Java:repaint()未在for循环中调用paintComponent()
这是我在stackoverflow上的第一篇文章,我希望有人能帮助我解决我在这里遇到的问题 我正在处理的问题是一个Java:repaint()未在for循环中调用paintComponent(),java,swing,for-loop,repaint,paintcomponent,Java,Swing,For Loop,Repaint,Paintcomponent,这是我在stackoverflow上的第一篇文章,我希望有人能帮助我解决我在这里遇到的问题 我正在处理的问题是一个repaint()问题,有些人会认为我只是没有在这些论坛上搜索足够的内容来解决我的问题,但我已经进行了广泛的搜索,没有任何效果。在下面的代码中,我尝试在for循环中调用drawB,不管数组有多大,这段代码都能正常工作。for循环调用drawB大约20次。在drawB中,我希望设置一个图像(它将根据数组中的数字而有所不同),然后调用repaint(),然后调用子类GameCanvas中
repaint()
问题,有些人会认为我只是没有在这些论坛上搜索足够的内容来解决我的问题,但我已经进行了广泛的搜索,没有任何效果。在下面的代码中,我尝试在for循环中调用drawB,不管数组有多大,这段代码都能正常工作。for循环调用drawB大约20次。在drawB中,我希望设置一个图像(它将根据数组中的数字而有所不同),然后调用repaint()
,然后调用子类GameCanvas中的paintComponent()
问题是PaintComponent根本没有在此初始化中运行。但是,repaint()
确实在我创建的gameLoop()
循环中运行,但是我需要在gameLoop()
之前进行初始化
有人知道发生了什么事,或者怎么解决吗
package engine;
import java.awt.*;
import java.awt.event.*;
import java.awt.image.BufferedImage;
import java.io.File;
import java.io.IOException;
import javax.imageio.ImageIO;
import javax.swing.*;
public class GameMain extends JFrame // main class for the game as a Swing application
{
// Define constants for the game
static final int CANVAS_WIDTH = 800; // width and height of the game screen
static final int CANVAS_HEIGHT = 600;
static final int UPDATE_RATE = 4; // number of game update per second
static final long UPDATE_PERIOD = 1000000000L / UPDATE_RATE; // nanoseconds
String path;
BufferedImage image;
private GameCanvas canvas;
// Constructor to initialize the UI components and game objects
public GameMain()
{
gameInit();
image = null;
canvas = new GameCanvas();
canvas.setPreferredSize(new Dimension(CANVAS_WIDTH, CANVAS_HEIGHT));
this.setContentPane(canvas);
this.setDefaultCloseOperation(EXIT_ON_CLOSE);
this.pack();
this.setTitle("Blockcraft!");
this.setVisible(true);
}
public void gameInit()
{
dispArray();
gameStart();
}
public void dispArray()
{
int tempLevel[][] = new int[][] {{1,1,1,1},{6,2,2,2},{3,3,3,3},{4,4,4,4},{4,4,4,4},{4,4,4,4},{4,4,4,4},{4,4,4,4},{4,4,4,4}};
int widthTemp = tempLevel[0].length;
int heightTemp = tempLevel.length;
for(int i = 0; i < heightTemp; i++)
{
for(int j = 0; j < widthTemp; j++)
{
try
{
image = ImageIO.read(getFile());
}
catch (Exception e)
{
e.printStackTrace();
}
drawB(image);
}
}
}
public File getFile()
{
path = "images//1.jpg";
File file = new File(path);
return file;
}
public void drawB(BufferedImage imgTemp)
{
image = imgTemp;
repaint();
}
private void gameLoop()
{
long beginTime, timeTaken, timeLeft;
while (true)
{
repaint();
beginTime = System.nanoTime();
timeTaken = System.nanoTime() - beginTime;
timeLeft = (UPDATE_PERIOD - timeTaken) / 1000000L; // in milliseconds
if (timeLeft < 10) timeLeft = 10; // set a minimum
try
{
Thread.sleep(timeLeft);
}
catch (InterruptedException ex)
{
//
}
}
}
// Refresh the display. Called back via repaint(), which invoke the paintComponent().
private void gameDraw(Graphics2D g2d)
{
g2d.drawImage(image, 0, 0, 15, 15, this);
}
public void gameKeyPressed(int keyCode)
{
//
}
public void gameKeyReleased(int keyCode)
{
//
}
public void gameKeyTyped(char keyChar)
{
//
}
class GameCanvas extends JPanel implements KeyListener
{
boolean paintAll;
int xPos, yPos;
Image img;
public GameCanvas()
{
setFocusable(true);
requestFocus();
addKeyListener(this);
}
// Override paintComponent to do custom drawing.
