我想用瓷砖使地图无限,但是当我进入某些部分时,它只是黑色并且不会正确渲染。这是 Screen.java 和 Game.java 的代码。Screen.java:(我认为问题出在哪里)
package com.vipgamming.Frytree.graphics;
import java.util.Random;
public class Screen {
private int width, height;
public int[] pixels;
public final int MAP_SIZE = 128;
public final int MAP_SIZE_MASK = MAP_SIZE -1;
public int[] tiles = new int [MAP_SIZE*MAP_SIZE];
private Random random = new Random();
public Screen(int width, int height) {
this.width = width;
this.height = height;
pixels = new int[width * height];
for (int i = 0; i < MAP_SIZE + MAP_SIZE; i++) {
tiles[i] = random.nextInt (0xffffff);
}
}
public void clear() {
for (int i = 0; i < pixels.length; i++) {
pixels[i] = 0;
}
}
public void render(int xOffset, int yOffset) {
for (int y = 0; y < height; y++) {
int yy = y+yOffset;
//if (yy < 0 || yy >= height ) break;
for (int x = 0; x < width; x++) {
int xx = x+xOffset;
//if (xx < 0 || xx >= width) break;
int tileIndex = ((xx >> 4) & MAP_SIZE_MASK) + ((yy >> 4) & MAP_SIZE_MASK) * 8;
pixels[x + y * width] = tiles[tileIndex];
}
}
}
}
游戏.java
package com.vipgamming.Frytree;
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import javax.swing.JFrame;
import com.vipgamming.Frytree.graphics.Screen;
import com.vipgamming.Frytree.input.Keyboard;
public class Game extends Canvas implements Runnable {
private static final long serialVersionUID = 1L;
public static int width = 300;
public static int height = width /16 * 10;
public static int scale = 3;
public static String title = "FryTree";
private Thread thread;
private JFrame frame;
private Keyboard key;
private boolean running = false;
private Screen screen;
private BufferedImage image = new BufferedImage(width, height, BufferedImage.TYPE_INT_RGB);
private int[] pixels = ((DataBufferInt)image.getRaster().getDataBuffer()).getData();
public Game() {
Dimension size = new Dimension(width * scale, height * scale);
setPreferredSize(size);
screen = new Screen(width, height);
frame = new JFrame();
key = new Keyboard();
addKeyListener(key);
}
public synchronized void start() {
running = true;
thread = new Thread(this, "Display");
thread.start();
}
public synchronized void stop() {
running = false;
try {
thread.join();
}catch (InterruptedException e) {
e.printStackTrace();
}
}
public void run() {
long lastTime = System.nanoTime();
long timer = System.currentTimeMillis();
final double ns = 1000000000.0 / 60.0;
double delta = 0;
int frames = 0;
int updates = 0;
while (running) {
long now = System.nanoTime();
delta += (now-lastTime) / ns;
lastTime = now;
while (delta >= 1) {
update();
updates++;
delta--;
}
render();
frames++;
if (System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println(updates + "ups, " + frames +" fps");
frame.setTitle(title + " | " + updates + "ups, " + frames +" fps");
updates = 0;
frames = 0;
}
}
stop();
}
int x=0, y=0;
public void update() {
key.update();
if (key.up) y--;
if (key.down) y++;
if (key.left) x--;
if (key.right) x++;
}
public void render() {
BufferStrategy bs = getBufferStrategy();
if (bs == null) {
createBufferStrategy(3);
return;
}
screen.clear();
screen.render(x, y);
for (int i = 0; i < pixels.length; i++) {
pixels[i] = screen.pixels[i];
}
Graphics g = bs.getDrawGraphics();
g.drawImage(image, 0, 0, getWidth(), getHeight(), null);
g.dispose();
bs.show();
}
public static void main(String [] args) {
Game game = new Game();
game.frame.setResizable(false);
game.frame.setTitle(game.title);
game.frame.add(game);
game.frame.pack();
game.frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
game.frame.setLocationRelativeTo(null);
game.frame.setVisible(true);
game.start();
}
}
它没有给出任何错误。