我正在研究Java中的等距2D游戏,并且我注意到屏幕上有一行网格,渲染似乎在水平和垂直方向重复一个像素。以下是截图显示了我的意思:Java 2D渲染纹波伪影
我进行循环在我的Render方法,比较每个像素的颜色值的数组中的前值,看看是否有两个黑色像素的任何事件并且没有发现这种情况。我对于可能造成这种影响的原因感到不知所措。我能做些什么来解决这个问题?下面是相关的代码:
游戏类变量:
private BufferedImage m_imgImage = new BufferedImage(intCANVAS_WIDTH, intCANVAS_HEIGHT, BufferedImage.TYPE_INT_RGB);
private int[ ] m_aintPixels = ((DataBufferInt) m_imgImage.getRaster().getDataBuffer()).getData();
Game类的Render方法:
// Object to organize data on the canvas
BufferStrategy bfsBufferStrategy = getBufferStrategy();
if(bfsBufferStrategy == null)
{
createBufferStrategy(3);
return;
}
for(int intY = 0; intY < intCANVAS_HEIGHT; intY += 1)
{
for(int intX = 0; intX < intCANVAS_WIDTH; intX += 1)
{
m_aintPixels[ intX + (intY * intCANVAS_WIDTH) ] = m_Screen.m_aintPixels[ intX + (intY * m_Screen.m_intWidth) ];
}
}
Graphics gfxGraphics = bfsBufferStrategy.getDrawGraphics();
gfxGraphics.drawImage(m_imgImage, 0, 0, getWidth(), getHeight(), null);
gfxGraphics.dispose();
bfsBufferStrategy.show();
Screen类Render方法来填充像素阵列:
// Render a tile with the specified tile ID
public void RenderTile(int intPositionX, int intPositionY, CSpriteSheet SpriteSheet, int intTileID)
{
int intPixelIndex = 0;
int intSheetX = 0;
int intSheetY = 0;
int intTileOffsetX = 0;
int intTileOffsetY = 0;
int intPixelColor = 0;
// Center the Tile
intPositionX -= m_intOffsetX;
intPositionY -= m_intOffsetY;
intSheetX = (intTileID % SpriteSheet.m_intTileColumns) * CTile.TILE_WIDTH;
intSheetY = (intTileID/SpriteSheet.m_intTileRows) * CTile.TILE_HEIGHT;
intPixelIndex = intPositionX + (intPositionY * m_intWidth);
// Rows
for(int intTileRow = intSheetY; intTileRow != (intSheetY + CTile.TILE_HEIGHT); intTileRow += 1)
{
// Columns
for(int intTileColumn = intSheetX; intTileColumn != (intSheetX + CTile.TILE_WIDTH); intTileColumn += 1)
{
intPixelColor = SpriteSheet.m_aintPixels[ intTileColumn + (intTileRow * m_SpriteSheet.m_intWidth) ];
// Boundary checking
if(intPositionX + intTileOffsetX >= 0 && intPositionX + intTileOffsetX < m_intWidth &&
intPositionY + intTileOffsetY >= 0 && intPositionY + intTileOffsetY < m_intHeight &&
CColor.Transparent(intPixelColor) == false)
{
m_aintPixels[ intPixelIndex ] = SpriteSheet.m_aintPixels[ intTileColumn + (intTileRow * m_SpriteSheet.m_intWidth) ];
}
// Increment
intTileOffsetX += 1;
intPixelIndex += 1;
}
// Increment
intTileOffsetY += 1;
intPixelIndex += m_intWidth - (CTile.TILE_WIDTH);
intTileOffsetX = 0;
}
}