HI..I made a little game.But this game works on every computer with different speed.I think it is about resolution.I used every thing in paintcomponent.and If I change screen size the game goes slower or faster.And if i run this game on another computer wich has different resolution it also works different.
This is my game
http://rapidshare.com/files/364597095/ShooterGame.2.6.0.jar
and here code 
public class Shooter extends JFrame implements KeyListener, Runnable {
JFrame frame = new JFrame();
String player;
Font startFont, startSubFont, timerFont,healthFont;
Image img;
Image backGround;
Graphics dbi;
URL url1 = this.getClass().getResource("Images/p2.gif");
URL url2 = this.getClass().getResource("Images/p3.gif");
URL url3 = this.getClass().getResource("Images/p1.gif");
URL url4 = this.getClass().getResource("Images/p4.gif");
URL urlMap = this.getClass().getResource("Images/zemin.jpg");
Player p1 = new Player(5, 150, 10, 40, Color.GREEN, url3);
Computer p2 = new Computer(750, 150, 10, 40, Color.BLUE, url1);
Computer p3 = new Computer(0, 0, 10, 40, Color.BLUE, url2);
Computer p4 = new Computer(0, 0, 10, 40, Color.BLUE, url4);
ArrayList<Bullets> b = new ArrayList<Bullets>();
ArrayList<CBullets> cb = new ArrayList<CBullets>();
Thread sheap;
boolean a, d, w, s;
boolean toUp, toDown;
boolean GameOver;
boolean Level2;
boolean newGame, resart, pause;
int S, E;
int random;
int cbSpeed = 0;
long timeStart, timeEnd;
int timeElapsed;
long GameStart, GameEnd;
int GameScore;
int Timer = 0;
int timerStart, timerEnd;
public Shooter() {
    sheap = new Thread(this);
    sheap.start();
    startFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 32);
    startSubFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 25);
    timerFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16);
     healthFont = new Font("Tiresias PCFont Z", Font.BOLD + Font.ITALIC, 16);
    setTitle("Shooter 2.5.1");
    setBounds(350, 250, 800, 600);
    // setResizable(false);
    setBackground(Color.black);
    setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    addKeyListener(this);
    a = d = w = s = false;
    toUp = toDown = true;
    GameOver = true;
    newGame = true;
    Level2 = false;
    S = E = 0;
    setVisible(true);
}
public void paint(Graphics g) {
    img = createImage(getWidth(), getHeight());
    dbi = img.getGraphics();
    paintComponent(dbi);
    g.drawImage(img, 0, 0, this);
}
public void paintComponent(Graphics g) {
   repaint();
    timeStart = System.currentTimeMillis();
    backGround = Toolkit.getDefaultToolkit().getImage(urlMap);
    g.drawImage(backGround, 0, 0, null);
    g.setColor(Color.red);
   g.setFont(healthFont);
    g.drawString("" + player + " Health : " + p1.health, 30, 50);
    g.setColor(Color.red);
    g.drawString("Computer Health : " + (p2.health + p3.health + p4.health), 600, 50);
    g.setColor(Color.BLUE);
    g.setFont(timerFont);
    g.drawString("Time  : " + Timer, 330, 50);
    if (newGame) {
        g.setColor(Color.LIGHT_GRAY);
        g.setFont(startFont);
        g.drawString("Well Come To Shoot Game", 200, 190);
        g.drawString("Press ENTER To Start", 250, 220);
        g.setColor(Color.LIGHT_GRAY);
        g.setFont(startSubFont);
        g.drawString("Use W,A,S,D and Space For Fire", 200, 250);
        g.drawString("GOOD LUCK", 250, 280);
       newGame();
    }
    if (!GameOver) {
        for (Bullets b1 : b) {
            b1.draw(g);
        }
        for (CBullets b2 : cb) {
            b2.draw(g);
        }
        update(); // Here MOvements for Player and For Fires
    }
    if (p1.health <= 0) {
        g.setColor(p2.col);
        g.setFont(startFont);
        g.drawString("Computer Wins ", 200, 190);
        g.drawString("Press Key R  to Restart ", 200, 220);
        GameOver = true;
    } else if (p2.health <= 0 && p3.health <= 0 && p4.health <= 0) {
        g.setColor(p1.col);
        g.setFont(startFont);
        g.drawString(""+player+" Wins ", 200, 190);
        g.drawString("Press Key R  to Resart ", 200, 220);
        GameOver = true;
        g.setColor(Color.MAGENTA);
        g.drawString(""+player+"`s  Score is " + Timer, 200, 120);
    }
    if (Level2) {
        if (p3.health >= 0) {
            p3.draw(g);
            for (CBullets b3 : cb) {
                b3.draw(g);
            }
        } else {
            p3.x = 1000;
        }
        if (p4.health >= 0) {
            p4.draw(g);
            for (CBullets b4 : cb) {
                b4.draw(g);
            }
        } else {
            p4.x = 1000;
        }
    }
    if (p1.health >= 0) {
        p1.draw(g);
    }
    if (p2.health >= 0) {
        p2.draw(g);
    } else {
        p2.x = 1000;
    }
}
public void update() {
    if (w && p1.y > 54) {
        p1.moveUp();
    }
    if (s && p1.y < 547) {
        p1.moveDown();
    }
    if (a && p1.x > 0) {
        p1.moveLeft();
    }
    if (d && p1.x < 200) {
        p1.moveRight();
    }
    random = 1 * (int) (Math.random() * 100);
    if (random > 96) {
        if (p2.health >= 0) {
            CBullets bo = p2.getCBull();
            bo.xVel =-1-cbSpeed;
            cb.add(bo);
        }
        if (Level2) {
            if (p3.health >= 0) {
                CBullets bo1 = p3.getCBull();
                bo1.xVel = -2-cbSpeed;
