Canvas 我的像素赢了';不要在我画的地方画;我把它们放进去了
我试图使用缓冲策略将单个像素绘制到屏幕上,但当我运行程序时,所有像素都显示为werid,它应该在左上角生成一个正方形,但它会生成多个正方形,它们之间有黑线 显示类Canvas 我的像素赢了';不要在我画的地方画;我把它们放进去了,canvas,graphics,jframe,bufferedimage,bufferstrategy,Canvas,Graphics,Jframe,Bufferedimage,Bufferstrategy,我试图使用缓冲策略将单个像素绘制到屏幕上,但当我运行程序时,所有像素都显示为werid,它应该在左上角生成一个正方形,但它会生成多个正方形,它们之间有黑线 显示类 import java.awt.Canvas; import java.awt.Graphics; import java.awt.image.BufferStrategy; import java.awt.image.BufferedImage; import java.awt.image.DataBufferInt; impor
import java.awt.Canvas;
import java.awt.Graphics;
import java.awt.image.BufferStrategy;
import java.awt.image.BufferedImage;
import java.awt.image.DataBufferInt;
import javax.swing.JFrame;
import graphics.Render;
public class Display extends Canvas implements Runnable {
public static final int HEIGHT = 600;
public static final int WIDTH = 800;
public static final String TITLE = "Minefront Pre-Alpha 0.01";
private Thread thread;
private Screen screen;
private BufferedImage img;
private Render render;
private int[] pixels;
public boolean running = false;
public Display()
{
screen = new Screen(WIDTH, HEIGHT);
img = new BufferedImage(WIDTH, HEIGHT, BufferedImage.TYPE_INT_RGB);
pixels = ((DataBufferInt)img.getRaster().getDataBuffer()).getData();
}
public void start() {
if (running)
return;
running = true;
thread = new Thread(this);
thread.start();
System.out.println("Working");
}
public void stop() {
if (!running)
return;
running = false;
try {
thread.join();
} catch (InterruptedException e) {
e.printStackTrace();
System.exit(0);
}
}
public static void main(String args[]) {
Display game = new Display();
JFrame frame = new JFrame();
frame.add(game);
frame.pack();
frame.setSize(WIDTH, HEIGHT);
frame.setTitle(TITLE);
frame.setLocationRelativeTo(null);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setResizable(false);
frame.setVisible(true);
game.start();
}
@Override
public void run() {
while(running)
{
tick();
render();
}
}
private void render() {
BufferStrategy bs = this.getBufferStrategy();
if(bs == null)
{
createBufferStrategy(3);
return;
}
screen.render();
for (int i = 0; i < WIDTH * HEIGHT; i++) {
pixels[i] = screen.pixels[i];
}
Graphics g = bs.getDrawGraphics();
g.drawImage(img, 0, 0, WIDTH, HEIGHT, null);
g.dispose();
bs.show();
}
private void tick() {
}
}
导入java.awt.Canvas;
导入java.awt.Graphics;
导入java.awt.image.BufferStrategy;
导入java.awt.image.buffereImage;
导入java.awt.image.DataBufferInt;
导入javax.swing.JFrame;
导入图形。渲染;
公共类显示扩展画布实现可运行{
公共静态最终内部高度=600;
公共静态最终整数宽度=800;
公共静态最终字符串TITLE=“Minefront Pre Alpha 0.01”;
私有线程;
私人屏幕;
专用缓冲图像img;
私人渲染;
私有int[]像素;
公共布尔运行=false;
公开展览()
{
屏幕=新屏幕(宽度、高度);
img=新的BuffereImage(宽度、高度、BuffereImage.TYPE\u INT\u RGB);
像素=((DataBufferInt)img.getRaster().getDataBuffer()).getData();
}
公开作废开始(){
如果(正在运行)
返回;
运行=真;
线程=新线程(此);
thread.start();
系统输出打印(“工作”);
}
公共停车场(){
如果(!正在运行)
返回;
运行=错误;
试一试{
thread.join();
}捕捉(中断异常e){
e、 printStackTrace();
系统出口(0);
}
}
公共静态void main(字符串参数[]){
显示游戏=新显示();
JFrame=新JFrame();
frame.add(游戏);
frame.pack();
框架尺寸(宽度、高度);
frame.setTitle(标题);
frame.setLocationRelativeTo(空);
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
frame.setresizeable(false);
frame.setVisible(true);
game.start();
}
@凌驾
公开募捐{
(跑步时)
{
勾选();
render();
}
}
私有void render(){
BufferStrategy bs=this.getBufferStrategy();
如果(bs==null)
{
创新战略(3);
返回;
}
screen.render();
对于(int i=0;i
渲染类
public class Render {
public final int width;
public final int height;
public final int[] pixels;
public Render(int Height, int Width) {
this.height = Height;
this.width = Width;
pixels = new int[Height * Width];
}
public void draw(Render render, int xOffset, int yOffset) {
for (int y = 0; y < render.height; y++) {
int ypix = y + yOffset;
for (int x = 0; x < render.width; x++) {
int xpix = x + xOffset;
pixels[xpix + (ypix * width)] = render.pixels[x + (y * render.width)];
}
}
}
}
公共类渲染{
公共最终整数宽度;
公共最终内部高度;
公共最终整数[]像素;
公共渲染(整数高度、整数宽度){
高度=高度;
这个。宽度=宽度;
像素=新整数[高度*宽度];
}
公共无效绘制(渲染渲染、int-xOffset、int-yOffset){
对于(int y=0;y
屏幕类
import graphics.Render;
public class Screen extends Render {
public int Size = 150;
public int Color = 0;
public int R = 0;
public int G = 0;
public int B = 0;
private Render test;
public Screen(int Height, int Width) {
super(Height, Width);
test = new Render(Size, Size);
for (int i = 0; i < Size * Size; i++) {
Color = RGBtoInt(R, G, B);
test.pixels[i] = Color;
R++;
if (i % 100 == 0 || i % 100 == 1 || i % 100 == 2 || i % 100 == 99 || i % 100 == 98) {
test.pixels[i] = 16777215;
} else if (i % 25 == 0 || i % 25 == 1 || i % 25 == 2 || i % 25 == 24 || i % 25 == 23) {
test.pixels[i] = 3328255;
} else if (R > 255) {
R = 0;
G++;
if (G > 255) {
G = 0;
B++;
if (B > 255) {
B = 0;
}
}
}
}
}
private int RGBtoInt(int R, int G, int B) {
R = (R << 16) & 0x00FF0000;
G = (G << 8) & 0x0000FF00;
B = B & 0x000000FF;
return 0xFF000000 | R | G | B;
}
public void render() {
draw(test,0,0);
}
}
导入图形。渲染;
公共类屏幕扩展渲染{
公共整数大小=150;
公共int颜色=0;
公共int R=0;
公共整数G=0;
公共int B=0;
私人渲染测试;
公共屏幕(整数高度、整数宽度){
超级(高度、宽度);
测试=新渲染(大小、大小);
对于(int i=0;i255),则为else{
R=0;
G++;
如果(G>255){
G=0;
B++;
如果(B>255){
B=0;
}
}
}
}
}
专用整数RGB点(整数R、整数G、整数B){
R=(R在使用前清除缓冲区,您可以使用Graphics#fillRect
填充特定颜色-您确实需要从干净的画布开始,这意味着渲染到img
可能是个坏主意,相反,创建img
的新副本并渲染到它为什么Screen
需要的实例ode>Render
当它从Render
扩展时?为什么Render#draw
需要一个Render
实例,而它只需要更新自身?