加速输出图像

时间:2013-10-10 12:00:57

标签: java awt

你好)有一个问题是否有可能加速代码如下:

import java.awt.Canvas;
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;

public class Game extends Canvas {

    private static final long serialVersionUID = 1L;

    private static final int WIDTH = 400;
    private static final int HEIGHT = 400;

    @Override
    public void paint(Graphics g) {

        super.paint(g);

        int w = 20;
        int h = 20;
        int type = BufferedImage.TYPE_INT_ARGB;

        BufferedImage image = new BufferedImage(w, h, type);
        Graphics2D g2d = image.createGraphics();
        g2d.setColor(Color.GREEN);
        g2d.fillRect(0, 0, w, h);
        g2d.dispose();
        int MapWidth = image.getWidth(this);
        int MapHeight = image.getHeight(this);

        for (int s = MapWidth - MapWidth; s < MapWidth * 10; s++) {
            for (int i = MapHeight - MapHeight; i < MapHeight * 10; i++) {
                g.drawImage(image, s, i, (int) w, (int) h, this);
            }
        }

    }

    public static void main(String[] args) {

        EventQueue.invokeLater(new Runnable() {
            public void run() {
                JFrame frame = new JFrame();

                frame.setSize(WIDTH, HEIGHT);
                frame.add(new Game());

                frame.setVisible(true);
            }
        });
    }
}

他画了很长时间的照片。怎么加速?请帮助)

在绘制的图像之前,一个程序无法关闭。 有必要加快他们的绘图

2 个答案:

答案 0 :(得分:1)

这很慢,因为在你的

    for (int s = 0; s < MapWidth * 10; s++) {
        for (int i = 0; i < MapHeight * 10; i++) {
            g.drawImage(image, s, i, (int) w, (int) h, this);
        }
    }

对于400 * 400 MapWidth,MapHeight你正在绘制4000 * 4000个对象,所以你绘制了16 000 000个对象,它应该很慢。

如果你用它替换它,它会很快:):

    for (int s = 0; s < MapWidth * 10; s += w) {
        for (int i = 0; i < MapHeight * 10; i += h) {
            g.drawImage(image, s, i, (int) w, (int) h, this);
        }
    }

答案 1 :(得分:0)

试试以下代码

import java.awt.Canvas;
import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferedImage;
import javax.swing.JFrame;

public class Game extends Canvas {

    private static final long serialVersionUID = 1L;

    private static final int WIDTH = 400;
    private static final int HEIGHT = 400;

    @Override
    public void paint(Graphics g) {

        super.paint(g);

        int w = 20;
        int h = 20;
        int type = BufferedImage.TYPE_INT_ARGB;

        BufferedImage image = new BufferedImage(w, h, type);
        Graphics2D g2d = image.createGraphics();
        g2d.setColor(Color.GREEN);
        g2d.fillRect(0, 0, w, h);
        g2d.dispose();
        int MapWidth = image.getWidth(this);
        int MapHeight = image.getHeight(this);

        for (int s = MapWidth - MapWidth; s < MapWidth * 10; s++) {
            for (int i = MapHeight - MapHeight; i < MapHeight * 10; i=i+10) {
                g.drawImage(image, s, i, (int) w, (int) h, this);
            }
        }

    }

    public static void main(String[] args) {

        EventQueue.invokeLater(new Runnable() {
            public void run() {
                JFrame frame = new JFrame();

                frame.setSize(WIDTH, HEIGHT);
                frame.add(new Game());

                frame.setVisible(true);
            }
        });
    }
}