我想使我的应用程序绘制运动图像比当前绘制它们的方式更平滑。我不确定该怎么做。

这是我的主游戏线程的外观:

@Override
public void run(){
    int delay = 500; //milliseconds
    ActionListener taskPerformer = new ActionListener(){
        @Override
        public void actionPerformed(ActionEvent evt){
            Car car = new Car();
            int speed = (int)(3 + Math.floor(Math.random() * (6 - 3)));
            car.setSpeed(speed);
            MainLoop.this.gameObjects.vehicles.add(car.create("/Media/Graphics/blueCar.png", width - 20, 78));
            car.driveTo(0, 78);
        }
    };
    new Timer(delay, taskPerformer).start();
    try{
        while(true){
            this.repaint();
            for(GameObject go : this.gameObjects.vehicles){
                // loops through objects to move them
                Vehicle vh = (Vehicle) go;
                this.moveVehicle(vh);
                if(vh.getX() <= vh.getDestX()){
                    vh.markForDeletion(true);
                }
            }
            this.gameObjects.destroyVehicles();
            Thread.sleep(1);
        }
    }catch(Exception e){
        e.printStackTrace();
    }
}


这是一种计算项目下一个x / y位置的方法

protected void moveVehicle(Vehicle vh){
    int cx = vh.getX();
    int dx = vh.getDestX();
    int cy = vh.getY();
    int dy = vh.getDestY();
    // move along x axis
    // getMaxSpeed() = Number between 3 and 6
    if(cx > dx && vh.movingX() == -1){
        vh.setX(cx - vh.getMaxSpeed());
    }else if(cx < dx && vh.movingX() == 1){
        vh.setX(cx + vh.getMaxSpeed());
    }else{
        vh.setX(dx);
    }

    // move along y axis
    // getMaxSpeed() = Number between 3 and 6
    if(cy > dy && vh.movingY() == -1){
        vh.setY(cy - vh.getMaxSpeed());
    }else if(cy < dy && vh.movingY() == 1){
        vh.setY(cy + vh.getMaxSpeed());
    }else{
        vh.setY(dy);
    }
}


这是我的绘画方法:

@Override
public void paintComponent(Graphics graphics){
    super.paintComponent(graphics);
    Graphics2D g = (Graphics2D) graphics;

    for(GameObject go : gameObjects.vehicles){
        g.drawImage(go.getSprite(), go.getX(), go.getY(), this);
    }
}


这可能比需要的信息更多,但是我想知道,我应该怎么做才能使项目从left -> right top -> bottom尽可能平稳地移动,而不会造成很多性能损失?

编辑:请求的sscce:

package sscce;

import java.awt.Color;
import java.awt.Graphics;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.util.ArrayList;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;

public class Sscce extends JPanel implements Runnable{

    ArrayList<Square> squares = new ArrayList<>();

    public Sscce(){
        JFrame frame = new JFrame();
        frame.setSize(500, 500);
        frame.setLocationRelativeTo(null);
        frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
        frame.setVisible(true);
        frame.add(this);
        Thread t = new Thread(this);
        t.start();
    }

    public static void main(String[] args){
        new Sscce();
    }

    @Override
    public void run(){
        int delay = 500; //milliseconds
        ActionListener taskPerformer = new ActionListener(){
            @Override
            public void actionPerformed(ActionEvent evt){
                Square squ = new Square();
                Sscce.this.squares.add(squ);
                squ.moveTo(0);
            }
        };
        new Timer(delay, taskPerformer).start();
        while(true){
            try{
                for(Square s : this.squares){
                    int objX = s.getX();
                    int desX = s.getDestX();
                    if(objX <= desX){
                        System.out.println("removing");
                        this.squares.remove(s);
                    }else{
                        s.setX(s.getX() - 10);
                    }
                }
                this.repaint();
                Thread.sleep(30);
            }catch(Exception e){
            }
        }
    }

