我尝试在java中创建一个小游戏,但我遇到了麻烦。
当我绘制地图时,我无法在不覆盖正方形的标题集的情况下显示字符。
我的目标是能够在同一个方格上显示许多图片(如草的标题集,角色和树),所以我必须处理我的图片的透明度(这不是问题)和层(这是问题)。
那么如何在另一张图像上显示图像?
我如何向java解释我需要在另一张图像上或下面显示此图像?
这是我的源代码。我不知道是不是可以帮到你。如果你给我一个能够管理图层的线索或功能,你的帮助对我来说真的很有帮助。那对我来说重写所有代码都没用x) 这个程序不完整,我现在只用它来测试我的程序。我知道他刷了两次地图,所以他覆盖了角色的正方形(并且还有许多其他的小故障),但这不是我的问题的目的。我试着一步一步完成我的游戏!
import javax.swing.JFrame;
import javax.swing.ImageIcon;
import javax.swing.JLabel;
import javax.swing.SwingUtilities;
public class Window extends Thread
{
private static JFrame window = new JFrame("game");
public void run()
{
Map map = new Map();
Characters characters = new Characters();
window.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
window.setSize(Settings.sizeX, Settings.sizeY);
window.setLocationRelativeTo(null);
window.setResizable(false);
window.setVisible(true);
map.start();
characters.start();
}
private static void reload() throws Exception
{
SwingUtilities.updateComponentTreeUI(window);
}
private static class Map extends Thread
{
private int numberSquareX = Settings.sizeX / 20 + 1;
private int numberSquareY = Settings.sizeY / 20 + 1;
private JLabel square[][] = new JLabel[numberSquareX][numberSquareY];
public void run()
{
for (int x = 0, y = 0; y < numberSquareY; x++)
{
square[x][y] = new JLabel(new ImageIcon("grass_1.png"));
square[x][y].setBounds(x * 20, y * 20, 20, 20);
window.add(square[x][y]);
if (x == numberSquareX - 1)
{
y++;
x = -1;
}
}
square[numberSquareX - 1][numberSquareY - 1] = new JLabel(new ImageIcon("grass_1.png"));
square[numberSquareX - 1][numberSquareY - 1].setBounds(numberSquareX * 20, numberSquareY * 20, 20, 20);
window.add(square[numberSquareX - 1][numberSquareY - 1]);
try
{
reload();
}
catch (Exception e)
{
}
return;
}
}
private class Characters extends Thread
{
private JLabel square[][] = new JLabel[1][1];
public void run()
{
square[0][0] = new JLabel(new ImageIcon("character_1.png"));
square[0][0].setBounds(Test.posX, Test.posX, 20, 20);
window.add(square[0][0]);
try
{
reload();
}
catch (Exception e)
{
}
return;
}
}
}
我已经找到了这个主题:How to use JLayered Pane to display an image on top of another image?和这一个Best practice for creating a composite image output for Java Swing但他们并没有真正帮助我......
