我决定使用Swing的绘画技术paintComponent()方法重新编写我的游戏(SO上有人告诉我使用这种方法)。我决定使用JPanel作为游戏的基础而不是Canvas。我之前的书面游戏使用了Canvas,但游戏无法显示在我的64位桌面上,但可以显示在我的32位labtop上,这就是为什么必须重写此游戏的原因。
现在的问题是,当船的运动起作用时,绘图似乎非常缓慢(除非是我的笔记本电脑有问题吗?)与之前使用AWT的双缓冲绘图技术相比。我花了一整天但却无法弄清楚什么可能使这艘船跑得更快。
public class Ship extends JLabel implements KeyListener{
private Image image;
private boolean turnRight;
private int x;
private int y;
private int speed = 5;
private boolean turnLeft;
public Ship(int x, int y)
{
this.x = x;
this.y = y;
try {
image = ImageIO.read(new File("Ship/Ship.PNG"));
} catch (IOException e) {
// TODO Auto-generated catch block
e.printStackTrace();
}
addKeyListener(this);
}
public Image getImage()
{
return image;
}
@Override
public void keyPressed(KeyEvent e) {
// TODO Auto-generated method stub
if(e.getKeyCode() == KeyEvent.VK_RIGHT)
{
x += speed;
setTurnRight(true);
setTurnLeft(false);
}
else if(e.getKeyCode() == KeyEvent.VK_LEFT)
{
x -= speed;
setTurnLeft(true);
setTurnRight(false);
}
// redraw yourself
repaint();
}
private void setTurnLeft(boolean turnLeft) {
// TODO Auto-generated method stub
this.turnLeft = turnLeft;
}
// swing custom painting
public void paintComponent(Graphics g)
{
if(x <= 0)
{
x = 0;
}
else if(x >= 610)
{
x = 610;
}
g.drawImage(getImage(), x, y, null);
}
public void setTurnRight(boolean turnRight)
{
this.turnRight = turnRight;
}
public boolean getTurnLeft()
{
return turnLeft;
}
public boolean getTurnRight()
{
return turnRight;
}
@Override
public void keyReleased(KeyEvent e) {
// TODO Auto-generated method stub
}
@Override
public void keyTyped(KeyEvent e) {
// TODO Auto-generated method stub
}
}
答案 0 :(得分:2)
通常,我会创建一个可渲染元素的概念。我会维护这些元素的列表,并在我的主循环中相应地更新它们。
至少,每个人都有一个位置,方向和旋转的概念(如果需要),它们也可以被绘制。
在我的主要组件中,我只是循环遍历所有这些元素并“绘制”它们,抵消Graphics
上下文以允许在游戏空间中的位置。
但那不是你在做什么......
请记住,组件已经具有位置感和大小感,您不应该尝试重新实现此要求,相反,您应该找到利用它的方法......(即,不要维护对x / y值的引用;))
以下是一个简单的例子。它使用JPanel
渲染主图像。主循环(在本例中为javax.swing.Timer
)告诉组件它应该根据需要更新它的移动。
船舶本身通过按给定的变量delta更改旋转值来响应关键事件。这允许你根据需要控制旋转的速度(我故意将它设置为低开始,所以玩它)
你应该拒绝做的是改变帧率;)
import java.awt.BorderLayout;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.GridBagLayout;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.Timer;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
import javax.swing.border.LineBorder;
public class BattleShipGame {
public static void main(String[] args) {
new BattleShipGame();
}
public BattleShipGame() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(new OceanPane());
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
}
});
}
public class OceanPane extends JPanel {
private BattleShip ship;
public OceanPane() {
setLayout(new GridBagLayout());
ship = new BattleShip();
add(ship);
Timer timer = new Timer(40, new ActionListener() {
@Override
public void actionPerformed(ActionEvent e) {
ship.move();
revalidate();
repaint();
}
});
timer.setRepeats(true);
timer.setCoalesce(true);
timer.start();
}
@Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
}
public static class BattleShip extends JPanel {
protected static final int MAX_TURN_RATE = 5;
private BufferedImage ship;
private float angle;
private float angleDelta;
public BattleShip() {
setOpaque(false);
try {
ship = ImageIO.read(new File("BattleShip.png"));
} catch (IOException ex) {
ex.printStackTrace();
}
setFocusable(true);
InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
ActionMap am = getActionMap();
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_LEFT, 0), "leftTurn");
im.put(KeyStroke.getKeyStroke(KeyEvent.VK_RIGHT, 0), "rightTurn");
am.put("leftTurn", new TurnAction(-0.1f));
am.put("rightTurn", new TurnAction(0.1f));
}
public void move() {
angle += angleDelta;
}
public void setAngle(float angle) {
this.angle = angle;
}
public float getAngle() {
return angle;
}
@Override
public Dimension getPreferredSize() {
Dimension size = new Dimension(0, 0);
if (ship != null) {
double rads = Math.toRadians(getAngle());
double sin = Math.abs(Math.sin(rads)), cos = Math.abs(Math.cos(rads));
int w = ship.getWidth();
int h = ship.getHeight();
size.width = (int) Math.floor(w * cos + h * sin);
size.height = (int) Math.floor(h * cos + w * sin);
}
return size;
}
@Override
public Dimension getMinimumSize() {
return getPreferredSize();
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
if (ship != null) {
Graphics2D g2d = (Graphics2D) g.create();
double rads = Math.toRadians(getAngle());
double sin = Math.abs(Math.sin(rads)), cos = Math.abs(Math.cos(rads));
int w = ship.getWidth();
int h = ship.getHeight();
int newWidth = (int) Math.floor(w * cos + h * sin);
int newHeight = (int) Math.floor(h * cos + w * sin);
AffineTransform at = new AffineTransform();
at.translate((newWidth - w) / 2, (newHeight - h) / 2);
at.rotate(Math.toRadians(getAngle()), w / 2, h / 2);
g2d.drawImage(ship, at, this);
g2d.dispose();
}
}
protected class TurnAction extends AbstractAction {
protected float delta;
public TurnAction(float delta) {
this.delta = delta;
}
@Override
public void actionPerformed(ActionEvent e) {
angleDelta += delta;
if (angleDelta > MAX_TURN_RATE) {
angleDelta = MAX_TURN_RATE;
} else if (angleDelta < (MAX_TURN_RATE * -1)) {
angleDelta = (MAX_TURN_RATE * -1);
}
}
}
}
}
答案 1 :(得分:0)
我建议有一个扩展JPanel的类,在那里使用javax.swing.Timer,定义你的1000 / fps和你的ActionListener,你在其中使用一个repaint(),它使用你将创建的paintComponent调用Ship中的draw方法,现在称为paintComponent。
所以,由于解释很糟糕,这里有一些代码:
public class Class_Name extends JPanel()
{
Ship ship = new Ship(0,0);
javax.swing.Timer timer = new javax.swing.Timer(1000/60, new ActionListener(){
repaint();
});
public void paintComponent(Graphics g)
{
super.paintComponent();
ship.draw(g);
}
}
and the draw is, what is now called paintComponent.
如果这没有回答你的问题,请告诉我。