Java物理循环(间隔重绘)是不稳定的,除非鼠标移动

时间:2014-09-25 00:55:16

标签: java swing animation awt paint

我有一个简单的物理循环,它计算一个时间间隔,等待间隔通过,然后在屏幕上呈现结果。这是非常简单的代码(虽然时间可能是错误的,但这正是我试图了解的)并且当我在屏幕上移动鼠标时效果很好。

package physicssim;

import java.awt.Graphics;
import java.util.logging.Level;
import java.util.logging.Logger;
import javax.swing.JFrame;
import javax.swing.JPanel;

public class PhysicsSim extends JFrame {

    private static class PhysicsObject {

        public PhysicsObject(double x, double y, double v_x, double v_y) { 
            this.x = x;
            this.y = y;
            this.v_x = v_x;
            this.v_y = v_y;
        }

        public double x;
        public double y;
        public double v_x;
        public double v_y;
    }

    PhysicsObject particle;
    boolean running = true;
    DrawPane drawPane;
    public PhysicsSim() {
        particle = new PhysicsObject(10,10, .1, .2);
        drawPane = new DrawPane(particle);
        this.setSize(800,600);
        this.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);    
        this.setContentPane(drawPane);
        this.setVisible(true);
    }


    private static class DrawPane extends JPanel {

        PhysicsObject p;
        public DrawPane(PhysicsObject p) {
            this.p = p;
        }

        @Override
        public void paint(Graphics g) {
            super.paint(g); //To change body of generated methods, choose Tools | Templates.           
            g.fillOval((int)p.x, (int) p.y, 10, 10);
        }

    }

    public void start() {
        int FPS = 60;

        long TIME_BETWEEN_FRAMES_NS = 1000000000/FPS;

        // Initial draw
        drawPane.repaint();
        long lastDrawTime = System.nanoTime();

        while(running) {

            // Update physics
            particle.x+=particle.v_x*(TIME_BETWEEN_FRAMES_NS*.0000001);
            particle.y+=particle.v_y*(TIME_BETWEEN_FRAMES_NS*.0000001);

            // While there is time until the next draw wait
            while(TIME_BETWEEN_FRAMES_NS > (System.nanoTime()-lastDrawTime)) {

                try {
                    Thread.sleep(1);
                } catch (InterruptedException ex) {
                    Logger.getLogger(PhysicsSim.class.getName()).log(Level.SEVERE, null, ex);
                }
            }          

            drawPane.repaint();
            long currentTime = System.nanoTime();
            System.out.println(currentTime - lastDrawTime);
            lastDrawTime = currentTime;
        }
    }

    /**
     * @param args the command line arguments
     */
    public static void main(String[] args) {

        PhysicsSim sim = new PhysicsSim();
        sim.start();

    }

}

关于打印时差的最后一点只是一个完整性检查,以确保它实际上是在请求的间隔周围调用。结果相当一致,所以我不明白为什么会出现任何不稳定因素。

正如我上面提到的,如果我在屏幕上移动鼠标,一切顺利,这段代码效果很好。

如果我没有移动鼠标,那么在我开始将鼠标移到应用程序上之前,它会变得非常不稳定。

我认为这很简单,但我希望你们可以帮助我。谢谢。

1 个答案:

答案 0 :(得分:1)

好吧,看起来我的问题是我在paint()中直接绘制了g。更换后,一切正常。

 @Override
 public void paint(Graphics g) {
    BufferedImage img = new BufferedImage(800, 600, BufferedImage.TYPE_3BYTE_BGR);
    img.getGraphics().fillOval((int) p.x, (int) p.y, 10, 10);
    g.drawImage(img, 0, 0, null);
  }

我正在考虑删除此代码段,因为它粗糙而可耻,但也许它会帮助其他人。快乐的编码。