我继续搜索答案。如果我找到它,我会回来发布它。
答案 0 :(得分:2)
解决。
感谢MadProgrammer的评论。
将标题地图渲染为BufferedImage,无论是整体还是基于可用的可视区域,这可能更有效。将其画在屏幕上,然后将你的角色画在它上面 - MadProgrammer
在15年多的专业Java / Swing开发中,我从未发现需要使用SwingUtilities.updateComponentTreeUI(窗口);而是简单地在负责渲染输出的组件上调用重绘,I& #39;我很确定,你会发现这更有效率。 - MadProgrammer
Swing也是单线程环境并且不是线程安全的,您不应该从事件调度线程的上下文之外更新UI,因为这将设置竞争条件并且可能导致不需要的并且难以解决图形问题。 - MadProgrammer
提示。 JLabel是Container的后代,这意味着它可以包含其他组件;) - MadProgrammer
非常感谢MadProgrammer!所以我用window.repaint()替换了SwingUtilities.updateComponentTreeUI(window)。你有正确的线程安全,我的地图有一些错误,但我无法找到它们的来源。那么BufferedImage呢?如果我创建两个BufferedImage,最后一个可以自动在第一个上面吗?或者我只想将标题映射渲染为BufferedImage(因此我受限于2层)? - 席琳
这取决于你想要达到的目标。使用BufferedImages可以完全控制图像的位置,是的,一个可以渲染到另一个,绘画就像一个艺术家画布,当你添加东西时,它们被添加到已经存在的东西上,但是,您可能会发现将JLabel添加到另一个JLabel更容易 - 请记住,JLabel默认情况下没有布局管理器 - MadProgrammer
代码示例:
import javax.swing.JFrame;
import javax.swing.ImageIcon;
import javax.swing.JLabel;
public class Window extends Thread
{
private static JFrame window = new JFrame("game");
private int numberSquareX = Settings.sizeX / 20 + 1;
private int numberSquareY = Settings.sizeY / 20 + 1;
private JLabel titlesetLayer1[][] = new JLabel[numberSquareX][numberSquareY];
private JLabel titlesetLayer2[] = new JLabel[1];
private JLabel titlesetLayer3[] = new JLabel[1];
private JLabel titlesetLayer4[] = new JLabel[0];
private JLabel titlesetLayer5[] = new JLabel[0];
private JLabel characters[] = new JLabel[2];
public void run()
{
window.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
window.setSize(Settings.sizeX, Settings.sizeY);
window.setLocationRelativeTo(null);
window.setResizable(false);
// draw layer5 (on the layer4)
// draw layer4 (on the layer3)
// draw layer3 (on the characters)
titlesetLayer3[0] = new JLabel(new ImageIcon("tree_1.png"));
titlesetLayer3[0].setBounds(130, 120, 126, 160);
window.add(titlesetLayer3[0]);
// draw the charaters
characters[1] = new JLabel(new ImageIcon("character_1.png"));
characters[1].setBounds(600, 500, 100, 100);
window.add(characters[1]);
characters[0] = new JLabel(new ImageIcon("character_1.png"));
characters[0].setBounds(100, 100, 100, 100);
window.add(characters[0]);
// draw layer2 (under the characters)
titlesetLayer2[0] = new JLabel(new ImageIcon("tree_1.png"));
titlesetLayer2[0].setBounds(570, 400, 126, 160);
window.add(titlesetLayer2[0]);
// draw layer1 (under the layer2)
for (int x = 0, y = 0; y < numberSquareY; x++)
{
titlesetLayer1[x][y] = new JLabel(new ImageIcon("grass_1.png"));
titlesetLayer1[x][y].setBounds(x * 20, y * 20, 20, 20);
window.add(titlesetLayer1[x][y]);
if (x == numberSquareX - 1)
{
y++;
x = -1;
}
}
titlesetLayer1[numberSquareX - 1][numberSquareY - 1] = new JLabel(new ImageIcon("grass_1.png"));
titlesetLayer1[numberSquareX - 1][numberSquareY - 1].setBounds(numberSquareX * 20, numberSquareY * 20, 20, 20);
window.add(titlesetLayer1[numberSquareX - 1][numberSquareY - 1]);
window.setVisible(true);
// window.repaint();
}
}
截屏:
另一个解决方案是使用JLayeredPane!
