我正在使用Swing用Java开发一个简单的Snake游戏。 到目前为止,我制作了令我不安的蛇动画:当蛇移动时,它似乎无缘无故地滞后,但是当我用箭头键移动时,它就变得平滑了。
当它成一直线时,如何使它也平滑移动? 这是代码:
GameFrame
public class GameFrame extends JFrame {
private GamePanel gamePanel;
private JLabel scoreLabel;
public GameFrame() throws HeadlessException {
this.setTitle("Snake");
this.setBounds(100, 100, 400, 400);
this.setLocationRelativeTo(null);
this.setDefaultCloseOperation(WindowConstants.EXIT_ON_CLOSE);
this.setResizable(false);
getContentPane().setLayout(null);
getContentPane().setBackground(Color.BLACK);
scoreLabel = new JLabel("0000");
scoreLabel.setBounds(0, 0, 70, 20);
scoreLabel.setForeground(Color.WHITE);
getContentPane().add(scoreLabel);
gamePanel = new GamePanel();
gamePanel.setBounds(20, 20, 360, 350);
this.add(gamePanel);
this.setVisible(true);
}
}
GamePanel
public class GamePanel extends JPanel implements KeyListener, ActionListener {
private GameManager gameManager;
private Timer timer;
private final int DELAY = 150;
GamePanel() {
this.setOpaque(true);
this.setBackground(new Color(51, 51, 51));
this.addKeyListener(this);
this.setFocusable(true);
this.requestFocus();
gameManager = new GameManager(this);
timer = new Timer(DELAY, this);
timer.start();
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
gameManager.renderSnake(g);
}
@Override
public void actionPerformed(ActionEvent e) {
gameManager.gameLoop();
}
@Override
public void keyPressed(KeyEvent e) {
switch (e.getKeyCode()) {
case KeyEvent.VK_UP:
gameManager.moveSnakeUp();
break;
case KeyEvent.VK_DOWN:
gameManager.moveSnakeDown();
break;
case KeyEvent.VK_RIGHT:
gameManager.moveSnakeRight();
break;
case KeyEvent.VK_LEFT:
gameManager.moveSnakeLeft();
break;
}
}
@Override
public void keyTyped(KeyEvent e) { }
@Override
public void keyReleased(KeyEvent e) { }
}
GameManager
public class GameManager {
private Color snakeColor;
private Snake snake;
private GamePanel gamePanel;
private boolean running;
public GameManager(GamePanel gamePanel) {
this.gamePanel = gamePanel;
snakeColor = Color.GREEN;
snake = new Snake();
running = true;
}
public void gameLoop() {
update();
draw();
}
public void renderSnake(Graphics graphics) {
Graphics2D graphics2D = (Graphics2D) graphics;
graphics2D.setColor(snakeColor);
for (Rectangle tile : snake.getBody())
graphics2D.fillRect(tile.x, tile.y, tile.width, tile.height);
}
public void update() {
snake.move();
}
public boolean isRunning() {
return running;
}
public void draw() {
gamePanel.repaint();
}
public void moveSnakeUp() {
snake.setUpDirection();
}
public void moveSnakeDown() {
snake.setDownDirection();
}
public void moveSnakeRight() {
snake.setRightDirection();
}
public void moveSnakeLeft() {
snake.setLeftDirection();
}
}
蛇
public class Snake {
private final int SNAKE_SPEED = 10;
private final int BODY_WIDTH = 10;
private LinkedList<Rectangle> body;
private Directions direction;
public Snake() {
direction = Directions.RIGHT;
body = new LinkedList<>();
body.add(new Rectangle(50, 20, BODY_WIDTH, BODY_WIDTH));
body.add(new Rectangle(40, 20, BODY_WIDTH, BODY_WIDTH));
body.add(new Rectangle(30, 20, BODY_WIDTH, BODY_WIDTH));
body.add(new Rectangle(20, 20, BODY_WIDTH, BODY_WIDTH));
body.add(new Rectangle(10, 20, BODY_WIDTH, BODY_WIDTH));
}
public LinkedList<Rectangle> getBody() {
return body;
}
public void setUpDirection() {
if (direction != Directions.UP)
direction = Directions.UP;
}
public void setDownDirection() {
if (direction != Directions.DOWN)
direction = Directions.DOWN;
}
public void setRightDirection() {
if (direction != Directions.RIGHT)
direction = Directions.RIGHT;
}
public void setLeftDirection() {
if (direction != Directions.LEFT)
direction = Directions.LEFT;
}
public void move() {
Rectangle newHead = body.removeLast();
newHead.x = body.peek().x;
newHead.y = body.peek().y;
switch (direction) {
case UP:
newHead.y -= SNAKE_SPEED;
break;
case DOWN:
newHead.y += SNAKE_SPEED;
break;
case RIGHT:
newHead.x += SNAKE_SPEED;
break;
case LEFT:
newHead.x -= SNAKE_SPEED;
break;
}
body.addFirst(newHead);
}
}
我尝试使用Thread
和不同的延迟时间值,但无济于事。如何改善呢?
非常感谢。
编辑
我找到了使用BufferedImage
的解决方案,它确实带来了很大的不同,既简单又有效:
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
BufferedImage bufferedImage = new BufferedImage(getWidth(), getHeight(), BufferedImage.TYPE_INT_ARGB);
Graphics bufferedGraphics = bufferedImage.getGraphics();
gameManager.renderSnake(bufferedGraphics);
gameManager.renderFruit(bufferedGraphics);
g.drawImage(bufferedImage, 0, 0, this);
}
编辑2
即使不使用Timer
中的java.Swing
,而是使用Thread
,我终于设法制作出了不错的动画。对我来说很好。
对于这里感兴趣的是code。
答案 0 :(得分:1)
似乎是给您带来麻烦的是瓦片的增加。 我将其更改为1像素。有了它,它就更流畅了。我还添加了一些会随机增加大小的内容。您可以跳过平铺方法,而将单个对象用于一个方向上的线。您可以使用颜色和混合功能使其更加平滑。有很多改进的空间-但也许可以使您更进一步。 另外,我使用Netbeans的Swing编辑功能不会浪费太多时间。
We had trouble finding a sample.
Error code 400: [{
"error": {
"code": 400,
"message": "Invalid JSON payload received. Unknown name \"id\" at 'structured_query.order_by[0]': Cannot find field.",
"status": "INVALID_ARGUMENT",
"details": [
{
"@type": "type.googleapis.com/google.rpc.BadRequest",
"fieldViolations": [
{
"field": "structured_query.order_by[0]",
"description": "Invalid JSON payload received. Unknown name \"id\" at 'structured_query.order_by[0]': Cannot find field."
}
]
}
]
}
}
]