    @Override
    public void paintComponent(Graphics g){
        super.paintComponent(g);
        for(Square s : squares){
            g.setColor(Color.blue);
            g.fillRect(s.getX(), s.getY(), 50, 50);
        }
    }
}

class Square{

    public int x = 0, y = 0, destX = 0;

    public Square(){
        this.x = 400;
        this.y = 100;
    }

    public void moveTo(int destX){
        this.destX = destX;
    }

    public int getX(){
        return this.x;
    }
    public int getDestX(){
        return this.destX;
    }

    public void setX(int x){
        this.x = x;
    }

    public int getY(){
        return this.y;
    }
}

最佳答案

首先要注意的是,由于某些原因,在MacOS下运行JPanel时,我遇到了Runnable的问题-我不知道为什么,但这就是为什么将其移出了原因。

squares可能会在用于绘制时进行更新,这会导致异常(另外,在迭代时从列表中删除元素也不是一个好主意;))

相反,我有两个列表。我有一个模型,列表可以修改,然后paint方法可以使用的绘画列表。这允许线程在绘制过程中修改模型。

为了防止发生任何冲突,我添加了一个锁,该锁可以防止一个线程修改/访问绘画列表,而另一个线程将其锁定。

现在。归结到真正的问题。您遇到的主要问题不是两次更新之间的时间长短,而是您移动的距离。缩短距离(使其变慢)并使更新标准化。

大多数人不会注意到超过25fps的速度,因此尝试做更多的事情就是浪费CPU周期,使重新绘制管理器饿死,从而阻止它实际更新屏幕。

确保这是平衡的举动...

import java.awt.Color;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.util.ArrayList;
import java.util.List;
import java.util.concurrent.locks.ReentrantLock;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.UIManager;
import javax.swing.UnsupportedLookAndFeelException;

public class TestAnimation11 extends JPanel {

    private ArrayList<Square> squares = new ArrayList<>();
    private ReentrantLock lock;

    public TestAnimation11() {
        lock = new ReentrantLock();
        EventQueue.invokeLater(new Runnable() {
            @Override
            public void run() {
                try {
                    UIManager.setLookAndFeel(UIManager.getSystemLookAndFeelClassName());
                } catch (ClassNotFoundException | InstantiationException | IllegalAccessException | UnsupportedLookAndFeelException ex) {
                }
                JFrame frame = new JFrame();
                frame.setSize(500, 500);
                frame.setLocationRelativeTo(null);
                frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
                frame.setVisible(true);
                frame.add(TestAnimation11.this);
                Thread t = new Thread(new UpdateEngine());
                t.start();
            }
        });
    }

    public static void main(String[] args) {
        new TestAnimation11();
    }

    @Override
    public void paintComponent(Graphics g) {
        super.paintComponent(g);
        Square[] paint = null;
        lock.lock();
        try {
            paint = squares.toArray(new Square[squares.size()]);
        } finally {
            lock.unlock();
        }
        for (Square s : paint) {
            g.setColor(Color.blue);
            g.fillRect(s.getX(), s.getY(), 50, 50);
        }
    }

    public class UpdateEngine implements Runnable {

        private List<Square> model = new ArrayList<>(squares);

        @Override
        public void run() {
            int ticks = 0;
            List<Square> dispose = new ArrayList<>(25);
            while (true) {
                ticks++;
                dispose.clear();
                for (Square s : model) {
                    int objX = s.getX();
                    int desX = s.getDestX();
                    if (objX <= desX) {
                        dispose.add(s);
                    } else {
                        s.setX(s.getX() - 2);
                    }
                }
                model.removeAll(dispose);
                if (ticks == 11) {
                    Square sqr = new Square();
                    sqr.moveTo(0);
                    model.add(sqr);
                } else if (ticks >= 25) {
                    ticks = 0;
                }
                lock.lock();
                try {
                    squares.clear();
                    squares.addAll(model);
                } finally {
                    lock.unlock();
                }
                repaint();
                try {
                    Thread.sleep(40);
                } catch (Exception e) {
                }
            }
        }
    }

    class Square {

        public int x = 0, y = 0, destX = 0;

        public Square() {
            this.x = 400;
            this.y = 100;
        }

        public void moveTo(int destX) {
            this.destX = destX;
        }

        public int getX() {
            return this.x;
        }

        public int getDestX() {
            return this.destX;
        }

        public void setX(int x) {
            this.x = x;
        }

        public int getY() {
            return this.y;
        }
    }
}

关于java - 平滑Java绘画动画,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/15329117/

10-09 19:47