有人可以告诉我,我应该在JPanel
:Canvas
上使用什么来绘制图形,或者只是在paintComponent()
中绘制所有内容?我每秒约30次绘制数百个小图像,我想知道哪一个是最轻量级的,我应该在什么条件下使用它们?感谢。
答案 0 :(得分:2)
问题相当广泛,背景相当渺茫。
例如,请考虑查看Rotating multiple images causing flickering. Java Graphics2D和Swing animation running extremely slow。
第一个使用paintComponent
以25fps(或尽可能接近)渲染多达10,000个旋转图像。
第二个实际上可以动画最多4,500个基于组件的图像
以这种速度有效地绘画的能力只是整体情况的一个考虑因素
<强>更新强>
使用JPanel
和Canvas
之间的主要区别在于渲染算法的差异。
使用JPanel
,你仍然受到重新粉刷经理的支配。这种方法通常被称为&#34;被动渲染&#34;。也就是说,经理负责确定应该绘制什么和何时绘制。当重绘管理器决定需要绘制某些内容时,涂料是临时完成的,例如因为某些操作系统事件已经请求应该更新部分或整个屏幕。
从技术上讲,您无法控制此过程,只能简单地发出重绘应该发生的请求。您可能偶尔也会遇到一些延迟,因为系统已经插入并强制进行更新
Canvas
为您提供了BufferStrategy
,它与底层渲染管道关系更紧密,可能会更快。
有了这个,你就负责安排重绘。这通常称为&#34;有效渲染&#34;。
你仍然可以通过这种方法与操作系统合作......
无论哪种方式,除非您的更新/渲染管道得到很好的优化,否则您仍会遇到很多问题,并且使用JPanel
代替Canvas
就个人而言,如果您不确定或者之前没有做过这样的事情,我会先从JPanel
开始。一般来说,处理起来会稍微简单一些。
我更改了链接的示例以维护FPS计数器......
import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Font;
import java.awt.FontMetrics;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Point;
import java.awt.geom.AffineTransform;
import java.awt.image.BufferedImage;
import java.io.IOException;
import java.util.ArrayList;
import java.util.List;
import java.util.Random;
import java.util.concurrent.TimeUnit;
import javax.imageio.ImageIO;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.JSlider;
import javax.swing.SwingUtilities;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;
import javax.swing.event.ChangeEvent;
import javax.swing.event.ChangeListener;
public class ZombieLand {
protected static final Random RND = new Random();
private static BufferedImage zombie;
private static int fps = 25;
public static void main(String[] args) {
new ZombieLand();
}
public ZombieLand() {
EventQueue.invokeLater(new Runnable() {
@Override
public void run() {
try {
UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
} catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
}
try {
zombie = ImageIO.read(getClass().getResource("/MiniFig.png"));
} catch (IOException ex) {
ex.printStackTrace();
}
final ZombiePane zombiePane = new ZombiePane();
final JSlider slider = new JSlider(1, 10000);
slider.setMajorTickSpacing(1000);
slider.setMinorTickSpacing(100);
slider.setPaintTicks(true);
slider.addChangeListener(new ChangeListener() {
@Override
public void stateChanged(ChangeEvent e) {
JSlider slider = (JSlider) e.getSource();
zombiePane.setZombies(slider.getValue());
}
});
JFrame frame = new JFrame("Testing");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setLayout(new BorderLayout());
frame.add(zombiePane);
frame.add(slider, BorderLayout.SOUTH);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
SwingUtilities.invokeLater(new Runnable() {
@Override
public void run() {
slider.setValue(10000);
}
});
}
});
}
public static class ZombiePane extends JPanel {
private List<ZombieSprite> sprites;
protected static final Object SPRITE_LOCK = new Object();
private int desiredCount = 1;
public ZombiePane() {
sprites = new ArrayList<>(25);
sprites.add(new ZombieSprite());
Thread t = new Thread(new GameLoop());
t.setDaemon(false);
t.start();
Font font = getFont();
setFont(font.deriveFont(Font.BOLD, 48f));
}
public void setZombies(int count) {
desiredCount = count;
}
@Override
public Dimension getPreferredSize() {
return new Dimension(400, 400);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
Graphics2D g2d = (Graphics2D) g.create();
synchronized (SPRITE_LOCK) {
for (ZombieSprite sprite : sprites) {
sprite.paint(g2d);
}
}
String text = Integer.toString(sprites.size());
FontMetrics fm = g2d.getFontMetrics();
g2d.drawString(text, getWidth() - fm.stringWidth(text), getHeight() - fm.getHeight() + fm.getAscent());
