Java 2D 游戏图形 [英] Java 2D game graphics

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本文介绍了Java 2D 游戏图形的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

下学期,我们将开设一个以团队形式制作 Java 应用程序的模块.该模块的要求是制作游戏.在圣诞节假期我一直在做一些练习,但我想不出绘制图形的最佳方法.

Next semester we have a module in making Java applications in a team. The requirement of the module is to make a game. Over the Christmas holidays I've been doing a little practice, but I can't figure out the best way to draw graphics.

我正在使用 Java Graphics2D 对象在屏幕上绘制形状,并每秒调用 repaint() 30 次,但这闪烁得非常厉害.有没有更好的方法在 Java 中绘制高性能 2D 图形?

I'm using the Java Graphics2D object to paint shapes on screen, and calling repaint() 30 times a second, but this flickers terribly. Is there a better way to paint high performance 2D graphics in Java?

推荐答案

你想要做的是创建一个带有 BufferStrategy 的画布组件并渲染到它,下面的代码应该向你展示它是如何工作的,我已经提取来自我自己编写的引擎的代码 这里.

What you want to do is to create a canvas component with a BufferStrategy and render to that, the code below should show you how that works, I've extracted the code from my self written Engine over here.

性能完全取决于您要绘制的内容,我的游戏主要使用图像.大约有 1500 个,我在 480x480 时仍高于 200 FPS.在禁用帧限制时,只有 100 张图像,我达到了 6k FPS.

Performance solely depends on the stuff you want to draw, my games mostly use images. With around 1500 of them I'm still above 200 FPS at 480x480. And with just 100 images I'm hitting 6k FPS when disabling the frame limiting.

可以找到我创建的一个小游戏(这个游戏在屏幕上一次有大约 120 个图像)这里(是的,下面的方法也可以作为小程序正常工作.)

A small game (this one has around 120 images at once at the screen) I've created can be found here (yes the approach below also works fine as an applet.)

import java.awt.Canvas;
import java.awt.Color;
import java.awt.Graphics2D;
import java.awt.GraphicsConfiguration;
import java.awt.GraphicsEnvironment;
import java.awt.Toolkit;
import java.awt.Transparency;
import java.awt.event.WindowAdapter;
import java.awt.event.WindowEvent;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;

import javax.swing.JFrame;
import javax.swing.WindowConstants;

public class Test extends Thread {
    private boolean isRunning = true;
    private Canvas canvas;
    private BufferStrategy strategy;
    private BufferedImage background;
    private Graphics2D backgroundGraphics;
    private Graphics2D graphics;
    private JFrame frame;
    private int width = 320;
    private int height = 240;
    private int scale = 1;
    private GraphicsConfiguration config =
            GraphicsEnvironment.getLocalGraphicsEnvironment()
                .getDefaultScreenDevice()
                .getDefaultConfiguration();

    // create a hardware accelerated image
    public final BufferedImage create(final int width, final int height,
            final boolean alpha) {
        return config.createCompatibleImage(width, height, alpha
                ? Transparency.TRANSLUCENT : Transparency.OPAQUE);
    }

    // Setup
    public Test() {
        // JFrame
        frame = new JFrame();
        frame.addWindowListener(new FrameClose());
        frame.setDefaultCloseOperation(WindowConstants.DO_NOTHING_ON_CLOSE);
        frame.setSize(width * scale, height * scale);
        frame.setVisible(true);

        // Canvas
        canvas = new Canvas(config);
        canvas.setSize(width * scale, height * scale);
        frame.add(canvas, 0);

        // Background & Buffer
        background = create(width, height, false);
        canvas.createBufferStrategy(2);
        do {
            strategy = canvas.getBufferStrategy();
        } while (strategy == null);
        start();
    }

    private class FrameClose extends WindowAdapter {
        @Override
        public void windowClosing(final WindowEvent e) {
            isRunning = false;
        }
    }

    // Screen and buffer stuff
    private Graphics2D getBuffer() {
        if (graphics == null) {
            try {
                graphics = (Graphics2D) strategy.getDrawGraphics();
            } catch (IllegalStateException e) {
                return null;
            }
        }
        return graphics;
    }

    private boolean updateScreen() {
        graphics.dispose();
        graphics = null;
        try {
            strategy.show();
            Toolkit.getDefaultToolkit().sync();
            return (!strategy.contentsLost());

        } catch (NullPointerException e) {
            return true;

        } catch (IllegalStateException e) {
            return true;
        }
    }

    public void run() {
        backgroundGraphics = (Graphics2D) background.getGraphics();
        long fpsWait = (long) (1.0 / 30 * 1000);
        main: while (isRunning) {
            long renderStart = System.nanoTime();
            updateGame();

            // Update Graphics
            do {
                Graphics2D bg = getBuffer();
                if (!isRunning) {
                    break main;
                }
                renderGame(backgroundGraphics); // this calls your draw method
                // thingy
                if (scale != 1) {
                    bg.drawImage(background, 0, 0, width * scale, height
                            * scale, 0, 0, width, height, null);
                } else {
                    bg.drawImage(background, 0, 0, null);
                }
                bg.dispose();
            } while (!updateScreen());

            // Better do some FPS limiting here
            long renderTime = (System.nanoTime() - renderStart) / 1000000;
            try {
                Thread.sleep(Math.max(0, fpsWait - renderTime));
            } catch (InterruptedException e) {
                Thread.interrupted();
                break;
            }
            renderTime = (System.nanoTime() - renderStart) / 1000000;

        }
        frame.dispose();
    }

    public void updateGame() {
        // update game logic here
    }

    public void renderGame(Graphics2D g) {
        g.setColor(Color.BLACK);
        g.fillRect(0, 0, width, height);
    }

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

这篇关于Java 2D 游戏图形的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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