使用双缓冲Java小程序停止小程序闪烁
很抱歉,我一直在问关于我的程序的问题,但我想我快到了,我正在自学java,所以请耐心听我说。我正在创建一个小程序,当狗对象靠近羊时,它会在屏幕上以随机方向移动羊对象。让羊在一个随机的方向上移动需要一些工作,在你们的帮助下,它现在可以工作了,但我现在要做的是阻止它在屏幕上拖动对象时闪烁。我已经读过关于双缓冲的内容,我可以让它用于在主类的paint方法中绘制的项目,但不能让它用于我的sheep和dog对象,它们被定义为独立类中的独立对象。任何帮助都将不胜感激。这是我的密码:使用双缓冲Java小程序停止小程序闪烁,java,swing,applet,awt,double-buffering,Java,Swing,Applet,Awt,Double Buffering,很抱歉,我一直在问关于我的程序的问题,但我想我快到了,我正在自学java,所以请耐心听我说。我正在创建一个小程序,当狗对象靠近羊时,它会在屏幕上以随机方向移动羊对象。让羊在一个随机的方向上移动需要一些工作,在你们的帮助下,它现在可以工作了,但我现在要做的是阻止它在屏幕上拖动对象时闪烁。我已经读过关于双缓冲的内容,我可以让它用于在主类的paint方法中绘制的项目,但不能让它用于我的sheep和dog对象,它们被定义为独立类中的独立对象。任何帮助都将不胜感激。这是我的密码: package
package mandAndDog;
import java.applet.Applet;
import java.awt.*;
import java.awt.event.*;
import java.util.Random;
public class SheepDog extends Applet implements ActionListener, MouseListener, MouseMotionListener
{
/**
*
*/
private static final long serialVersionUID = 1L;
/**
*
*/
Dog dog;
Sheep sheep;
int[] directionNumbersLeft = {0, 1, 3};
int[] directionNumbersUp = {0, 1, 2};
int x;
int selection;
int xposR;
int yposR;
int sheepx;
int sheepy;
int sheepBoundsx;
int sheepBoundsy;
int MAX_DISTANCE = 50;
int direction;
int distance;
Boolean sheepisclosetodog;
public void init()
{
addMouseListener(this);
addMouseMotionListener(this);
dog = new Dog(10, 10);
sheepx = 175;
sheepy = 75;
sheep = new Sheep(sheepx, sheepy);
sheepBoundsx = 30;
sheepBoundsy = 30;
direction = (int)(Math.random()*4);
distance = (int) (Math.random() * MAX_DISTANCE) % MAX_DISTANCE;
sheepisclosetodog = false;
Random rand = new Random();
x = rand.nextInt(3);
selection = directionNumbersLeft[x];
}
public void paint(Graphics g)
{
dog.display(g);
sheep.display(g);
g.drawString(Integer.toString(distance), 85, 100);
g.drawString(Integer.toString(direction), 85, 125);
g.drawString(Integer.toString(selection), 85, 140);
}
public void actionPerformed(ActionEvent ev)
{}
public void mousePressed(MouseEvent e)
{}
public void mouseReleased(MouseEvent e)
{}
public void mouseEntered(MouseEvent e)
{}
public void mouseExited(MouseEvent e)
{}
public void mouseMoved(MouseEvent e)
{
}
public void mouseClicked(MouseEvent e)
{}
public void mouseDragged(MouseEvent e)
{
dog.setLocation(xposR, yposR);
sheep.setLocation(sheepx, sheepy);
if (xposR > (sheepx - 20)&& xposR < (sheepx - 20)+(sheepBoundsx - 20) && yposR > (sheepy - 20)
&& yposR < (sheepy - 20)+(sheepBoundsy - 20) && direction == 0){
sheepx = sheepx + 50;
direction = (int)(Math.random()*4);
}
if (xposR > (sheepx - 20)&& xposR < (sheepx - 20)+(sheepBoundsx - 20) && yposR > (sheepy - 20)
&& yposR < (sheepy - 20)+(sheepBoundsy - 20) && direction == 1){
sheepy = sheepy + 50;
direction = (int)(Math.random()*4);
}
if (xposR > (sheepx - 20)&& xposR < (sheepx - 20)+(sheepBoundsx - 20) && yposR > (sheepy - 20)
&& yposR < (sheepy - 20)+(sheepBoundsy - 20) && direction == 2){
sheepx = sheepx - 50;
direction = (int)(Math.random()*4);
}
if (sheepx <= 5){
direction = directionNumbersLeft[x];
}
if (xposR > (sheepx - 20)&& xposR < (sheepx - 20)+(sheepBoundsx - 20) && yposR > (sheepy - 20)
&& yposR < (sheepy - 20)+(sheepBoundsy - 20) && direction == 3){
sheepy = sheepy - 50;
direction = (int)(Math.random()*4);
}
if (sheepy <=5){
direction = directionNumbersUp[x];
}
xposR = e.getX();
yposR = e.getY();
repaint();
}
}
class Dog
{
int xpos;
int ypos;
int circleWidth = 30;
int circleHeight = 30;
public Dog(int x, int y)
{
xpos = x;
ypos = y;
}
public void setLocation(int lx, int ly)
{
xpos = lx;
ypos = ly;
}
public void display(Graphics g)
{
g.setColor(Color.blue);
g.fillOval(xpos, ypos, circleWidth, circleHeight);
}
}
class Sheep
{
int xpos;
int ypos;
int circleWidth = 10;
int circleHeight = 10;
public Sheep(int x, int y)
{
xpos = x;
ypos = y;
}
public void setLocation(int lx, int ly)
{
xpos = lx;
ypos = ly;
}
public void display(Graphics g)
{
g.setColor(Color.green);
g.fillOval(xpos , ypos, circleWidth, circleHeight);
g.drawOval(xpos - 20, ypos - 20, 50, 50);
}
}
首先,我不太明白为什么在Sheep and Dog类中有一个显示方法。与其这样做,我建议你在你的牧羊犬类中展示绵羊和狗 此外,您还应该使用Graphics2D,而不是使用图形。为了使用此功能,只需执行以下操作
public void paint(Graphics g) {
Graphics2D g2 = (Graphics2D) g;
}
这是可能的,因为Graphics2D是Graphics的一个子类。一旦您这样做了,我要做的就是重写update方法并执行此操作
public void update(Graphics g) {
if (image == null) {
image = createImage(this.getWidth(), this.getHeight());
graphics = image.getGraphics();
}
graphics.setColor(getBackground());
graphics.fillRect(0, 0, this.getWidth(), this.getHeight());
graphics.setColor(getForeground());
paint(graphics);
g.drawImage(image, 0, 0, this);
}
调用repaint时,它实际上首先调用update方法,update方法反过来调用paint方法。在类的顶部,您应该声明
Image image;
Graphics graphics;
最简单的方法:将小程序更改为Swing JApplet,绘制JPanel的paintComponent。。。方法并利用Swing的自动双缓冲。另请参阅。