JLayeredPane layers = new JLayeredPane();
layers.add(tilesetsUnderCharacter, 0); // Layer 0
layers.add(character, 1); // Layer 1
layers.add(tilesetsOnCharacter, 2); // Layer 2
frame.setContentPane(layers);
代码示例:
private void init()
{
frame.setDefaultCloseOperation(javax.swing.JFrame.EXIT_ON_CLOSE);
frame.setSize(Settings.getX(), Settings.getY());
frame.setResizable(false);
frame.setLocationRelativeTo(null);
for (int i = 0; i < y ; i++)
{
for (int j = 0; j < x; j++)
{
for (int k = 0; k < tilesetsOnCharactersSize; k++)
{
tilesetsOnCharacters[i][j][k] = new javax.swing.JLabel(new javax.swing.ImageIcon(Resources.getTileset(Maps.getMapTileset(mapNumber, 1, k, i, j))));
tilesetsOnCharacters[i][j][k].setBounds(j * tilesetX, i * tilesetY, tilesetX, tilesetY);
map.add(tilesetsOnCharacters[i][j][k], 4);
}
for (int k = 0; k < tilesetsUnderCharactersSize; k++)
{
tilesetsUnderCharacters[i][j][k] = new javax.swing.JLabel(new javax.swing.ImageIcon(Resources.getTileset(Maps.getMapTileset(mapNumber, 0, k, i, j))));
tilesetsUnderCharacters[i][j][k].setBounds(j * tilesetX, i * tilesetY, tilesetX, tilesetY);
map.add(tilesetsUnderCharacters[i][j][k], 0);
}
for (int k = 0; k < mapAttributeSize; k++)
{
if (Maps.getMapTileset(mapNumber, 2, k, i, j) == 1)
{
blocked[i][j] = true;
}
}
}
}
for (int i = 0; i < charactersNumber; i++)
{
characters[i] = new Character(0, 0, 64, 64, 0, 0, 0, 0, 5);
tilesetsCharacters[i] = new javax.swing.JLabel(new javax.swing.ImageIcon(Characters.getCharacter(characters[i].getCharacterSkin(), characters[i].getDirection())));
tilesetsCharacters[i].setBounds(characters[i].getX(), characters[i].getY(), characters[i].getSizeX(), characters[i].getSizeY());
map.add(tilesetsCharacters[i], 1);
charactersRender[i] = false;
}
frame.addKeyListener(new java.awt.event.KeyAdapter()
{
@Override
public void keyTyped(java.awt.event.KeyEvent keyEvent)
{
}
@Override
public void keyPressed(java.awt.event.KeyEvent keyEvent)
{
if((keyEventInt = keyEvent.getKeyCode()) == java.awt.event.KeyEvent.VK_F)
{
right = true;
}
else if(keyEventInt == java.awt.event.KeyEvent.VK_S)
{
left = true;
}
else if(keyEventInt == java.awt.event.KeyEvent.VK_E)
{
up = true;
}
else if(keyEventInt == java.awt.event.KeyEvent.VK_D)
{
down = true;
}
}
@Override
public void keyReleased(java.awt.event.KeyEvent keyEvent)
{
if((keyEventInt = keyEvent.getKeyCode()) == java.awt.event.KeyEvent.VK_F)
{
right = false;
}
else if(keyEventInt == java.awt.event.KeyEvent.VK_S)
{
left = false;
}
else if(keyEventInt == java.awt.event.KeyEvent.VK_E)
{
up = false;
}
else if(keyEventInt == java.awt.event.KeyEvent.VK_D)
{
down = false;
}
}
});
frame.setContentPane(map);
frame.setVisible(true);
}
private void update()
{
if (exit && characters[0].getX() < x * tilesetX - characters[0].getSizeX() - characters[0].getMovementSpeed() && characters[0].getX() > 0 && characters[0].getY() > 0 && characters[0].getY() < y * tilesetY - characters[0].getSizeY() - characters[0].getMovementSpeed())
{
exit = false;
}
if (right && (exit || (characters[0].getX() < x * tilesetX - characters[0].getSizeX() - characters[0].getMovementSpeed() && !blocked[characters[0].getY() / tilesetY][(characters[0].getX() + characters[0].getSizeX() + characters[0].getMovementSpeed()) / tilesetX] && !blocked[(characters[0].getY() + characters[0].getSizeY()) / tilesetY][(characters[0].getX() + characters[0].getSizeX() + characters[0].getMovementSpeed()) / tilesetX])))
