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在开发 2D 游戏时,我阅读了很多有关双缓冲的信息。我遇到了许多不同的实施策略,但不确定双缓冲如何适应我创建游戏窗口的方式。例如,我遇到的一篇文章 (http://content.gpwiki.org/index.php/Java:Tutorials:Double_Buffering) 建议使用单独的绘图方法;但是,我怀疑如果您正在绘制形状而不是向窗口添加组件,这将适用。

这是我的主要 GUI 代码(省略了 keylistener 方法)

public class MainWindow extends JFrame implements KeyListener{
private Dimension dim;
private CardLayout layout;
private JPanel panel;
private JLayeredPane gameLayers;
private Menu menu;
private MiniGame miniGame;
private Board board;
private Sprite sprite;
private Game game;
private Map map;
private GameState gs;

private Boolean[] keys;


public MainWindow(Game game, GameState gs, Map map, Sprite sprite){
    //Call superclass.
    super();

    addKeyListener(this);

    //Sore references to critical game components.
    this.game = game;//So we can call methods when an event occurs.
    this.gs = gs;
    this.map = map;//Used to construct the board.
                    //The board needs to know the layout of the map.
    this.sprite = sprite;//Used to add the sprite to one of the layers.

    //Instantiate objects.
    dim = new Dimension(800, 600);
    layout = new CardLayout();
    panel = new JPanel(layout);
    menu = new Menu();
    miniGame = new MiniGame();
    board = new Board(map);
    gameLayers = new JLayeredPane();

    //Remove decoration and place window in center of screen.
    setUndecorated(true);
    Dimension screenDim = Toolkit.getDefaultToolkit().getScreenSize();
    setBounds((screenDim.width /2)-(dim.width/2),
            (screenDim.height/2)-(dim.height/2),
            dim.width,
            dim.height);

    //Add the board to a layer.
    gameLayers.add(board, JLayeredPane.DEFAULT_LAYER);
    board.setBounds(0, 0, dim.width, dim.height);
    board.setBoard();

    //Add the sprite to a layer.
    gameLayers.add(sprite, JLayeredPane.PALETTE_LAYER);
    sprite.setBounds(0, 0, 50, 50);

    //Add components to window.
    panel.add(gameLayers, "gameLayers");
    panel.add(miniGame, "miniGame");
    panel.add(menu, "menu");

    //Add the "cards" to the window.
    add(panel);

    //JFrame housekeeping.
    pack();
    setSize(dim);
    setDefaultCloseOperation(EXIT_ON_CLOSE);
    setResizable(false);
    setVisible(true);

    //Holds state when an event is triggered.
    //Ugly hack to circumvent delay issue.
    keys = new Boolean[4];
    for(int i=0; i<keys.length; i++){
        keys[i] = false;
    }
}
}

你会建议我如何处理这个?请记住,Board 是由缩放图像网格组成的 JPanel,而 sprite 将是显示缩放图像的 JComponent。

问候,杰克。

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2 回答 2

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覆盖 JPanel 的 paintComponent() 方法,首先将内容绘制到BufferedImage图像中。完成后,将 BufferedImage 的内容复制到您从 paintComponent() 获得的图形上下文中。

protected void paintComponent(Graphics g) 
{
    BufferedImage bufferedImage = new BufferedImage(500, 500, BufferedImage.TYPE_ARGB);
    Graphics2D g2d = bufferedImage.createGraphics();
    //paint using g2d ...

    Graphics2D g2dComponent = (Graphics2D) g;
    g2dComponent.drawImage(bufferedImage, null, 0, 0);  
}
于 2012-02-20T20:11:18.563 回答
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由于 Java 图形库速度不快,功能也不是很好,因此您应该了解一下“轻量级 Java 游戏库”(http://lwjgl.org/)。它使用 OpenGL,一个强大的图形库,使用本机代码。Lwjgl 也用于 Minecraft 游戏。此外,OpenGL 用于不同的语言,因此您可以学习多功能和高级编程。

于 2012-02-20T20:06:16.733 回答