它总是适用于图像,但矩形和椭圆永远不会缓冲。我的游戏面板类中有一个基本的游戏循环,可以反复绘制玩家。它不会删除矩形,只留下痕迹。我想使用矩形而不是图像来进行学习。我尝试在游戏循环中使用重绘,但它像疯了一样闪烁,仍然无法正常工作。我在这个网站上查看了另一个关于此的教程,但他们使用的opengl女巫对我来说很陌生,我不想花时间去弄明白。
的JFrame:
import javax.swing.JFrame;
public class Game {
public static void main(String[] args) {
JFrame f = new JFrame();
f.setTitle("OMG I MADE A GAME");
f.setResizable(true);
f.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
f.setContentPane(new Panel());
f.pack();
f.setVisible(true);
}
}
JPanel Class:
import java.awt.*;
import java.awt.image.BufferedImage;
import java.awt.event.*;
import javax.swing.JPanel;
import com.game.entity.Player;
public class Panel extends JPanel implements Runnable, KeyListener{
private static final long serialVersionUID = -5122190028751177848L;
// dimensions
public static final int WIDTH = 320;
public static final int HEIGHT = 240;
public static final int SCALE = 2;
// game thread
private Thread thread;
private boolean running;
// image
private BufferedImage image;
private Graphics2D g;
private Player p;
public Panel() {
super();
setPreferredSize(new Dimension(WIDTH * SCALE, HEIGHT * SCALE));
setFocusable(true);
requestFocus();
}
// DRAWS PANEL TO FRAME
public void addNotify() {
super.addNotify();
if(thread == null) {
thread = new Thread(this);
addKeyListener(this);
thread.start();
}
}
private void init() {
image = new BufferedImage(
WIDTH, HEIGHT,
BufferedImage.TYPE_INT_RGB );
g = (Graphics2D) image.getGraphics();
p = new Player(100, 100);
running = true;
}
public void run() {
init();
// game loop
while(running) {
update();
draw();
drawToScreen();
System.out.println("ELAPSED :" + System.nanoTime()/ 1000000 + " Seconds");
try {
Thread.sleep(10);
}
catch(Exception e) {
e.printStackTrace();
}
}
}
private void update() {
p.update();
}
private void draw(){
// NAME (remember it loops)
String name = "2014 Jay H.";
g.setFont(new Font("Name", 0, 12));
g.setColor(Color.WHITE);
g.drawString(name, 0, 10);
g.setColor(Color.BLUE);
g.fillRect( 0, 10, 65, 5);
//TITLE looks sexy :D
g.setColor(Color.GREEN);
g.setFont(new Font("Title", 0, WIDTH/ 10));
g.drawString("JAY'S GAME", WIDTH/ 5, 100);
//DRAW PLAYER
p.draw(g);
}
// SCREEN IMAGE (dont have to use. Just use this^)
private void drawToScreen() {
Graphics g2 = getGraphics();
g2.drawImage(image, 0, 0,
WIDTH * SCALE, HEIGHT * SCALE,null);
g2.dispose();
}
public void keyTyped(KeyEvent key) {}
// PUBLIC KEYRELEASES
public void keyPressed(KeyEvent key) {
int KeyCode = key.getKeyCode();
//EXIT SYSTEM
if(KeyCode == KeyEvent.VK_Q) {System.exit(0);
} //UP
if(KeyCode == KeyEvent.VK_W){p.setDY(-2);}
}
// PUBLIC KEYRELEASES
public void keyReleased(KeyEvent key) {
int KeyCode = key.getKeyCode();
//UP
if(KeyCode == KeyEvent.VK_W) {p.setDY(0);}
}
}
玩家等级:
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.Image;
import javax.swing.ImageIcon;
//FOR NOW THE PLAYER IS A RECTANGLE
public class Player {
// PLAYER CORDINATES AND VELOCITY
int x,y,dx,dy;
public Player(int x, int y) {
//NEEDED TO USE THE X AND Y
this.x =x;
this.y = y;
}
public void update() {
x += dx;
y += dy;
}
// DRAW TO PANEL CLASS
public void draw(Graphics2D g) {
//BODY
g.setColor(Color.PINK);
g.fillRect(x, y, 20, 20);
//EYES
g.setColor(Color.BLACK);
g.fillRect(x+3, y+2, 5, 10);
g.fillRect(x+ 12, y+2, 5, 10);
//EYERIS
g.setColor(Color.WHITE);
g.fillRect(x+3, y+2, 2, 10);
g.fillRect(x+15, y+2, 2, 10);
//NOSE
g.setColor(Color.MAGENTA);
g.fillRect(x+5, y+13, 10, 5);
//NOSTRILLS
g.setColor(Color.red);
g.fillRect(x+6, y+15, 2, 2);
g.fillRect(x+12, y+15, 2, 2);
}
//GET METHODS FOR CORDINATES AND VELOCITY (Unused for now... i think)
public int getX() {return x;}
public int getY() {return y;}
public int getDX() {return dx;}
public int getDY() {return dy;}
//SET METHODS TO CHANGE
public void setX(int x) {this.x = x;}
public void setY(int y) {this.y = y;}
public void setDX(int dx) {this.dx = dx;}
public void setDY(int dy) {this.dy = dy;}
}
答案 0 :(得分:0)
你需要"重置"在绘制之前缓冲区的背景。
请记住,绘画是累积性的,也就是说,你以前绘过的东西都会留下来。每次绘制时都需要从头开始重建每个框架
出现闪烁有两个原因......
paint
这样的顶级容器的JFrame
,它不是双重缓冲的。您应该使用BufferStrategy
或覆盖基于Swing的组件的paintComponent
方法,例如默认为双缓冲的JPanel