{
characters[0].right();
characters[0].setScaleX(5);
if (allowExitRight && characters[0].getX() > x * tilesetX - characters[0].getSizeX() - characters[0].getMovementSpeed() - 1)
exit = true;
charactersRender[0] = true;
}
if (left && (exit || (characters[0].getX() > 0 && !blocked[characters[0].getY() / tilesetY][(characters[0].getX() - characters[0].getMovementSpeed()) / tilesetX] && !blocked[(characters[0].getY() + characters[0].getSizeY()) / tilesetY][(characters[0].getX() - characters[0].getMovementSpeed()) / tilesetX])))
{
characters[0].left();
characters[0].setScaleX(-3);
if (allowExitLeft && characters[0].getX() <= 0)
exit = true;
charactersRender[0] = true;
}
if (jumped || up && (exit || (characters[0].getY() > 0 && !blocked[(characters[0].getY() - characters[0].getMovementSpeed()) / tilesetY][characters[0].getX() / tilesetX] && !blocked[(characters[0].getY() - characters[0].getMovementSpeed()) / tilesetY][(characters[0].getX() + characters[0].getSizeX()) / tilesetX])))
{
if (!jump)
{
characters[0].up();
characters[0].setScaleY(-3);
if (allowExitUp && characters[0].getY() <= 0)
exit = true;
charactersRender[0] = true;
}
else if (!jumped && !falling)
{
jumpCurrentDuration = jumpDuration;
jumped = true;
}
else if (--jumpCurrentDuration > 0)
{
if (exit || (characters[0].getY() > 0 && !blocked[(characters[0].getY() - characters[0].getMovementSpeed()) / tilesetY][characters[0].getX() / tilesetX] && !blocked[(characters[0].getY() - characters[0].getMovementSpeed()) / tilesetY][(characters[0].getX() + characters[0].getSizeX()) / tilesetX]))
{
characters[0].up();
characters[0].setScaleY(-3);
if (allowExitUp && characters[0].getY() <= 0)
exit = true;
charactersRender[0] = true;
}
}
else
{
jumped = false;
}
}
if (((down && !jumped) || (gravity && !jumped)) && (exit || (characters[0].getY() < y * tilesetY - characters[0].getSizeY() - characters[0].getMovementSpeed() && !blocked[(characters[0].getY() + characters[0].getSizeY() + characters[0].getMovementSpeed()) / tilesetX][characters[0].getX() / tilesetX] && !blocked[(characters[0].getY() + characters[0].getSizeY() + characters[0].getMovementSpeed()) / tilesetY][(characters[0].getX() + characters[0].getSizeX()) / tilesetX])))
{
characters[0].down();
characters[0].setScaleY(5);
if (allowExitDown && characters[0].getY() > y * tilesetY - characters[0].getSizeY() - characters[0].getMovementSpeed())
exit = true;
if (jump)
falling = true;
charactersRender[0] = true;
}
else if (jump)
falling = false;
}
private void render()
{
for (int i = 0; i < charactersNumber; i++)
{
if (charactersRender[i])
{
tilesetsCharacters[i].setIcon(new javax.swing.ImageIcon(Characters.getCharacter(characters[i].getCharacterSkin(), characters[i].getDirection())));
tilesetsCharacters[i].setBounds(characters[i].getX() + characters[i].getScaleX(), characters[i].getY() + characters[i].getScaleY(), characters[i].getSizeX(), characters[i].getSizeY());
charactersRender[i] = false;
}
}
}
屏幕截图:
编辑:我还找到了一个名为Slick2D的库,它使用TiledMapEditor:
如何设置Slick2D:How to install Slick2d?
如何使用Slick2D和TiledMapEditor:Slick2D + Tiled cant load map
开始时:https://thejavablog.wordpress.com/2008/06/08/using-slick-2d-to-write-a-game/