我正在构建一个游戏模拟器,我有一个代表显示器像素的矩阵。我如何使用JavaFX 8来表示它(Swing给了我很多关于键绑定和声音的问题)。图像应该经常刷新。谢谢!
示例:
我有一个矩阵[64] [32],它带有布尔值。 A 1表示白色,0表示黑色。我想调用一个方法(paint())来表示矩阵的值作为显示像素。
答案 0 :(得分:1)
执行此操作的最快方法可能是使用WritableImage
。你可以打电话
WritableImage.getPixelWriter().setPixels(...);
从某些数据更新图像。为您的案例执行此操作的最方便的方法可能是将您的数据(" matrix")表示为一维字节数组,并使用PixelFormat
将字节值映射为颜色数组(表示为argb值)。您可以调用适当版本的setPixels(...)
方法。
(因此,您的paint()
方法只需调用setPixels
方法,可能会进行一些计算,以确切了解图像的哪些部分需要更新。)
此示例使用此技术为图像上的小(8x8)矩形设置动画。
import java.nio.ByteBuffer;
import javafx.animation.Animation;
import javafx.animation.KeyFrame;
import javafx.animation.Timeline;
import javafx.application.Application;
import javafx.beans.property.IntegerProperty;
import javafx.beans.property.SimpleIntegerProperty;
import javafx.scene.Scene;
import javafx.scene.image.ImageView;
import javafx.scene.image.PixelFormat;
import javafx.scene.image.WritableImage;
import javafx.scene.layout.StackPane;
import javafx.stage.Stage;
import javafx.util.Duration;
public class DirectImageFromArray extends Application {
@Override
public void start(Stage primaryStage) {
final int width = 64 ;
final int height = 32 ;
final int boxSize = 8 ;
final int blackArgb = 0xFF << 24 ;
final int whiteArgb = 0xFF << 24 | 0xFF << 16 | 0xFF << 8 | 0xFF ;
byte[] data = new byte[width*height];
for (int y = 0 ; y < boxSize; y++) {
int scanLineStride = y * width ;
for (int x = 0 ; x < boxSize; x++) {
data[x+scanLineStride] = 1 ;
}
}
WritableImage img = new WritableImage(width, height);
// indexed colors 0 -> black, 1 -> white:
PixelFormat<ByteBuffer> pixelFormat =
PixelFormat.createByteIndexedInstance(new int[] {blackArgb, whiteArgb});
// write entire image:
img.getPixelWriter().setPixels(0, 0, width, height, pixelFormat, data, 0, width);
// represents the first pixel that is white:
IntegerProperty firstLitPixel = new SimpleIntegerProperty();
// update the data array and then the image when the property changes:
firstLitPixel.addListener((obs, oldValue, newValue) -> {
// track portion that changes:
int minChangedX = width ;
int minChangedY = height ;
int maxChangedX = 0 ;
int maxChangedY = 0 ;
// move box
for (int y = 0; y < boxSize; y++) {
// set left edge of box to black:
int oldIndex = (oldValue.intValue() + y * width) % (width * height) ;
data[oldIndex] = 0 ;
// set right edge of new box location to white:
int newIndex = (newValue.intValue() + y * width + boxSize - 1) % (width*height) ;
data[newIndex] = 1 ;
// update changed portion:
int oldX = oldIndex % width ;
int oldY = oldIndex / width ;
int newX = newIndex % width ;
int newY = newIndex / width ;
minChangedX = Math.min(minChangedX, Math.min(oldX, newX));
maxChangedX = Math.max(maxChangedX, Math.max(oldX, newX));
minChangedY = Math.min(minChangedY, Math.min(oldY, newY));
maxChangedY = Math.max(maxChangedY, Math.max(oldY, newY));
}
int minIndex = minChangedX + minChangedY * width ;
int changedWidth = maxChangedX - minChangedX + 1;
int changedHeight = maxChangedY - minChangedY + 1;
// update image
img.getPixelWriter().setPixels(minChangedX, minChangedY,
changedWidth, changedHeight,
pixelFormat, data, minIndex, width);
});
// animate the property:
Timeline animation = new Timeline(new KeyFrame(Duration.millis(10), event ->
firstLitPixel.set((firstLitPixel.get() + 1) % (width * height))
));
animation.setCycleCount(Animation.INDEFINITE);
animation.play();
ImageView imageView = new ImageView(img);
StackPane root = new StackPane(imageView);
Scene scene = new Scene(root, 400, 400);
primaryStage.setScene(scene);
primaryStage.show();
}
}