `jbox2d` physics, but that's not impacting anything), and blast is the "Body".

Can I have some suggestions to make this code faster or am I stuck because of Slick's internals?