我最近发布了这个,但我的问题措辞不正确,所以我再试一次。我一直在努力研究基于磁贴的Java游戏作为我的Java类的项目。到目前为止一切都进展顺利,但我遇到的一个非常大的问题是,当我运行游戏时,它会在大约50%的时间内开始冻结,而不是对按下的任何按键或任何类似的按键做出反应。有时它会起作用,有时则不起作用。它在结构上与this tutorial有些相似,但显然我做了很多改动和补充。我感觉它在我的游戏面板课程中正在发生,因为当游戏正确运行时,一切似乎都按预期运行,所以我会发布该类。我也为我的代码中的任何奇怪或非传统道歉,我仍然是编码的业余爱好者所以如果需要澄清,我将提供它。
所以我的主要问题是,是否有人知道问题是什么,或者对如何解决冻结有任何建议?谢谢!
panel.java:
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import java.awt.image.BufferedImage;
import javax.swing.ImageIcon;
import javax.swing.JPanel;
public class panel extends JPanel implements KeyListener, Runnable
{
//game variables
private Thread game;
private boolean running = false;
private boolean mapFinished = false;
player p1;
//panel variables
static final int Width = 480;
static final int Height = 432;
static final Dimension dim = new Dimension(Width,Height);
//maps
map map1;
map map2;
map map3;
map map4;
enemy e;
boolean map1Finished;
boolean map2Finished;
boolean map3Finished;
boolean map4Finished;
//drawing variables
private BufferedImage image;
private Graphics g;
private long time = 6*1000000;
goal ng;
private Image winningImage;
private boolean map2Spawn;
private boolean map3Spawn;
private boolean map4Spawn;
public panel(){
map1 = new map("tester.txt");
map2 = new map("tester2.txt");
map3 = new map("tester3.txt");
map4 = new map("tester4.txt");
p1 = new player(map1);
ng = new goal(map1);
e = new enemy(map1);
setPreferredSize(new Dimension(Width,Height));
setFocusable(true);
requestFocus();
}
public void run(){
long startTime;
long elapsedTime;
long diff;
long sleepTime;
long overSleep=0;
image=new BufferedImage(Width,Height,BufferedImage.TYPE_INT_RGB);
g=image.getGraphics();
running = true;
while (running){
startTime=System.nanoTime();
gameUpdate();
gameRender();
gameDraw();
elapsedTime=System.nanoTime();
diff=elapsedTime-startTime;
if(diff<time){
sleepTime=time-diff-overSleep;
try{
game.sleep(sleepTime/1000000);
}
catch(Exception e){
}
}
else{
overSleep=diff-time;
}
}
}
private void gameUpdate(){
p1.update();
if((p1.playerRec.x/48)==(ng.goalRec.x/48) && (p1.playerRec.y/48)==(ng.goalRec.y/48)){
if(!map1Finished){
map1Finished=true;
}
else if(map1Finished&&!map2Finished){
map2Finished=true;
}
else if(map2Finished&&!map3Finished){
map3Finished=true;
}
else if(map3Finished&&!map4Finished){
map4Finished=true;
}
}
changeSpawn();
}
private void gameRender(){
g.setColor(Color.WHITE);
g.fillRect(0,0,Width,Height);
g.setColor(Color.BLACK);
if (!map1Finished){
map1.draw(g);
p1.draw(g);
}
if (map1Finished&&!map2Finished){
map2.draw(g);
p1.draw(g);
winningImage=new ImageIcon("sprites/level1.png").getImage();
g.drawImage(winningImage,5,5,null);
}
if (map2Finished&&!map3Finished){
map3.draw(g);
p1.draw(g);
winningImage=new ImageIcon("sprites/level1.png").getImage();
g.drawImage(winningImage,5,5,null);
}
if (map3Finished&&!map4Finished){
map4.draw(g);
p1.draw(g);
winningImage=new ImageIcon("sprites/level1.png").getImage();
g.drawImage(winningImage,5,5,null);
}
//g.drawString(""+map1.tileMap[1][7], 100, 100);
}
public void gameDraw(){
Graphics g2=this.getGraphics();
g2.drawImage(image, 0, 0, null);
g2.dispose();
}
public void keyTyped(KeyEvent key) {}
public void keyPressed(KeyEvent key) {
int code = key.getKeyCode();
if(code == KeyEvent.VK_LEFT) {
p1.setLeft(true);
}
if(code == KeyEvent.VK_RIGHT) {
p1.setRight(true);
}
if(code == KeyEvent.VK_UP) {
p1.setUp(true);
}
if(code == KeyEvent.VK_DOWN) {
p1.setDown(true);
}
}
public void keyReleased(KeyEvent key) {
int code = key.getKeyCode();
if(code == KeyEvent.VK_LEFT) {
p1.setLeft(false);
}
if(code == KeyEvent.VK_RIGHT) {
p1.setRight(false);
}
}
public void addNotify(){
super.addNotify();
if(game==null){
game=new Thread(this);
game.start();
}
addKeyListener(this);
}
public void startGame(){
if (running == false){
running = true;
}
}
public void stopGame(){
if (running == true)
{
running = false;
}
}
public boolean boolTimer(){
long now=System.currentTimeMillis();
long end = now+1*3000;
long current = System.currentTimeMillis();
while(current<end){
current = System.currentTimeMillis();
}
return true;
}
public void changeSpawn(){
if(map1Finished==true && map2Spawn==false){
p1=new player(map2);
ng=new goal(map2);
map2Spawn=true;
}
else if(map2Finished==true && map3Spawn==false){
p1=new player(map3);
ng=new goal(map3);
map3Spawn=true;
}
else if(map3Finished==true && map4Spawn==false){
p1=new player(map4);
ng=new goal(map4);
map4Spawn=true;
}
}
}
答案 0 :(得分:0)
不要使用Swing组件的getGraphics()来绘画。自定义绘画是通过覆盖JPanel的paintComponent()
方法完成的。
使用Swing Timer
来安排动画,而不是线程。
不要使用KeyListener来侦听KeyEvents。相反,您应该使用Key Bindings
。
我建议你先阅读Swing tutorial。本教程中有一些部分涵盖了以上几点。
请勿使用requestFocus()。更好的使用方法是requestFocusInWindow()
。虽然除非组件显示在可见的GUI上,否则这两种方法都不会起作用,因此将代码放在构造函数中不起作用。
静态最终常量变量应该完全是上限,而不仅仅是第一个字母。