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我目前正在使用 JPanel 从我的游戏中绘制元素,但是,经过一些研究,我了解了屏幕撕裂和双缓冲,我相信这是解决我的问题的方法,但是,目前图形偶尔会卡顿我的代码我发现在不删除大量代码的情况下很难实现。

我想知道是否有人可以提供一种更简单的方法来修复基于小型 2D 瓷砖游戏的屏幕撕裂问题,或者如何使用我当前的代码进行双缓冲,非常感谢!

框架.java

public class Frame extends JPanel implements KeyListener {

public static Game game;
public static boolean[] mouseDown = new boolean[4];
public static int width, height;
public static Font font = new Font("Arial", Font.BOLD, 16);
public static JFrame frame;
public Frame()
{
    setFocusable(true);
    requestFocus();
    setOpaque(true);
    addKeyListener((KeyListener) this);
    addMouseListener(new MouseAdapter() {
        @Override
        public void mousePressed(MouseEvent e) {
        }
        @Override
        public void mouseReleased(MouseEvent e) {

        }
    });
    addMouseMotionListener(new MouseMotionListener() {
        @Override
        public void mouseMoved(MouseEvent e) {
        }
        @Override
        public void mouseDragged(MouseEvent e) {
        }
    });
}

@Override
public void paint(Graphics g) {
    Graphics2D g2d = (Graphics2D) g;
    g2d.setBackground(Color.BLACK);
    g2d.setFont(font);
    super.setBackground(Color.BLACK);
    super.paintComponent(g2d);
    //This is where I use g2d to draw onto the JPanel
}

public static void main(String[] args) {
    java.awt.EventQueue.invokeLater(new Runnable() {
        public void run() {
            frame = new JFrame("Game");
            frame.add(new Frame());
            frame.setSize(1000, 750);
            frame.setExtendedState(frame.getExtendedState() | JFrame.MAXIMIZED_BOTH);
            frame.setVisible(true);
            frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        }});
}

游戏.java

    public void gameStart() { 

    Thread gameThread =  new Thread() {
        // Override run() to provide the running behavior of this thread.
        @Override
        public void run() {
            gameLoop();
        }
    };
    // Start the thread. start() calls run(), which in turn calls gameLoop().
    gameThread.start();
}

public void gameLoop() {
    while (!isGameFinished) {
        beginTime = System.nanoTime();
        gameUpdate();
        frame.repaint();
        // Delay timer to provide the necessary delay to meet the target rate
        timeTaken = System.nanoTime() - beginTime;
        timeLeft = (UPDATE_PERIOD_NSEC - timeTaken) / 1000000L;  // in milliseconds
        if (timeLeft < 10) timeLeft = 10;   // set a minimum
        try { // Provides the necessary delay and also yields control so that other thread can do work.
            Thread.sleep(timeLeft);
        } catch (InterruptedException ex) { }
    }
}

public void gameStart() { 

    Thread gameThread =  new Thread() {
        // Override run() to provide the running behavior of this thread.
        @Override
        public void run() {
            gameLoop();
        }
    };
    // Start the thread. start() calls run(), which in turn calls gameLoop().
    gameThread.start();
}

public void gameLoop() {
    while (!isGameFinished) {
        beginTime = System.nanoTime();
        gameUpdate();
        frame.repaint();
        timeTaken = System.nanoTime() - beginTime;
        timeLeft = (UPDATE_PERIOD_NSEC - timeTaken) / 1000000L;
        if (timeLeft < 10) timeLeft = 10;   // set a minimum
        try { 
            Thread.sleep(timeLeft);
        } catch (InterruptedException ex) { }
    }
}

如代码所示,Game 类包含 Game 循环,它会不断地重新绘制 Frame 类。如何调整此代码以允许双缓冲以消除屏幕撕裂?谢谢!

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1 回答 1

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双缓冲是修复它的最佳方法。尝试调用Toolkit#sync ( Toolkit.getDefaultToolkit().sync()) ,这有时可以解决问题。如果您切换到双缓冲,您将不会删除太多代码,只需将代码移动paint到单独的方法中即可。

于 2015-08-20T09:44:16.210 回答