游戏引擎中JFrame的图形问题

时间:2015-04-14 06:42:31

标签: java swing graphics jframe game-engine

我正在为我的大学课程中的块游戏Collapse创建一个“简单”的2D游戏引擎。我试图使得JFrame在每次引入新屏幕时都会调整大小,我已经做了两次尝试,一次正确调整大小,但没有显示任何内容,另一次显示SOMETHING,但没有调整大小。

对于这篇文章,我将展示我创建的第二个游戏引擎的代码,因为我的第一个尝试是单片版本,我最终无法跟随自己。

首先,由于某种原因,即使设置了setDefaultCLoseOperation(JFrame.EXIT_ON_CLOSE),窗口也不会用X按钮关闭。

第二次(第二次尝试)JFrame不会调整大小,但会显示测试的一小部分StartMenu

(对不起链接,编辑说我必须有10个代表才能发布图片...聪明的举动,但仍然很烦人) http://i1148.photobucket.com/albums/o577/FoxnEagle/GraphicsWindow1_zpscqdgsjqh.png

但在调整大小时;

http://i1148.photobucket.com/albums/o577/FoxnEagle/GraphicsWindow2_zpsckr4eohs.png

我想这篇文章的问题是我的错误是让窗户变得反应迟钝,能够用它制作现代艺术吗?

Collapse.java

import gameEngine.*;
import screens.*;

import javax.swing.*;

public class Collapse{

    private Game game;

    public Collapse(){
        this.game = new Game("Test", null);
        game.getScrMan().setScreen(new StartMenu(game.getScrMan()));
    }
    public static void main(String[] args){
        new Collapse();
    }
}

:||包装屏幕||:

StartMenu.java

package screens;

import gameEngine.*;
import java.awt.*;
import javax.swing.*;

public class StartMenu extends Screen{

    private final ScreenManager scrMan;

    public StartMenu(ScreenManager scrMan){
        super(scrMan);
        this.scrMan = scrMan;
    }

    public void onCreate(){
        JButton b1 = new JButton();
        scrMan.getScrMan().setSize(200, 200);
        scrMan.getScrMan().add(b1);
        System.out.println("got here");
    }

    public void onUpdate(){
    }

    public void onDraw(Graphics2D g2d){
        g2d.setColor(Color.BLACK);
        g2d.fillOval(10, 10, 10, 10);
    }

    public void paintComponent(Graphics g){
        g.setColor(Color.BLACK);
        g.fillOval(10,10,10,10);
    }

}

:|| package gameEngine ||:

Game.java

package gameEngine;

import javax.swing.*;
import java.awt.*;

public class Game{
    private final ImageIcon image;
    private final String title;
    private final GameLoop gameLoop;
    private final ScreenManager scrMan;
    private final InputManager inpMan;
    private final EntityManager entMan;
    private JFrame window;
    private boolean running;

    //constructor and initializer for gameLoop
    public Game(String title, ImageIcon image){
        this.title = title;
        this.image = image;
        window = new JFrame();
        scrMan = new ScreenManager(this);
        inpMan = new InputManager();
        entMan = new EntityManager();
        gameLoop = new GameLoop(this);
        initialize();
        SwingUtilities.invokeLater(gameLoop);
    }

    private void initialize(){
        window.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);  //close on exit
        window.setTitle(title);                                 //set the title
        if(image != null){}                                     //set the image icon NOT IMPLEMENTED YET
        //window.setResizable(false);                               //user cannot resize
        window.setFocusable(true);                              //
        window.setLocationRelativeTo(null);                     //put in center of screen
        window.add(scrMan);                                     //add the 
        window.pack();
        window.setVisible(true);
        running = true;
    }


    public JFrame getWindow(){return window;}
    public boolean getRunning(){return running;}
    public ScreenManager getScrMan(){return scrMan;}
    public InputManager getInput(){return inpMan;}
    public EntityManager getEntMan(){return entMan;}

    public void paused(){running = false;}
    public void resume(){running = true;}
}

GameLoop.java

package gameEngine;

import java.lang.Runnable;

public class GameLoop implements Runnable{
    private final Game game;
    private long time;
    private final int fps = 30;

    public GameLoop(Game game){this.game = game;}

    public void run(){
        while(true){
            while(game.getRunning()){
//System.out.println("running");//debugging
                if(game.getScrMan().getScreen() != null){
                    game.getScrMan().getScreen().onUpdate();
//System.out.println("screen is updating");//debugging
                }
//fps clock, commenting out does not fix problem
                time = System.currentTimeMillis();
                time = (1000/fps) - (System.currentTimeMillis() - time);
                if(time > 0){try{Thread.sleep(time);}catch(Exception e){}}
            }
        }
    }
}

ScreenManager.java

package gameEngine;

import javax.swing.JPanel;
import java.awt.*;

public class ScreenManager extends JPanel{
    private final Game game;
    private Screen screen;

    public ScreenManager(Game game){this.game = game;}

    public void setScreen(Screen screen){
        this.screen = screen;
        this.removeAll();
        screen.onCreate();
        game.getWindow().revalidate();
        //game.getWindow().pack();
    }

    public Screen getScreen(){return screen;}
    public Game getGame(){return game;}
    public ScreenManager getScrMan(){return this;}

    public void paintComponent(Graphics g){
        super.paintComponent(g);
        g.setColor(Color.BLACK);
        g.fillOval(0,0, 10, 10);
    }
}

Screen.java(StartMenu扩展并覆盖所有函数)

package gameEngine;

import java.awt.Graphics;
import java.awt.Graphics2D;

public abstract class Screen{
    private final ScreenManager scrMan;

    public Screen(ScreenManager scrMan){this.scrMan = scrMan;}

    public abstract void onCreate();
    public abstract void onUpdate();
    public abstract void onDraw(Graphics2D g2d);
}

InputManager.java(尚未实现任何内容,只是一个占位符)

package gameEngine;

import java.awt.event.*;

public class InputManager implements KeyListener, MouseListener{
    public void mouseClicked(MouseEvent event){
    }
    public void mouseEntered(MouseEvent event){
    }
    public void mouseExited(MouseEvent event){
    }
    public void mousePressed(MouseEvent event){
    }
    public void mouseReleased(MouseEvent event){
    }
    public void keyPressed(KeyEvent event){
    }
    public void keyReleased(KeyEvent event){
    }
    public void keyTyped(KeyEvent event){
    }
}

EntityManager.java和Entity.java只是空白类

1 个答案:

答案 0 :(得分:2)

此,

SwingUtilities.invokeLater(gameLoop);

在事件派发线程中运行游戏循环,阻止它。所以重绘经理从来没有改变来绘制内容。您应该在事件调度线程中create使用GUI,因为从其他线程修改或创建swing组件是不安全的。

游戏循环的计时需要以不阻止EDT的方式完成。最简单的是使用swing Timer;如果后来证明不足,你可以切换到另一个解决方案,但是你需要密切关注线程的安全性。 Swing计时器在EDT中运行动作监听器代码,因此它很容易被线程保护。