1

我想让我的应用程序绘制移动图像比它当前绘制它们的方式更平滑一些。我不知道该怎么做。

这是我的主要游戏线程的样子:

@Override
public void run(){
    int delay = 500; //milliseconds
    ActionListener taskPerformer = new ActionListener(){
        @Override
        public void actionPerformed(ActionEvent evt){
            Car car = new Car();
            int speed = (int)(3 + Math.floor(Math.random() * (6 - 3)));
            car.setSpeed(speed);
            MainLoop.this.gameObjects.vehicles.add(car.create("/Media/Graphics/blueCar.png", width - 20, 78));
            car.driveTo(0, 78);
        }
    };
    new Timer(delay, taskPerformer).start();
    try{
        while(true){
            this.repaint();
            for(GameObject go : this.gameObjects.vehicles){
                // loops through objects to move them
                Vehicle vh = (Vehicle) go;
                this.moveVehicle(vh);
                if(vh.getX() <= vh.getDestX()){
                    vh.markForDeletion(true);
                }
            }
            this.gameObjects.destroyVehicles();
            Thread.sleep(1);
        }
    }catch(Exception e){
        e.printStackTrace();
    }
}

这是一种计算项目下一个 x/y 位置的方法

protected void moveVehicle(Vehicle vh){
    int cx = vh.getX();
    int dx = vh.getDestX();
    int cy = vh.getY();
    int dy = vh.getDestY();
    // move along x axis
    // getMaxSpeed() = Number between 3 and 6
    if(cx > dx && vh.movingX() == -1){
        vh.setX(cx - vh.getMaxSpeed());
    }else if(cx < dx && vh.movingX() == 1){
        vh.setX(cx + vh.getMaxSpeed());
    }else{
        vh.setX(dx);
    }

    // move along y axis
    // getMaxSpeed() = Number between 3 and 6
    if(cy > dy && vh.movingY() == -1){
        vh.setY(cy - vh.getMaxSpeed());
    }else if(cy < dy && vh.movingY() == 1){
        vh.setY(cy + vh.getMaxSpeed());
    }else{
        vh.setY(dy);
    }
}

这是我的绘画方法:

@Override
public void paintComponent(Graphics graphics){
    super.paintComponent(graphics);
    Graphics2D g = (Graphics2D) graphics;

    for(GameObject go : gameObjects.vehicles){
        g.drawImage(go.getSprite(), go.getX(), go.getY(), this);
    }
}

这可能比需要的信息更多,但我想知道,我应该怎么做才能使项目left -> right top -> bottom尽可能顺利地移动,而不会造成太大的性能损失?

编辑:请求的 sscce:

package sscce;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;

public class Sscce extends JPanel implements Runnable{

    ArrayList<Square> squares = new ArrayList<>();

    public Sscce(){
        JFrame frame = new JFrame();
        frame.setSize(500, 500);
        frame.setLocationRelativeTo(null);
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        frame.setVisible(true);
        frame.add(this);
        Thread t = new Thread(this);
        t.start();
    }

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

    @Override
    public void run(){
        int delay = 500; //milliseconds
        ActionListener taskPerformer = new ActionListener(){
            @Override
            public void actionPerformed(ActionEvent evt){
                Square squ = new Square();
                Sscce.this.squares.add(squ);
                squ.moveTo(0);
            }
        };
        new Timer(delay, taskPerformer).start();
        while(true){
            try{
                for(Square s : this.squares){
                    int objX = s.getX();
                    int desX = s.getDestX();
                    if(objX <= desX){
                        System.out.println("removing");
                        this.squares.remove(s);
                    }else{
                        s.setX(s.getX() - 10);
                    }
                }
                this.repaint();
                Thread.sleep(30);
            }catch(Exception e){
            }
        }
    }

