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public class Screen extends Canvas implements Runnable {
private static final int MAX_FPS = 60;
private static final int FPS_SAMPLE_SIZE = 6;
private boolean[] keysPressed = new boolean[256];
private ArrayList<Character> characters = new ArrayList<>();
private ArrayList<Character> ai = new ArrayList<>();
private Thread thread;
private BufferedImage bg;
//for testing putposes
private Player slime = new Player("Slime.png", 100, 100);
private Player bird = new Player("Bird.png", 250, 250);
private Player giant = new Player("Giant.png", 250, 500);
private Player swordsman = new Player("Swordsman.png", 500, 250);
//screen dimensions
private int height = ((Toolkit.getDefaultToolkit().getScreenSize().height-32)/5*4);
private int width = Toolkit.getDefaultToolkit().getScreenSize().width;
private long prevTick = -1;
private LinkedList<Long> frames = new LinkedList<>();
private int averageFPS;
private boolean running;
public Screen() {
setSize(width, height);
try {bg = ImageIO.read(new File("GUI Images/success.jpg"));}
catch (Exception e) {Utilities.showErrorMessage(this, e);}
characters.add(slime);
// ai.add(bird);
//ai.add(giant);
// ai.add(swordsman);
addKeyListener(new KeyListener() {
public void keyPressed(KeyEvent e) {keysPressed[e.getKeyCode()] = true;}
public void keyReleased(KeyEvent e) {keysPressed[e.getKeyCode()] = false;}
public void keyTyped(KeyEvent e) {}
});
addMouseListener(new MouseListener() {
public void mouseClicked(MouseEvent e) {}
public void mouseEntered(MouseEvent e) {}
public void mouseExited(MouseEvent e) {}
public void mousePressed(MouseEvent e) {}
public void mouseReleased(MouseEvent e) {}
});
addMouseMotionListener(new MouseMotionListener() {
public void mouseDragged(MouseEvent e) {}
public void mouseMoved(MouseEvent e) {}
});
addMouseWheelListener(new MouseWheelListener() {
public void mouseWheelMoved(MouseWheelEvent e) {}
});
setVisible(true);
start();
}
public void paint(Graphics g){
BufferStrategy bs = getBufferStrategy();
if(getBufferStrategy() == null){
createBufferStrategy(3);
return;
}
g = bs.getDrawGraphics();
g.drawImage(bg,0,0,width,height, null);
g.drawString(String.valueOf(averageFPS), 0, 0);
for (Character character : ai){
character.setY(character.getY() + (int)(Math.random() * 10 - 5));
character.setX(character.getX() + (int)(Math.random() * 10 - 5));
}
for (Character character : ai) {g.drawImage(character.getImage(), character.getX(), character.getY(), null);}
for (Character character : characters) {g.drawImage(character.getImage(), character.getX(), character.getY(), null);}
g.dispose();
bs.show();
}
public void run() {
while (running) {
tick();
repaint();
}
}
public synchronized void start() {
running = true;
thread = new Thread(this);
thread.start();
}
public synchronized void stop() {
try {thread.join();}
catch (InterruptedException e) {Utilities.showErrorMessage(this, e);}
}
public void tick() {
if (keysPressed[KeyEvent.VK_W] && (slime.getY() > 0)) {slime.setY(slime.getY() - 1);}
if (keysPressed[KeyEvent.VK_S] && (slime.getY() < height)) {slime.setY(slime.getY() + 1);}
if (keysPressed[KeyEvent.VK_A] && (slime.getY() > 0)) {slime.setX(slime.getX() - 1);}
if (keysPressed[KeyEvent.VK_D] && (slime.getY() < width)) {slime.setX(slime.getX() + 1);}
// System.out.println(slime.getX() + ", " + slime.getY());
long pastTime = System.currentTimeMillis() - prevTick;
prevTick = System.currentTimeMillis();
if (frames.size() == FPS_SAMPLE_SIZE) {
frames.remove();
}
frames.add(pastTime);
// Calculate average FPS
long sum = 0;
for (long frame : frames) {
sum += frame;
}
long averageFrame = sum/FPS_SAMPLE_SIZE;
averageFPS = (int)(1000/averageFrame);
// Only if the time passed since the previous tick is less than one
// second divided by the number of maximum FPS allowed do we delay
// ourselves to give Time time to catch up to our rendering.
if (pastTime < 1000.0/MAX_FPS) {
try {
Thread.sleep((1000/MAX_FPS) - pastTime);
System.out.println(averageFPS);
} catch (InterruptedException e) {
System.out.println(e);
}
}
}
}
有我的代码,本质上这是屏幕上看到,如果我能正确绘制对象屏幕只是测试代码,但是有这么继续得到画不稳定的白框。它们似乎并不是特别是由任何输入引起的,它们在刷新帧时似乎是随机发生的。任何想法可能是什么?的Java:在油画布白框
不覆盖涂料,然后添加缓冲策略吧。不要使用重绘,你已经改变了绘画的完成方式,你应该将逻辑(从绘画)移动到游戏循环 – MadProgrammer
哦,不知道在做自定义绘画时我不应该重写绘画。该代码仅仅是暂时的,因为我还没有开始一个正确的游戏循环,我会在以后确定的。非常感谢,MadProgrammer – JoeyTheAsian
一旦这样做,我得到了一个异常说“组件必须有一个有效的同行”不知道这意味着什么。 – JoeyTheAsian