text = Integer.toString(fps);
g2d.drawString(text, 0, getHeight() - fm.getHeight() + fm.getAscent());
g2d.dispose();
}
protected void cycle() {
synchronized (SPRITE_LOCK) {
if (desiredCount != sprites.size()) {
int count = 0;
int fill = 100;
while (sprites.size() > desiredCount && count < fill) {
sprites.remove(0);
count++;
}
count = 0;
while (sprites.size() < desiredCount && count < fill) {
sprites.add(new ZombieSprite());
count++;
}
}
for (ZombieSprite sprite : sprites) {
sprite.update(getWidth(), getHeight());
}
}
}
public static class ZombieSprite {
private Point motionDelta;
private double rotationDelta;
private Point location;
private double angle;
public ZombieSprite() {
motionDelta = new Point();
motionDelta.x = (int) ((Math.random() * 3) + 1);
motionDelta.y = (int) ((Math.random() * 3) + 1);
if (Math.random() > 0.5) {
motionDelta.x *= -1;
}
if (Math.random() > 0.5) {
motionDelta.y *= -1;
}
rotationDelta = (int) ((Math.random() * 9) + 1);
if (Math.random() > 0.5) {
rotationDelta *= -1;
}
}
public void paint(Graphics2D g2d) {
if (location != null) {
Graphics2D g = (Graphics2D) g2d.create();
AffineTransform at = new AffineTransform();
at.translate(location.x, location.y);
at.rotate(Math.toRadians(angle), zombie.getWidth() / 2, zombie.getHeight() / 2);
g.setTransform(at);
g.drawImage(zombie, 0, 0, null);
g.dispose();
}
}
public void update(int width, int height) {
if (location == null) {
angle = (Math.random() * 360d);
location = new Point();
location.x = (int) (Math.random() * (width - zombie.getWidth()));
location.y = (int) (Math.random() * (height - zombie.getHeight()));
} else {
angle += rotationDelta;
location.x += motionDelta.x;
location.y += motionDelta.y;
if (location.x < 0) {
location.x = 0;
motionDelta.x *= -1;
} else if (location.x + zombie.getWidth() > width) {
location.x = width - zombie.getWidth();
motionDelta.x *= -1;
}
if (location.y < 0) {
location.y = 0;
motionDelta.y *= -1;
} else if (location.y + zombie.getHeight() > height) {
location.y = height - zombie.getHeight();
motionDelta.y *= -1;
}
}
}
}
public class GameLoop implements Runnable {
private long last;
private long start;
private int wait;
private boolean keepRunning = true;
public void run() {
// Calculate the optimal/maximum delay time
// This is converted to nanos so it can be
// used to calculate the actual delay...
long millisPerSecond = TimeUnit.MILLISECONDS.convert(1, TimeUnit.SECONDS);
long optimalDelay = Math.round(millisPerSecond / 25);
optimalDelay = TimeUnit.MILLISECONDS.toNanos(optimalDelay);
// Last start of a "second" loop
long loop = System.nanoTime();
int frameCount = 0;
// While gaming...
while (keepRunning) {
// Start of this cycle...
long now = System.nanoTime();
// Update the state and render the
// current frame...
cycle();
repaint();
// How long did that update take??
long timeTaken = System.nanoTime();
long delta = timeTaken - now;
// Subtract the delay from the maximum delay
long delay = optimalDelay - delta;
if (delay > 0) {
try {
// Sleep expects milliseconds...
delay = TimeUnit.NANOSECONDS.toMillis(delay);
Thread.sleep(delay);
} catch (InterruptedException ex) {
ex.printStackTrace();
}
}
// Calculate if we've being running for a second yet...
long loopDelay = TimeUnit.NANOSECONDS.toSeconds(System.nanoTime() - loop);
// If the loop has been cycling for a second...
if (loopDelay >= 1) {
// Reset the loop time
loop = System.nanoTime();
System.out.println("FPS = " + frameCount);
fps = frameCount;
frameCount = 0;
} else {
// Add another frame to the pile...
frameCount++;
}
}
}
}
}
}