【问题标题】:Problems with Java's Paint method, ridiculous refresh velocityJava 的 Paint 方法存在问题,刷新速度荒谬
【发布时间】:2013-03-31 15:32:18
【问题描述】:

我正在为大学开发一个非常简单的 R-Type 版本,但尽管它有效,但飞行速度非常慢,因此运动又丑陋又笨拙。 我使用repaint方法刷新屏幕,还有其他方法或比它更好的方法吗?

Video of Movement

主面板的绘制方法

@Override
    public void paint(Graphics g) {
        super.paint(g);
        Graphics2D g2 = (Graphics2D) g;
        g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING,
        RenderingHints.VALUE_ANTIALIAS_ON);
        g2.drawImage(fondo, 0, 0,1200,600,this);
        pj.paint(g2);
        g2D=g2;

    }

PJ的画法

public void paint(Graphics2D g) {

    g.drawImage(imagen,x,y,this);
}

PJ的移动方法

public void move (KeyEvent e)  {
    int dx = 0; int dy = 0;
    int code = e.getKeyCode();

    switch (code) {
    case KeyEvent.VK_Q: dy-=1; break;
    case KeyEvent.VK_A: dy+=1; break;
    case KeyEvent.VK_P: dx+=1; break;
    case KeyEvent.VK_O: dx-=1; break;
    }

    int x = (getX()<maxX&&getX()!=0) ? getX()+dx : getX();
    int y = (getY()<maxY&&getY()!=0) ? getY()+dy : getY();

    if (getY()>=maxY||getY()==0) {
        if (dy==+1) y=y+1;
    }

    setPosicion(x, y); 

}

【问题讨论】:

  • 尝试在主面板上对绘制方法中的每个步骤进行基准测试,看看哪个部分最慢并返回结果

标签: java swing awt paint repaint


【解决方案1】:
  • 图像 fondo 应该已经缩放到 1200x600。
  • 我不确定,但需要super.paint(g) 吗?你也可以使用paintComponent

事件处理(您似乎在按下键时移动了 1 个像素),必须正确完成。我会设置方向和速度(1px),然后将其留给摆动计时器进行连续移动。

重绘最好是弹性/灵活:repaint(20L)(每秒 50 帧); 像 key-down 这样的事件可能会使用EventQueue.invokeLater(new Runnable() { ... });

特别是您可能会在更改区域使用重绘。

【讨论】:

  • PaintComponet 是首选,但是是的,super.paint 是必需的。最好使用 Swing Timer 延迟重绘-恕我直言
【解决方案2】:

您可以找到类似程序here 的一个很好的示例。该示例演示了创建一个新线程并让该线程在主循环的每次迭代中休眠。

Here 是另一个关于在 Java 中加载游戏图像的问题。

看起来摇摆本身对于在游戏中使用图像非常糟糕。您可能需要考虑使用更合适的库。

【讨论】:

  • Swing 对于大多数 2D 风格的游戏都可以,唯一需要担心的是 Swing 使用被动渲染过程,这意味着虽然您可以请求重绘,但您无法保证重绘何时会发生
  • 嗨疯了! :D 是的,我并没有真正用 Java 做过太多的游戏开发,我只是在其他线程中脱离 cmets 之类的东西。他们似乎表明,虽然 Swing 在渲染和其他方面可能不是特别糟糕,但它在图像方面并不是很好。如果我没记错的话,我认为您可以在 repaint() 之前调用 revalidate() 以确保发生重绘...
【解决方案3】:

以下是使用背景作为简单游戏循环的简单示例。它更新游戏对象的状态并计算所需的延迟以保持所需的 fps。

游戏对象 (Ship) 具有在短时间内加速/减速的能力

import java.awt.BorderLayout;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.event.ActionEvent;
import java.awt.event.KeyEvent;
import java.awt.geom.Path2D;
import javax.swing.AbstractAction;
import javax.swing.ActionMap;
import javax.swing.InputMap;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.KeyStroke;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;

public class AnimationTest {

    public static void main(String[] args) {
        new AnimationTest();
    }

    public AnimationTest() {
        EventQueue.invokeLater(new Runnable() {
            @Override
            public void run() {
                try {
                    UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
                } catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
                }

                JFrame frame = new JFrame("Test");
                frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
                frame.setLayout(new BorderLayout());
                frame.add(new GamePane());
                frame.pack();
                frame.setLocationRelativeTo(null);
                frame.setVisible(true);
            }