                cb.add(bo1);
            }
            if (p4.health >= 0) {
                CBullets bo2 = p4.getCBull();
                bo2.xVel = -4-cbSpeed;
                cb.add(bo2);
            }
        }
    }
    if (S == 1) {
        if (p1.health >= 0) {
            Bullets bu = p1.getBull();
            bu.xVel = 5;
            b.add(bu);
            S += 1;
        }
    }
    //Here Also Problem .. When COmputer have More fire then it gaves Array Exeption . Or Player have More Fire
for (int i = cb.size() -1; i = 0 ; i--) {
            boolean bremoved = false;
        for (int j = b.size() -1 ; j =0 ; j--) {
            if (b.get(j).rect.intersects(cb.get(i).rect) ||
                cb.get(i).rect.intersects(b.get(j).rect)) {
                  bremoved = true;
                b.remove(j);
            }
        }
        if(bremoved)
            cb.remove(i);
    }
    for (int i = 0; i < b.size(); i++) {
        b.get(i).move();
        if (b.get(i).rect.intersects(p2.rect)) {
            if (p2.health >= 0) {
                p2.health--;
                b.remove(i);
           //     System.out.println("Hited P2");
                i--;
                continue;
            }
        }
        if (b.get(i).rect.intersects(p3.rect)) {
            if (p3.health >= 0) {
                p3.health--;
                b.remove(i);
             //   System.out.println("Hited P3");
                i--;
                continue;
            }
        }
        if (b.get(i).rect.intersects(p4.rect)) {
            if (p4.health >= 0) {
                p4.health--;
                b.remove(i);
             //   System.out.println("Hited P4");
                i--;
                continue;
            }
        }
        if (b.get(i).rect.x > 790) {
            b.remove(i);
        }
    }
    for (int j = 0; j < cb.size(); j++) {
        cb.get(j).move();
        if (cb.get(j).rect.intersects(p1.rect) && cb.get(j).xVel < 0) {
            p1.health--;
            cb.remove(j);
            j--;
            continue;
        }
    }
    timeEnd = System.currentTimeMillis();
    timeElapsed = (int) (timeEnd - timeStart);
}
public void level2() {
    if (p2.health <= 10) {
        Level2 = true;
        cbSpeed = 4;
        p3.x = 750;
        p4.x = 750;
        p2.speed = 10;
        p3.speed = 20;
        p4.speed = 30;
    }
}
public void keyTyped(KeyEvent e) {
}
public void keyPressed(KeyEvent e) {
    switch (e.getKeyCode()) {
        case KeyEvent.VK_ENTER:
            newGame = false;
            break;
        case KeyEvent.VK_P:
            pause = true;
            break;
        case KeyEvent.VK_R:
            resart = true;
            break;
        case KeyEvent.VK_A:
            a = true;
            break;
        case KeyEvent.VK_D:
            d = true;
            break;
        case KeyEvent.VK_W:
            w = true;
            break;
        case KeyEvent.VK_S:
            s = true;
            break;
        case KeyEvent.VK_SPACE:
            S += 1;
            break;
    }
}
public void keyReleased(KeyEvent e) {
    switch (e.getKeyCode()) {
        case KeyEvent.VK_A:
            a = false;
            break;
        case KeyEvent.VK_D:
            d = false;
            break;
        case KeyEvent.VK_W:
            w = false;
            break;
        case KeyEvent.VK_S:
            s = false;
            break;
        case KeyEvent.VK_SPACE:
            S = 0;
            break;
    }
}
public void newGame() {
    p1.health = 20;
    p2.health = 20;
    p3.health = 20;
    p4.health = 20;
    p3.x = 0;
    p4.x = 0;
    p2.x = 750;
    Level2 = false;
    cbSpeed = 0;
    p2.speed = 9;
    b.removeAll(b);
    cb.removeAll(cb);
    timerStart = (int) System.currentTimeMillis();
    GameOver = false;
}
public static void main(String[] args) {
    SwingUtilities.invokeLater(new Runnable() {
        public void run() {
            KeyListener k = new Shooter();
        }
    });
}
@Override
public void run() {
    player = JOptionPane.showInputDialog(frame, "Enter Player Name", "New Player", JOptionPane.DEFAULT_OPTION);
    while (true) {
        timerEnd = (int) System.currentTimeMillis();
        if (resart) {
            newGame();
            resart = false;
        }
        if (pause) {
            Thread.currentThread().notify();
        }
        try {
            if (!GameOver) {
Timer = timerEnd - timerStart;
                    level2();
                    if (p1.y < p2.y && p2.y60) {
                        p2.moveUp();
                    }
                    if (p1.y < p3.y && p3.y43) {
                        p3.moveUp();
                    }
                    if (p1.y < p4.y && p4.y43) {
                        p4.moveUp();
                }
                if (p1.y > p2.y && p2.y<535) {
                    p2.moveDown();
                }
                if (p1.y > p3.y && p3.y<535) {
                    p3.moveDown();
                }
                if (p1.y > p4.y && p4.y<530) {
                    p4.moveDown();
                }
            }
            if (timeElapsed < 125) {
                Thread.currentThread().sleep(125);
            }
        } catch (InterruptedException ex) {
            System.out.print("FInished");
        }
    }
}
}