当我重新粉刷时,停止在秋千上闪烁

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;
            }
        }
    }
}
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谢谢您的帮助

编辑

使用javax.swing.Timer即使延迟10毫秒也会消除所有闪烁.

Mad*_*mer 7

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