我正在尝试在两种颜色和计时器之间创建淡入淡出/转换颜色算法;计时器将确定颜色在彼此之间交换的速度唯一的问题是:我添加的渐变对象越多,它们的速度就越快例如:如果我添加一个standardfead(类)对象,它将在我给定的计时器(代码中的alpha)运行。但是,如果屏幕上出现了更多的“淡入”对象,则计时器不再相关,它们都以相同的速度移动,速度越来越快有人能解释为什么吗?
//Test Game Class, Implements the StandardFades
import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.image.BufferStrategy;
public class TestGame extends Canvas implements Runnable{
private static final long serialVersionUID = -7267473597604645224L;
private Thread thread;
private boolean running = false;
private boolean consoleFPS = true;
private boolean titleFPS = true;
private TestWindow window;
//Fade objects, two is for a really long timer to test to see if they would transition at different times
StandardFade one = new StandardFade(Color.RED,Color.BLUE,.005);
StandardFade two = new StandardFade(Color.RED,Color.GREEN,.00000000000000001);
StandardFade three = new StandardFade(Color.RED,Color.YELLOW,.000005);
private int currentFPS;
private int frames;
public int levelNum;
public TestGame(int width, int height, String title){
this.window = new TestWindow(width,height, title, this);
this.initFades();
this.start();
}
private synchronized void start(){
if(running)
return;
else{
this.thread = new Thread(this);
this.thread.start();
this.running = true;
}
}
private synchronized void stop(){
if(!this.running)
return;
else{
try{
this.thread.join();
}catch(InterruptedException e){
e.printStackTrace();
}
this.running = false;
System.exit(0);
}
}
/**
* This game loop was provided by online sources, though there are many examples
* of a game loop online.
*
* @author RealTutsGML
*/
public void run() {
requestFocus(); //Focuses the click/input on the frame/canvas.
long lastTime = System.nanoTime(); //The current system's nanotime.
double ns = 1000000000.0 / 60.0; //Retrieves how many nano-seconds are currently in one tick/update.
double delta = 0; //How many unprocessed nanoseconds have gone by so far.
long timer = System.currentTimeMillis();
int frames = 0; //The frames per second.
int updates = 0; //The updates per second.
while (running) {
boolean renderable = false; //Determines if the game should render the actual graphics.
long now = System.nanoTime();//At this point, the current system's nanotime once again.
delta += (now - lastTime) / ns;
lastTime = now;
//If the amount of unprocessed ticks is or goes above one...
//Also determines if the game should update or not/render. Approximately sixty frames per second.
while (delta >= 1) {
tick();
delta--;
updates++;
renderable = true;
}
if(renderable){
frames++;
render();
}
if (System.currentTimeMillis() - timer > 1000) {
timer += 1000;
System.out.println(frames);
updates = 0;
frames = 0;
}
}
this.stop();
}
/**
* This method should tick everything that needs to be updated via positioning,
* mouse input, etc.
*/
private void tick(){
/********************PUT ALL TICKABLE METHODS IN THIS METHOD; ALL CALCULATIONS, EVERYTHING*********************/
//this.stdFadeHandler.get(0).tick();
//this.stdFadeHandler.tick();
one.tick();
two.tick();
three.tick();
/**********************************END OF TICK METHOD INFORMATION AND METHODS******************************/
}
private void render(){
BufferStrategy bs = this.getBufferStrategy();
if(bs == null){
createBufferStrategy(3);
return;
}
Graphics g = bs.getDrawGraphics();
Graphics2D g2 = (Graphics2D) g;
g2.setColor(Color.BLACK);
g2.fillRect(0, 0, window.getWidth(), window.getHeight());
/*******************PLACE ALL DRAWING INSTRUCTIONS WITHIN THIS SECTION OF THE RENDER METHOD*************************/
g2.setColor(one.getColor());
g2.fillRect(20, 20, 200, 200);
g2.setColor(two.getColor());
g2.fillRect(20, 300, 200, 200);
g2.setColor(three.getColor());
g2.fillRect(20, 540, 200, 200);
//this.stdFadeHandler
/*******************DO NOT PLACE ANY MORE DRAWING INSTRUCTIONS WITHIN THIS SECTION OF THE RENDER METHOD***************/
g.dispose();
g2.dispose();
bs.show();
}
private void initFades(){
}
public static void main(String[] args){
TestGame stdGame = new TestGame(800,800,"Test Standard Game");
}
下面是制作框架的实际类:standardfead
import java.awt.Color;
import java.awt.Graphics2D;
public class StandardFade {
private static float time = 0;
private static boolean firstColor = true;
private Color color1;
private Color color2;
private double alpha;
private Color fadeColor;
/**
* Lines that implement the
* r,g and b values come from Princeton University; I will author
* them in at the bottom.
*
* Method takes two parameters and fades them into one another according to a
* timer/clock value: alpha.
* @param c1 First color to be used.
* @param c2 Second color to be used.
* @param alpha How fast colors should shift. 0 <= n <= 1.
* Closer value is to zero, the longer it will take to shift.
* ***Important note about alpha: for non-seizure inducing colors, alpha <= .0005***
*
* The issue that is occurring is that, no matter what I do, no matter if I make
* different StandardFade objects and assign them, they will always render at the
* same rate, and faster and faster, depending on how many objects are fading.
*
* @return new Color based on r, g, and b values calculated.
*
* @author (Only code utilized was lines 58-60):
* http://introcs.cs.princeton.edu/java/31datatype/Fade.java.html
*/
public StandardFade(Color c1, Color c2, double alpha){
this.color1 = c1;
this.color2 = c2;
this.alpha = alpha;
}
public void tick() {
if(time <= 1f && firstColor){
time += alpha;
}
else{
firstColor = false;
}
if(time >= 0f && !firstColor)
time -= alpha;
else{
firstColor = true;
}
//System.out.println(time);
short r = (short) (time * color2.getRed() + (1 - time) * color1.getRed());
short g = (short) (time * color2.getGreen() + (1 - time) * color1.getGreen());
short b = (short) (time * color2.getBlue() + (1 - time) * color1.getBlue());
if(r > 255) r = 255;
if(g > 255) g = 255;
if(b > 255) b = 255;
if(r < 0) r = 0;
if(g < 0) g = 0;
if(b < 0) b = 0;
this.fadeColor = new Color(r, g, b);
}
public Color getColor(){
return this.fadeColor;
}
最佳答案
唯一的问题是:我添加的渐变对象越多,它们的速度就越快
private static float time = 0;
此时使用的是静态变量。此变量由ColorFade类的所有实例共享因此,每个淡入淡出的对象都会更新相同的变量。
不要使用静态变量(只需去掉静态关键字)。每个衰落对象都需要自己的“时间”变量。
private float time = 0;
我还质疑firstcolor变量是否应该是静态的。