    @Override
    public void paintComponent(Graphics g){
        super.paintComponent(g);
        for(Square s : squares){
            g.setColor(Color.blue);
            g.fillRect(s.getX(), s.getY(), 50, 50);
        }
    }
}

class Square{

    public int x = 0, y = 0, destX = 0;

    public Square(){
        this.x = 400;
        this.y = 100;
    }

    public void moveTo(int destX){
        this.destX = destX;
    }

    public int getX(){
        return this.x;
    }
    public int getDestX(){
        return this.destX;
    }

    public void setX(int x){
        this.x = x;
    }

    public int getY(){
        return this.y;
    }
}
4

1 回答 1

1

首先请注意,由于某种原因,我在 MacOS 下运行时遇到了问题JPanel——Runnable我不知道为什么,但这就是我将其移出的原因。

您可能squares会在用于绘制时进行更新,这将导致异常(此外,在迭代时从列表中删除元素也不是一个好主意;))

相反,我有两个列表。我有一个模型,列表可以修改,然后是该paint方法可以使用的绘制列表。这允许线程在进行绘制过程时修改模型。

为了防止任何冲突,我添加了一个锁,它可以防止一个线程修改/访问绘制列表,而另一个线程将其锁定。

现在。回到真正的问题。您遇到的主要问题不是更新之间的时间量,而是您移动的距离。减少距离(使其变慢)并标准化更新。

大多数人不会注意到超过 25fps 的任何东西,因此尝试做更多的事情只会浪费 CPU 周期并让重绘管理器挨饿,从而阻止它实际更新屏幕。

可以肯定的是,这是一种平衡行为……

import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.locks.ReentrantLock;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;

public class TestAnimation11 extends JPanel {

    private ArrayList<Square> squares = new ArrayList<>();
    private ReentrantLock lock;

    public TestAnimation11() {
        lock = new ReentrantLock();
        EventQueue.invokeLater(new Runnable() {
            @Override
            public void run() {
                try {
                    UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
                } catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
                }
                JFrame frame = new JFrame();
                frame.setSize(500, 500);
                frame.setLocationRelativeTo(null);
                frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
                frame.setVisible(true);
                frame.add(TestAnimation11.this);
                Thread t = new Thread(new UpdateEngine());
                t.start();
            }
        });
    }

    public static void main(String[] args) {
        new TestAnimation11();
    }

    @Override
    public void paintComponent(Graphics g) {
        super.paintComponent(g);
        Square[] paint = null;
        lock.lock();
        try {
            paint = squares.toArray(new Square[squares.size()]);
        } finally {
            lock.unlock();
        }
        for (Square s : paint) {
            g.setColor(Color.blue);
            g.fillRect(s.getX(), s.getY(), 50, 50);
        }
    }

    public class UpdateEngine implements Runnable {

        private List<Square> model = new ArrayList<>(squares);

        @Override
        public void run() {
            int ticks = 0;
            List<Square> dispose = new ArrayList<>(25);
            while (true) {
                ticks++;
                dispose.clear();
                for (Square s : model) {
                    int objX = s.getX();
                    int desX = s.getDestX();
                    if (objX <= desX) {
                        dispose.add(s);
                    } else {
                        s.setX(s.getX() - 2);
                    }
                }
                model.removeAll(dispose);
                if (ticks == 11) {
                    Square sqr = new Square();
                    sqr.moveTo(0);
                    model.add(sqr);
                } else if (ticks >= 25) {
                    ticks = 0;
                }
                lock.lock();
                try {
                    squares.clear();
                    squares.addAll(model);
                } finally {
                    lock.unlock();
                }
                repaint();
                try {
                    Thread.sleep(40);
                } catch (Exception e) {
                }
            }
        }
    }

    class Square {

        public int x = 0, y = 0, destX = 0;

        public Square() {
            this.x = 400;
            this.y = 100;
        }

        public void moveTo(int destX) {
            this.destX = destX;
        }

        public int getX() {
            return this.x;
        }

        public int getDestX() {
            return this.destX;
        }

        public void setX(int x) {
            this.x = x;
        }

        public int getY() {
            return this.y;
        }
    }
}
于 2013-03-11T00:35:25.280 回答