在画布上绘制图形时屏幕不断闪烁 (Java)



我是一个完全的Java Graphics菜鸟。

我写了一个简单的"游戏",你用箭头键控制一个盒子

以下是源代码:

package com.thundercrust.graphics;
public class Drawings extends Canvas implements KeyListener, Runnable {
public static Thread thread;
public static Drawings draw;
private static final long serialVersionUID = 1L;
public static boolean running = false;
public static int x = 640;
public static int y = 320;
public static int bulletX = 0;
public static int bulletY = 0;
public static int direction = 2;
public static boolean fired = false;
public static boolean show = false;
public static String colorCode;
public static final int WIDTH = 1366;
public static final int HEIGHT = WIDTH / 16 * 9;
public static final String title = "A Moving Box!";
JFrame frame = new JFrame();
public void paint(Graphics g) {
    Graphics2D g2D = (Graphics2D) g;
    g2D.setColor(Color.black);
    g2D.fillRect(0, 0, 1366, 768);
    g2D.setColor(Color.pink);
    g2D.fillRect(50, 50, 1266, 668);
    if (colorCode.equals("red")) g2D.setColor(Color.red);
    if (colorCode.equals("orange")) g2D.setColor(Color.orange);
    if (colorCode.equals("yellow")) g2D.setColor(Color.yellow);
    if (colorCode.equals("green")) g2D.setColor(Color.green);
    if (colorCode.equals("blue")) g2D.setColor(Color.blue);
    if (colorCode.equals("cyan")) g2D.setColor(Color.cyan);
    if (colorCode.equals("gray")) g2D.setColor(Color.gray);
    g2D.fillRect(x, y, 50, 50);
}
public Drawings() {
    frame.addKeyListener(this);
    frame.setTitle(title);
    frame.setSize(WIDTH, HEIGHT);
    frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
    frame.setLocationRelativeTo(null);
    frame.setResizable(false);
    frame.setVisible(true);
    frame.add(this);
}
public void display() {
    while (running = true) {
        repaint();
        try {
            Thread.sleep(30);
        } catch (Exception e) {
            e.printStackTrace();
        }
    }
}
public static void main(String args[]) {
    colorCode = JOptionPane.showInputDialog("Enter the color of the box: ");
    running = true;
    draw = new Drawings();
    draw.start();
}
public void keyPressed(KeyEvent e) {
    int keyCode = e.getKeyCode();
    if (keyCode == KeyEvent.VK_UP) { y-= 5; direction = 0; }
    if (keyCode == KeyEvent.VK_DOWN) { y+= 5; direction = 2; }
    if (keyCode == KeyEvent.VK_LEFT) {x-= 5; direction = 3;}
    if (keyCode == KeyEvent.VK_RIGHT) {x+= 5; direction = 1;}
    if (keyCode == KeyEvent.VK_Z) System.out.println("You pressed z");
}
public void keyReleased(KeyEvent e) {
}
public void keyTyped(KeyEvent e) {

}
public synchronized void start() {
    running = true;
    thread = new Thread(this, "Display");
    thread.start();
}
public synchronized void stop() {
    running = false;
    try {
        thread.join(); 
    } catch (InterruptedException e) {
        e.printStackTrace();
    }
}
public void run() {
    while (running = true) {
        System.out.println("The Game is Running!");
        repaint();
        try {
            Thread.sleep(60);
        } catch (Exception e) {
            e.printStackTrace();
        }
    }
}

}

我寻求帮助的原因是因为应用程序总是闪烁并且变得非常烦人。

有什么办法可以解决这个问题吗?

任何帮助将不胜感激。

Canvas 不是双缓冲的,我建议不要这样使用它。 相反,请考虑使用JPanel并覆盖其paintComponent方法,这将免费为您提供双缓冲。

有关一些详细信息,请参阅在 AWT 中绘制和摆动和执行自定义绘制

或者,您可以使用 BufferStrategy ,这将允许您定义自己的双缓冲策略,并完全控制绘画过程,让您控制画布的绘制时间(AKA 活动绘画)

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