好吧,正如标题所说,我遇到双缓冲问题。我读了这本Java电子书,并没有为你教他们的内容提供代码 - 至少不完全。所以我必须做很多猜测工作。
目标:在小程序中弹跳球。
这不是球仍在闪烁的方式。 Aka双缓冲无法正常工作。
我使用三个类,ball类,双缓冲类和MainApplet类。 MainApplet扩展了双缓冲,ball类扩展了MainApplet
import java.applet.Applet;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Rectangle;
@SuppressWarnings("serial")
public class MainApplet extends DoubleBuffering implements Runnable {
public Ball ball;
public Graphics g;
private Thread ticker;
public boolean running = false;
public void init() {
setSize(100,100);
ball = new Ball(getWidth() / 5f, getHeight() / 4f, 1.5f,
2.3f, 12, Color.red);
moveBall();
}
public void run() {
while(running) {
try {
Rectangle bou = new Rectangle(getWidth(), getHeight());
ball.move(bou);
ball.update(getGraphics());
Thread.sleep(1000 / 15);
} catch (InterruptedException e) {
System.out.println(e.getMessage());
}
repaint();
}
}
public void moveBall() {
start();
}
public synchronized void start() {
running = true;
ticker = new Thread(this);
ticker.setPriority(Thread.MIN_PRIORITY + 1);
ticker.start();
}
public synchronized void stop() {
running = false;
ticker.stop();
}
}
import java.applet.Applet;
import java.awt.Graphics;
import java.awt.Image;
public class DoubleBuffering extends Applet
{
Image offScreenBuffer;
@SuppressWarnings("deprecation")
public void update(Graphics g)
{
System.out.println("We are buffing");
Graphics gr;
if (offScreenBuffer==null ||
(! (offScreenBuffer.getWidth(this) == this.size().width
&& offScreenBuffer.getHeight(this) == this.size().height)))
{
offScreenBuffer = this.createImage(size().width, size().height);
}
gr = offScreenBuffer.getGraphics();
System.out.println("Something else");
paint(gr);
g.drawImage(offScreenBuffer, 0, 0, this);
}
}
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Image;
import java.awt.Rectangle;
public class Ball extends MainApplet{
int size;
private Color color;
public float x, y, dx, dy;
public Ball ball;
public int width, height;
public Image offscreenImage;
public Graphics offscr;
private MainApplet ma;
Ball (float x, float y, float dx, float dy, int size,
Color color) {
this.x = x;
this.y = y;
this.dy = dx;
this.dy = dy;
this.color = color;
this.size = size;
}
public void draw (Graphics g) {
g.setColor(this.color);
g.fillOval((int) x, (int) y, size, size);
}
public void update(Graphics g) {
g.clearRect(0, 0, getWidth(), getHeight());
draw(g);
}
public void move(Rectangle bounds) {
// Add velocity values dx/dy to position to
// ball s new position
x += dx;
y += dy;
// Check for collision with left edge
if (x < bounds.x && dx < 0) {
dx = -dx;
x -= 2 * (x - bounds.x);
}
// Check for collision with right edge
else if (x + size > bounds.x + bounds.width &&
dx > 0) {
dx = -dx;
x -= 2 * ((x + size) - (bounds.x + bounds.width));
}
// Checks for collision with top edge
else if (y < bounds.y && dy < 0) {
dy = -dy;
y -= 2 * (y - bounds.y);
}
// Checks for collision with bottom edge
else if (y + size > bounds.y + bounds.height && dy >0) {
dy = -dy;
y -= 2 * ((y + size) - (bounds.y + bounds.width));
}
}
}
注意:我不太确定此代码将如何出现&gt;。&lt;使用'code:'函数看起来好像很不稳定。
无论如何,不要太讨厌我的约定,我还是比较新的。提示和答案将不胜感激。感谢。
答案 0 :(得分:0)
而不是调用Thread.Sleep()
尝试使用这样的摇摆计时器。
private Timer t;
public void moveBall() {
t = new Timer(1000/15, new ActionListener() {
public void actionPerformed(ActionEvent e) {
Rectangle bou = new Rectangle(getWidth(), getHeight());
ball.move(bou);
ball.update(getGraphics());
repaint();
}
});
t.start();
}
public void destroy() {
if(t!=null) t.stop();
super.destroy();
}
至少应该有所帮助。
答案 1 :(得分:0)
我假设类DoubleBuffering是一些教程类。我猜它是从Applet而不是JApplet派生的。如果您使用JApplet,默认情况下您将获得双缓冲。