// Called back by repaint()... sometimes?
@Override
public void paintComponent(Graphics g)
{
System.out.println("repainting");
Graphics2D g2d = (Graphics2D)g;
// Draw the game objects
gameDraw(g2d);
}
// KeyEvent handlers
@Override
public void keyPressed(KeyEvent e)
{
gameKeyPressed(e.getKeyCode());
}
@Override
public void keyReleased(KeyEvent e)
{
gameKeyReleased(e.getKeyCode());
}
@Override
public void keyTyped(KeyEvent e)
{
gameKeyTyped(e.getKeyChar());
}
}
// To start and re-start the game.
public void gameStart()
{
// Create a new thread
Thread gameThread = new Thread()
{
// Override run() to provide the running behavior of this thread.
@Override
public void run()
{
gameLoop();
}
};
// Start the thread. start() calls run(), which in turn calls gameLoop().
gameThread.start();
}
// main
public static void main(String[] args)
{
// Use the event dispatch thread to build the UI for thread-safety.
SwingUtilities.invokeLater(new Runnable()
{
@Override
public void run()
{
new GameMain();
}
});
}
}
打包引擎;
导入java.awt.*;
导入java.awt.event.*;
导入java.awt.image.buffereImage;
导入java.io.File;
导入java.io.IOException;
导入javax.imageio.imageio;
导入javax.swing.*;
公共类GameMain将游戏的JFrame//main类扩展为Swing应用程序
{
//为游戏定义常量
静态最终int CANVAS_WIDTH=800;//游戏屏幕的宽度和高度
静态最终整型画布高度=600;
静态最终整型更新_RATE=4;//每秒游戏更新次数
静态最终长更新周期=1000000000L/更新速率;//纳秒
字符串路径;
缓冲图像;
私人游戏画布;
//构造函数来初始化UI组件和游戏对象
公共游戏主机()
{
gaminit();
image=null;
canvas=新游戏画布();
setPreferredSize(新维度(画布宽度、画布高度));
这个.setContentPane(画布);
此.setDefaultCloseOperation(关闭时退出);
这个包();
这个.setTitle(“Blockcraft!”);
此.setVisible(true);
}
public void gaminit()
{
dispArray();
gameStart();
}
public void dispArray()
{
int tempLevel[][]=新int[][]{{1,1,1}、{6,2,2}、{3,3,3}、{4,4,4,4}、{4,4,4,4}、{4,4,4,4,4}、{4,4,4,4}、{4,4,4}、{4,4,4}、{4,4,4};
int-widthTemp=tempLevel[0]。长度;
int heightTemp=模板级别长度;
对于(int i=0;ipublic void dispArray() {
int tempLevel[][] = new int[][] { { 1, 1, 1, 1 }, { 6, 2, 2, 2 },
{ 3, 3, 3, 3 }, { 4, 4, 4, 4 }, { 4, 4, 4, 4 }, { 4, 4, 4, 4 },
{ 4, 4, 4, 4 }, { 4, 4, 4, 4 }, { 4, 4, 4, 4 } };
int widthTemp = tempLevel[0].length;
int heightTemp = tempLevel.length;
for (int i = 0; i < heightTemp; i++) {
for (int j = 0; j < widthTemp; j++) {
try {
image = ImageIO.read(getFile());
} catch (Exception e) {
e.printStackTrace();
}
drawB(image);
}
}
}
public File getFile() {
path = "images//1.jpg";
File file = new File(path);
return file;
}
public void drawB(BufferedImage imgTemp) {
image = imgTemp;
repaint();
}