package local.ryan.grid;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.event.KeyEvent;
import java.awt.event.KeyListener;
import javax.swing.JFrame;
public class Game implements Runnable, KeyListener {
public boolean isRunning = false;
private long lastTime;
private double fps;
public int gamestage = 0;
public int width = 300, height = 300;
public String title = "Le Go!";
public JFrame frame = new Frame(2, width, height, title);
public int x = 0, y = 0, velX = 0, velY = 0;
public static void main(String[] args) throws InterruptedException {
Thread game = new Thread(new Game());
game.start();
}
public void run() {
frame.addKeyListener(this);
frame.setFocusable(true);
frame.setFocusTraversalKeysEnabled(false);
start();
while(isRunning) {
lastTime = System.nanoTime();
try {
// Limit Each Frame, to 60 fps.
// Prevents performance issues with multiple objects.
Thread.sleep(1000 / 60); // 1000 miliseconds (1 second) / 60 frames-per-second ~ 17 ms.
} catch (InterruptedException e) {
e.printStackTrace();
}
render(frame.getGraphics());
fps = 1000000000D / (System.nanoTime() - lastTime); //one second(nano) divided by amount of time it takes for one frame to finish
lastTime = System.nanoTime();
// Change to integer, to remove decimals.
System.out.println("FPS: " + (int) fps + ".");
}
}
public void render(Graphics c) {
c.clearRect(0, 0, width, height);
Graphics2D g = (Graphics2D)c;
g.setColor(Color.RED);
g.fillRect(x, y, 30, 60);
g.dispose();
}
public void start() {
if(isRunning)
return;
isRunning = true;
}
public void stop() {
if(!isRunning)
return;
isRunning = false;
}
@Override
public void keyPressed(KeyEvent e) {
if(e.getKeyCode() == KeyEvent.VK_D) {
velX += 1;
actionPerformed();
try {
Thread.sleep(50);
} catch (InterruptedException e1) {
e1.printStackTrace();
}
}
}
@Override
public void keyReleased(KeyEvent e) {
}
@Override
public void keyTyped(KeyEvent e) {
}
public void actionPerformed() {
x = x + velX;
y = y + velY;
render(frame.getGraphics());
}
}
我如何防止渲染中的闪烁,它一切正常,除非它在闪烁时烦人。我想我可以添加一个if语句来检查VelX或VelY是否不等于0,但是当我移动正方形时它会闪烁!请跟我说。
答案 0 :(得分:0)
可能有一些原因,但现在查看代码的原因是因为它不是双缓冲的。当您的图形被双重缓冲时,计算机将绘制到虚拟屏幕,然后将其与显示的屏幕切换,以防止闪烁。
这样的东西会实现双缓冲:
private void render(Graphics g)
{
BufferedImage bufferedImage = new BufferedImage(500, 500, BufferedImage.TYPE_ARGB);
Graphics2D g2d = bufferedImage.createGraphics();
//paint using g2d ...
Graphics2D g2dComponent = (Graphics2D) g;
g2dComponent.drawImage(bufferedImage, null, 0, 0);
}
有关更多信息,我相信Java文档有一些很好的教程。