        });
    }

    public class GamePane extends JPanel {

        private Ship ship;

        public GamePane() {

            ship = new Ship();
            Thread thread = new Thread(new MainLoop(this));
            thread.setDaemon(true);
            thread.start();

            InputMap im = getInputMap(WHEN_IN_FOCUSED_WINDOW);
            ActionMap am = getActionMap();

            // Key controls...
            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, false), "upPressed");
            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, false), "downPressed");
            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_UP, 0, true), "upReleased");
            im.put(KeyStroke.getKeyStroke(KeyEvent.VK_DOWN, 0, true), "downReleased");

            am.put("upPressed", new AbstractAction() {
                @Override
                public void actionPerformed(ActionEvent e) {
                    // Change the direction...
                    ship.setDirection(-1);
                    // Accelerate by 1 per frame
                    ship.setVelocity(1);
                }

            });
            am.put("downPressed", new AbstractAction() {
                @Override
                public void actionPerformed(ActionEvent e) {
                    // Change direction
                    ship.setDirection(1);
                    // Accelerate by 1 per frame
                    ship.setVelocity(1);
                }

            });
            am.put("upReleased", new AbstractAction() {
                @Override
                public void actionPerformed(ActionEvent e) {
                    // Deccelerate by 1 per frame
                    ship.setVelocity(-1);
                }

            });
            am.put("downReleased", new AbstractAction() {
                @Override
                public void actionPerformed(ActionEvent e) {
                    // Deccelerate by 1 per frame
                    ship.setVelocity(-1);
                }

            });
        }

        @Override
        public Dimension getPreferredSize() {
            return new Dimension(200, 200);
        }

        public void updateState() {
            // Update the state of the game objects.
            // This would typically be better done in 
            // some kind of model
            ship.update(getWidth(), getHeight());
        }

        @Override
        protected void paintComponent(Graphics g) {
            super.paintComponent(g);
            // Paint the game state...
            Graphics2D g2d = (Graphics2D) g.create();
            ship.paint(g2d);
            g2d.dispose();
        }

    }

    public class MainLoop implements Runnable {

        private GamePane pane;
        private int fps = 25;

        public MainLoop(GamePane pane) {
            this.pane = pane;
        }

        @Override
        public void run() {
            // Wait until the screen is ready
            while (pane.getHeight() <= 0) {
                try {
                    Thread.sleep(125);
                } catch (InterruptedException ex) {
                }
            }
            // Main loop
            while (true) {
                // Start time loop
                long startTime = System.currentTimeMillis();
                // Update the game state
                pane.updateState();
                // Calculate the amount of time it took to update
                long elasped = System.currentTimeMillis() - startTime;
                // Calculate the number of milliseconds we need to sleep
                long sleep = Math.round((1000f / fps) - elasped);
                pane.repaint();
                if (sleep > 0) {
                    try {
                        Thread.sleep(sleep);
                    } catch (InterruptedException ex) {
                    }
                }
            }
        }

    }

    public static class Ship {

        public static int MAX_SPEED = 8;
        private int direction = 0;
        private int velocity = 0;
        private int x;
        private int y;
        private int speed = 0;
        private Path2D shape;
        private boolean initState;

        public Ship() {
            shape = new Path2D.Float();
            shape.moveTo(0, 0);
            shape.lineTo(5, 5);
            shape.lineTo(0, 10);
            shape.lineTo(0, 0);
            shape.closePath();
            initState = true;
        }

        public void setDirection(int direction) {
            this.direction = direction;
        }

        public void setVelocity(int velocity) {
            this.velocity = velocity;
        }

        public void update(int width, int height) {
            if (initState) {
                y = (height - 10) / 2;
                initState = false;
            } else {
                // Add the velocity to the speed
                speed += velocity;
                // Don't over accelerate
                if (speed > MAX_SPEED) {
                    speed = MAX_SPEED;
                } else if (speed < 0) {
                    speed = 0;
                }
                // Adjust out position if we're moving
                if (speed > 0) {
                    y += (direction * speed);
                }

                // Bounds check...
                if (y - 5 < 0) {
                    y = 5;
                } else if (y + 5 > height) {
                    y = height - 5;
                }
            }
        }

        public void paint(Graphics2D g2d) {
            int yPos = y - 5;
            g2d.translate(10, yPos);
            g2d.fill(shape);
            g2d.translate(-10, -yPos);
        }

    }

}

【讨论】: