我已经读了很多关于Double Buffering的文章,因为我正在开发一款2D游戏。我遇到了许多不同的实现策略,但我不确定双缓冲如何适合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)建议使用单独的方法来绘制;但是,我怀疑如果您正在绘制形状,而不是向窗口添加组件,那么这将是适用的。
下面是我的主要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;
}
}
}
你建议我如何处理这个问题呢?记住,黑板是一个由缩放图像网格组成的JPanel,而sprite将是一个显示缩放图像的JComponent。
问候你,杰克。
发布于 2012-02-21 04:11:19
覆盖JPanel的paintComponent()方法,并首先将内容绘制到BufferedImage图像中。完成后,将BufferedImage的内容复制到从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);
}
发布于 2012-02-21 04:06:17
由于Java图形库速度不快,功能也不好,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,使用原生代码。Lwjgl也用于游戏“我的世界”。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。
https://stackoverflow.com/questions/9367502
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