san*_*ixx 6 java concurrency swing repaint event-dispatch-thread
我正在制作一个带有tilemap的RPG.为了生成tilemap,我循环通过一个二维数组,但这意味着当我重新绘制时,我必须每次都这样做.如果我重画太多屏幕闪烁,我怎么能阻止这个.
package sexyCyborgFromAnOtherDimension;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.RenderingHints;
import java.awt.event.KeyAdapter;
import java.awt.event.KeyEvent;
import java.io.BufferedReader;
import java.io.IOException;
import java.io.InputStreamReader;
import java.util.Timer;
import java.util.TimerTask;
import javax.swing.JPanel;
@SuppressWarnings("serial")
public class Game extends JPanel
{
KeyLis listener;
int mapX = 20;
int mapY = 20;
boolean up = false;
boolean down = false;
boolean right = false;
boolean left = false;
String[][] map;
public Game()
{
super();
try
{
map = load("/maps/map1.txt");
}
catch (IOException e)
{
// TODO Auto-generated catch block
e.printStackTrace();
}
listener = new KeyLis();
this.setFocusable(true);
this.requestFocus();
this.addKeyListener(listener);
Timer timer = new Timer();
TimerTask task = new TimerTask()
{
@Override
public void run()
{
if(up)
{
mapY++;
repaint();
}
if(down)
{
mapY--;
repaint();
}
if(right)
{
mapX--;
repaint();
}
if(left)
{
mapX++;
repaint();
}
}
};
timer.scheduleAtFixedRate(task, 0, 10);
}
public void paint(Graphics g)
{
super.paintComponent(g);
setDoubleBuffered(true);
Graphics2D g2 = (Graphics2D)g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
for (int x = 0; x < map.length; x++)
{
for (int y = 0; y < map[x].length; y++)
{
switch(map[x][y])
{
case "0":
g.setColor(Color.GREEN);
break;
case "1":
g.setColor(Color.GRAY);
break;
}
g.fillRect(y*20+mapX, x*20+mapY, 20, 20);
}
}
g.setColor(Color.BLACK);
g.fillRect(400, 400, 20, 20);
}
String[][] load(String file) throws IOException
{
BufferedReader br = new BufferedReader(new InputStreamReader(getClass().getResourceAsStream(file)));
int lines = 1;
int length = br.readLine().split(" ").length;
while (br.readLine() != null) lines++;
br.close();
BufferedReader br1 = new BufferedReader(new InputStreamReader(getClass().getResourceAsStream(file)));
String[][] map = new String[lines][length];
for (int i = 0; i < lines; i++)
{
String line = br1.readLine();
String[] parts = line.split(" ");
for (int y = 0; y < length; y++)
{
map[i][y] = parts[y];
}
}
br1.close();
return map;
}
private class KeyLis extends KeyAdapter
{
@Override
public void keyPressed(KeyEvent e)
{
switch (e.getKeyCode())
{
case KeyEvent.VK_UP:
up = true;
break;
case KeyEvent.VK_DOWN:
down = true;
break;
case KeyEvent.VK_LEFT:
left = true;
break;
case KeyEvent.VK_RIGHT:
right = true;
break;
}
}
@Override
public void keyReleased(KeyEvent e)
{
switch (e.getKeyCode())
{
case KeyEvent.VK_UP:
up = false;
break;
case KeyEvent.VK_DOWN:
down = false;
break;
case KeyEvent.VK_LEFT:
left = false;
break;
case KeyEvent.VK_RIGHT:
right = false;
break;
}
}
}
}
Run Code Online (Sandbox Code Playgroud)
谢谢您的帮助
使用javax.swing.Timer即使延迟10毫秒也会消除所有闪烁.
一些小事突然袭来.
首先.您可能更好地使用javax.swing.Timer而不是java.util.Timer,这至少会让事件更好地流动.
其次,10毫秒是缩短一段时间,严重的是,你不需要100fps,60fps约为17毫秒,我通常使用40毫秒为25fps.这可能会给EDT一些喘息的空间来实际响应重绘请求.
第三,你应该使用paintComponent而不是paint.它在调用链中足够低,保证是双缓冲的
第四,你应该避免调用任何可能重新安排的方法repaint(setDoubleBuffered例如,如果你必须在构造函数中调用它,但是,Swing组件默认是双缓冲的)
第五,在可能的情况下,将所有"静态"或缓慢变化的内容绘制到后备缓冲区并进行绘制.这样可以提高paint工作速度,因为它不会卡在很多小循环中.
您可能需要查看AWT和Swing中的绘画,了解有关绘画过程的更多详细信息
一些额外的例子......
而且因为kleo吓到了我(这也是一个好主意),你还应该看一下如何使用Key Bindings,它将解决你的焦点问题.KeyListener